-approximate pure Nash equilibria algorithms for weighted congestion games and their runtimes
Abstract
This paper concerns computing approximate pure Nash equilibria in weighted congestion games, which has been shown to be PLS-complete. With the help of -game and approximate potential functions, we propose two algorithms based on best response dynamics, and prove that they efficiently compute -approximate pure Nash equilibria for and respectively, when the weighted congestion game has polynomial latency functions of degree at most and players’ weights are bounded from above by a constant . This improves the recent work of Feldotto et al. (2017) and Giannakopoulos et al. (2022) that showed efficient algorithms for computing -approximate pure Nash equilibria.
Keywords: computation of approximate equilibria; congestion games; potential functions; best response dynamics; runtime analysis
1 Introduction
As an important class of non-cooperative games, congestion games (Dafermos and Sparrow (1969); Rosenthal (1973) and Roughgarden (2016)) have been well-studied in the field of algorithmic game theory (Roughgarden (2010)), in order to understand strategic behavior of selfish players competing over sets of common resources. Much of the work has been devoted to explore properties of pure Nash equilibria in arbitrary (weighted) congestion games starting from the seminal work of Rosenthal (1973), which proved the existence of pure Nash equilibria in arbitrary unweighted congestion games. This mainly includes the existence and inefficiency of pure Nash equilibria, see, e.g., Christodoulou and Koutsoupias (2005); Harks et al. (2011); Harks and Klimm (2012); Wu et al. (2022), and others.
Only few have concerned the problem of finding an equilibrium state in an arbitrary congestion game. For the special setting of unweighted congestion games, potential functions (Monderer and Shapley (1996)) exist, see, e.g., Rosenthal (1973), and thus there are relatively simple algorithms driven by best response dynamics for computing precise and approximate pure Nash equilibria (see, e.g., Chien and Sinclair (2011) or Roughgarden (2016)), although Fotakis et al. (2005) have proved that finding a pure Nash equilibrium in this case is essentially PLS-complete (Johnson et al. (1988)).
For the general setting of weighted congestion games, the situation becomes much worse, as pure Nash equilibria then need not exist, see, e.g., Harks and Klimm (2012). Moreover, Skopalik and Vöcking (2008) have shown that computing an approximate pure Nash equilibrium in this case has already been PLS-complete. Hence, we need a more sophisticated algorithm for computing an approximate pure Nash equilibrium in this general case. This defines the problem considered in the present paper.
Due to the PLS-completeness, we will not discuss an arbitrary weighted congestion game, but these with polynomial latency functions of degree at most for an arbitrary constant integer and with players’ weights valued in a bounded interval for an arbitrary constant Coupling with novel techniques of -game by Caragiannis et al. (2015) and of approximate potential functions by Chen and Roughgarden (2009), we propose two simply algorithms based on best response dynamics, which compute -approximate pure Nash equilibria (for and , respectively) within polynomial runtimes parameterized by , and , where is the largest ratio between two positive coefficients of these polynomial latency functions.
1.1 Our contribution
Our first algorithm is essentially a best response dynamic on a -game of a weighted congestion game with polynomial latency functions for an arbitrary constant , see Algorithm 1. Caragiannis et al. (2015) have shown that this -game has a potential function , and its -approximate pure Nash equilibria are essentially -approximate pure Nash equilibria of the original weighted congestion game for each constant
When players share the same strategy set, we prove with similar arguments to these of Chien and Sinclair (2011) that Algorithm 1 outputs a -approximate pure Nash equilibrium of the -game within iterations, where is the number of players and is the players’ maximum cost value. See Theorem 3 for a detailed result.
When players have different strategy sets, Algorithm 1 produces a -approximate pure Nash equilibrium of -game within iterations, where and is the number of resources, see Theorem 4.
Theorem 3 and Theorem 4 together imply that Algorithm 1 computes a -approximate pure Nash equilibrium of weighted congestion games with polynomial latency functions within an acceptable runtime. In particular, these runtimes are polynomial parameterized by , and . This improves the recent work of Feldotto et al. (2017) and Giannakopoulos et al. (2022), which compute -approximate pure Nash equilibria with more sophisticated algorithms.
We further improve the result by incorporating the idea of approximate potential function of Christodoulou et al. (2019) into our framework, and propose a refined best response dynamic for see Algorithm 2. Here, we note that Christodoulou et al. (2019) have proved the existence of -approximate pure Nash equilibria for each .
When players share the same strategy set and , Algorithm 2 computes a -approximate pure Nash equilibria within iterations, where is an arbitrary constant, and is the players’ maximum cost value in the game . See Theorem 5 for a detailed result. When players have different strategy sets, Algorithm 2 produces a -approximate pure Nash equilibrium within iterations, where see Theorem 6.
While weighted congestion games with polynomial latency functions need not have exact potential functions, our results show that the naive idea of best response dynamics still lead to efficient algorithms for the computation of approximate pure Nash equilibria. In particular, the resulting algorithms compute approximate pure Nash equilibria of much higher accuracy than these proposed recently by Caragiannis et al. (2015), Feldotto et al. (2017) and Giannakopoulos et al. (2022), though our algorithms may have longer polynomial runtimes depending on more parameters.
1.2 Related work
Rosenthal (1973) proved that every unweighted congestion game has a potential function, and thus admits at least one pure Nash equilibrium. For weighted congestion games, Fotakis et al. (2005) and Panagopoulou and Spirakis (2007) showed the existence of potential functions for affine linear and exponential latency functions, respectively. Hence, such weighted congestion games have pure Nash equilibria. Beyond these cases, pure Nash equilibria may not exist, see Goemans et al. (2005) and Harks and Klimm (2012). In fact, Dunkel and Schulz (2008) even proved that deciding if an arbitrary weighted congestion game has a pure Nash equilibrium is a NP-hard problem.
While each unweighted congestion game has a pure Nash equilibrium, Fabrikant et al. (2004) have proved that computing such an equilibrium state is of PLS-complete (Johnson et al. (1988)), which is a complexity class locating in between the two well-known classes P and NP. Moreover, Ackermann et al. (2008) even showed that finding a pure Nash equilibrium in a unweighted congestion game with affine linear latency functions is PLS-complete. This becomes more even tough for weighted congestion games, for which Skopalik and Vöcking (2008) have proved that finding a -approximate pure Nash equilibrium with a constant has already been PLS-complete.
Due to this extreme complexity, we may have to consider particular cases when we compute approximate pure Nash equilibria in weighted congestion games. For an arbitrary constant Chien and Sinclair (2011) have shown a best response dynamic, which computes a -approximate pure Nash equilibrium within iterations when the weighted congestion game is symmetric and the latency functions fulfill a so-called bounded jump condition, where is the potential function of the game and is the minimum values of the potential function.
For an arbitrary weighted congestion game with polynomial latency functions of degree at most an integer Caragiannis et al. (2015) defined a -game with so-called -functions. This -game is essentially a potential game, and shares all other features with , but has latency functions dominating the polynomial latency functions of . With the help of this -game, Caragiannis et al. (2015) then showed an algorithm for computing a -approximate pure Nash equilibrium of within iterations with an arbitrary small , where , and are the respective maximum and minimum cost of players of the -game, , and is the number of players. Coupling with certain random mechanisms, Feldotto et al. (2017) improved this result of Caragiannis et al. (2015), and showed a randomized algorithm that efficiently outputs a -approximate pure Nash equilibrium of with a high probability.
Recently, Christodoulou et al. (2019) initiated a different research with the notion of an approximate potential function, which was first proposed by Chen and Roughgarden (2009). They proved that every weighted congestion game with polynomial latency functions of degree at most has a -approximate pure Nash equilibrium for each where is the common upper bound of players’ weights. Inspired by Christodoulou et al. (2019), Giannakopoulos et al. (2022) showed a deterministic polynomial-time algorithm for computing -approximate pure Nash equilibrium of weighted congestion games within iterations when the latency functions are polynomial with degree at most where , and are the respective maximum and minimum cost of players, , , and is the number of players. To our knowledge, this is the best known result in the literature for the computation of approximate pure Nash equilibria in weighted congestion games.
We generalize the runtime analysis of best response dynamics in Chien and Sinclair (2011) from symmetric weighted congested games with bounded jump latency functions to arbitrary weighted congestion games with polynomial latency functions. In particular, our results outperform these in the literature from the perspective of obtaining a preciser approximation of pure Nash equilibria.
1.3 Outline of the paper
The remaining of the paper is organized as follows. Section 2 defines the weighted congestion game model, and presents preliminary properties of games and of approximate potential functions. We propose the two algorithms and analyze their runtimes in Section 3. A short summary is then presented in Section 4.
2 Model and Preliminaries
2.1 Weighted congestion games
We represent an arbitrary weighted congestion game by tuple with components defined below.
- G1.
-
is a collection of different players.
- G2.
-
is a set of different resources.
- G3.
-
is a set of feasible strategies of player . Here, each strategy is a nonempty subset of , that is, .
- G4.
-
is a nonempty and finite vector, where each component is a positive weight of player that denotes an unsplittable demand and will be delivered by a single strategy . When for all then is called unweighted. Otherwise, is called weighted.
- G5.
-
is a vector of latency (or cost) functions of resources . Here, each latency function is continuous, nonnegative and nondecreasing.
Players are noncooperative, and each of them chooses a strategy independently. This then results in a (pure strategy) profile , where denotes the strategy used by player For each resource we denote by a multi-set consisting of weights of players using resource in profile Moreover, we denote by the sum of all elements in a multi-set Then is the total weight of players using resource in profile Furthermore, resource has a latency of , and player has a cost of , when player uses a strategy in profile Finally, the profile has a (total) cost of
To facilitate our discussion, for each player we denote by a subprofile of strategies used by “opponents” of player and write when we need to show explicitly the strategy used by player
We call a profile a pure Nash equilibrium if
(2.1) |
for each player and each strategy . Here, we recall that is the cost of player in profile and that is the resulting cost of player when player unilaterally moves from strategy to another strategy Inequality (2.1) then simply states that is a best-response to for each player when is a pure Nash equilibrium. Hence, there is no incentive for a player to unilaterally change strategy when the profile is already a pure Nash equilibrium.
Monderer and Shapley (1996) have shown that pure Nash equilibria exist in an arbitrary finite game with a potential function, i.e., a potential game. For our model, a real-valued function is called an (exact) potential function if
(2.2) | |||||
Hence, a potential function quantifies the cost reduction of a unilateral change of strategy. In particular, its global minimizers are pure Nash equilibria.
Rosenthal (1973) has shown that an arbitrary unweighted congestion game has a potential function, and so admits pure Nash equilibria. For weighted congestion games, Panagopoulou and Spirakis (2007) have proved the existence of potential functions for exponential latency functions, and Fotakis et al. (2005) have proved the existence of potential functions for affine linear latency functions. Beyond these cases, potential functions need not exist, and neither need pure Nash equilibria, see, e.g., Harks and Klimm (2012). Then we have to consider a relaxed notion of -approximate pure Nash equilibrium instead.
Formally, for an arbitrary constant , a profile is called -approximate pure Nash equilibrium if
(2.3) |
for each player and each strategy . Inequality (2.3) means that a unilateral change of strategy reduces the cost at a rate of at most in a -approximate pure Nash equilibrium. Hence, the smaller the constant is, the closer the profile would approximate a precise pure Nash equilibrium. To facilitate our discussion, we call the approximation ratio of when is a -approximate pure Nash equilibrium.
As Skopalik and Vöcking (2008) have shown that computing an approximate pure Nash equilibrium in an arbitrary congestion game is PLS-complete, we thus consider such a computation in a parametric setting. We focus only on weighted congestion games with polynomial latency functions fulfilling Conditions 1–2 below.
Condition 1.
for each player for a constant .
Condition 2.
Each latency function is polynomial, and has a form of
(2.4) |
where is an integer, and for all and all In particular, there is a constant such that for arbitrary and arbitrary with
Condition 1 simply states that each player has a weight in for a constant upper bound Condition 2 requires that each of the polynomial latency functions has a degree at most and the ratios between their positive coefficients are bounded from above by a constant Such weighted congestion games need not have precise pure Nash equilibria, see, e.g., Harks and Klimm (2012).
In Section 3, we will propose two algorithms computing -approximate pure Nash equilibria for and respectively, and prove that their runtimes are polynomial parameterized by and The first algorithm is essentially a best response dynamic on -game, while the second algorithm is a refined best response dynamic for Their runtime analyses will involve properties of -games and of approximate potential functions. Before we formally define these two algorithms, let us first introduce the respective notions of -games and of approximate potential functions in Section 2.2 and Section 2.3, so as to facilitate our further discussion.
2.2 games
While weighted congestion games fulfilling Conditions 1–2 need not have potential functions, Caragiannis et al. (2015) have shown that a suitable revision of the latency functions with the so-called -functions would result in a -game, which has an exact potential function.
Definition 1 (-functions, see Caragiannis et al. (2015)).
Consider an arbitrary integer and a finite nonempty ground set of reals. A (-order) -function on is a real-valued function with
for each multi-set where is the collection of all multi-sets with elements from Here, we put for each integer Moreover, we employ a convention that for an arbitrary multi-set .
Clearly, coincides with a summation of all monomials of (total) degree over elements in . In particular, . Moreover. and share the same monomial terms, though different coefficients. Lemma 1 below collects some trivial properties of these -functions. Readers may refer to Caragiannis (2009) for their proofs.
Lemma 1 (Properties of -functions, see Caragiannis et al. (2015)).
Consider an arbitrary integer , an arbitrary finite multi-set of nonnegative reals, and an arbitrary nonnegative constant real Then the following four statements hold.
-
a.
-
b.
-
c.
-
d.
With these functions, we are now ready to introduce the notion of -games proposed by Caragiannis et al. (2015).
Definition 2 (-games, see also Caragiannis et al. (2015)).
To simplify notation, we write simply as when we discuss the latency of a resource w.r.t. a profile in -game Moreover, we employ and to denote the respective cost of a player and of a profile in -game Clearly, -game would coincide with and so and when In general, they are different. Nonetheless, Lemma 1a yields immediately that for each and each We summarize this in Lemma 2 below.
Lemma 2 (Caragiannis et al. (2015)).
While Lemma 2 is trivial, it implies that a profile is a -approximate pure Nash equilibrium of if is a -approximate pure Nash equilibrium of -game for each constant This follows immediately from inequality (2.3). We summarize it in Lemma 3 below.
Lemma 3 (Caragiannis et al. (2015)).
Lemma 3 indicates that we can obtain a -approximate pure Nash equilibrium of a weighted congestion game by computing a -approximate pure Nash equilibrium of the -game when fulfills Conditions 1–2 and when has a -approximate pure Nash equilibrium. Theorem 1 below confirms this idea by showing that -game has a potential function, and so admits a precise pure Nash equilibrium when the weighted congestion game fulfills Conditions 1–2. Readers may refer to Caragiannis et al. (2015) for a proof.
Theorem 1 (Existence of potential functions in -games, see Caragiannis et al. (2015)).
With Theorem 1, we will employ a best response dynamic on the -game to compute a -approximate pure Nash equilibrium of This then results in Algorithm 1 in Section 3.1.1.
Lemma 4 below bounds the potential function of an arbitrary profile with the total cost While this is trivial, it will be very helpful when we derive the runtime of Algorithm 1 in Section 3.1.2. We omit its proof due to its triviality.
Lemma 4 (Caragiannis et al. (2015)).
2.3 Approximate potential functions
In addition to above idea of best response dynamic on we will also consider a refined best response dynamic with the idea of approximate potential function proposed by Chen and Roughgarden (2009) in Section 3.2.
Definition 3 (Approximate potential functions, see Chen and Roughgarden (2009)).
With this notion, Christodoulou et al. (2019) have shown the existence of -approximate pure Nash equilibria in weighted congestion games fulfilling Conditions 1–2 for each constant In particular, they showed that
(2.7) |
defines a -approximate potential function for when
With this approximate potential function, we design a refined best response dynamic for computing -approximate pure Nash equilibria, see Algorithm 2 in Section 3.2.1. Again, to facilitate the resulting runtime analysis, we introduce a trivial upper bound of this approximate potential function in Lemma 5 below.
Lemma 5.
Proof.
3 Computing -approximate pure Nash equilibria
We now propose two algorithms based on best response dynamics for computing -approximate pure Nash equilibria when the constant equals and respectively. For the case of we apply a best response dynamic on the -game similar to that in Chien and Sinclair (2011). This results in our Algorithm 1. For the case of we design a refined best response dynamic by incorporating the idea of approximate potential function, which forms our Algorithm 2.
3.1 A best response dynamic on -game
3.1.1 The algorithm
Consider an arbitrary profile an arbitrary constant and an arbitrary player We call a strategy a -move of player in -game if
(3.1) |
Similarly, one may define -moves directly for game Inequality (3.1) actually means that player can reduce cost at a rate of by unilaterally moving to strategy when is a -move. Moreover, when no player has a -move, then the profile has been a -approximate pure Nash equilibrium.
Algorithm 1 below shows a best response dynamic of -game of a weighted congestion game fulfilling Conditions 1–2 for an arbitrary constant , which shares similar features with the dynamic proposed in Chien and Sinclair (2011) for symmetric congestion games with bounded jump latency functions. It starts with an arbitrary initial profile and then evolves the profile by iterating the following three steps over the time horizon until a -approximate pure Nash equilibrium of -game is met.
(3.2) |
- Step 1.
-
When current profile is not a -approximate pure Nash equilibrium of -game then computes for each a best-response111The best response depends essentially on , and is thus a function of Nevertheless, we denote it simply by , so as to simplify notation. w.r.t. subprofile and puts all players with -moves into a collection i.e.,
Here, we note that is the strategy of player in profile , and that is not empty when current profile is not a -approximate pure Nash equilibrium.
- Step 2.
-
Choose an arbitrary player from fulfilling condition that
(3.3) - Step 3.
-
Let the selected player move unilaterally from to and then put
We assume w.l.o.g. that each iteration of Algorithm 1 has a polynomial complexity. This is true when the congestion game is defined on a graph, i.e., when it is a network congestion game, for which the best response of a player is computed efficiently by a polynomial time shortest path algorithm, e.g., Dijkstra’s algorithm in Dijkstra (1959). Then the runtime complexity of Algorithm 1 depends on the total number of iterations essentially.
Define and define . Then is the runtimes of Algorithm 1 w.r.t. initial profile (i.e., the number of iterations Algorithm 1 takes for finding a -approximate pure Nash equilibrium of when the initial profile is ), and is the corresponding maximum runtime. Section 3.1.2 below inspects the upper bound of with the potential function defined in Theorem 1.
3.1.2 Runtime analysis of Algorithm 1
Note that the cost
(3.4) |
where is the minimum positive coefficient. This inequality follows since each player has a weight not smaller than (Condition 1), and since the latency functions fulfill Condition 2.
Note also that for each
(3.5) |
This follows since is essentially a -move of player and since is a potential function of -game see Theorem 1.
Inequality (3.5) together with inequality (3.4) yield immediately that
for each iteration with Moreover, we obtain that for an arbitrary and an arbitrary initial profile where is minimum potential values.
This together with Lemma 4 further imply that where is short for Hence, Algorithm 1 terminates within finite iterations. We summarize this Theorem 2 below.
Theorem 2.
Let be a weighted congestion game fulfilling Conditions 1–2, let be its -game as in Definition 2, let be an arbitrary initial profile, and let be an arbitrary constant. Then Algorithm 1 computes a -approximate pure Nash equilibrium of -game within iterations. Moreover, and so Algorithm 1 outputs a -approximate pure Nash equilibrium of within iterations.
While Theorem 2 shows a finite upper bound of it may overestimate , as it is based on a very crude estimation of player’s cost in inequality (3.4). To obtain a tighter upper bound, we implement a finer analysis below.
With Lemma 4, we obtain that
(3.6) |
Here, is a player with a maximum cost When in an iteration then inequalities (3.6) and (3.5) together yield that
and the potential function value decreases at a constant ratio of at least in this case. This would yield a tighter upper bound of by a similar proof to that of Theorem 3 below.
However, in general, the selected player may have a cost Then the above analysis does not apply. Nevertheless, Lemma 6 below shows a similar result that
(3.7) |
for each , when all players share the same strategy set, i.e., for two arbitrary players We move its proof to Appendix A.1.
Lemma 6.
Lemma 6 implies that Algorithm 1 computes a -approximate pure Nash equilibrium of the -game within iterations when for all We summarize this result in Theorem 3 below.
Theorem 3 (Particular case).
Proof.
Theorem 3 and Lemma 2 together imply that Algorithm 1 produces a -approximate pure Nash equilibrium of within iterations in this particular case. With inequality (2.6), we can see that this runtime is polynomial in input size when it is parameterized by and Here, we note that is an arbitrary small constant.
In the above, inequality (3.8) plays a crucial role for bounding . While this need not hold in general, Lemma 7 below shows a similar result when there are players with . We move its proof to Appendix A.2.
Lemma 7.
Lemma 7 yields immediately that Algorithm 1 computes a -approximate pure Nash equilibrium of -game within iterations. We summarize this in Theorem 4 below.
Theorem 4 (General case).
While the runtime in Theorem 4 is larger than that in Theorem 3, it is still polynomial parameterized by the constants , and . This means that Algorithm 1 computes a -approximate pure Nash equilibrium of an arbitrary weighted congestion game fulfilling Conditions 1–2 within a polynomial runtime regardless whether for all or not. This generalizes the result of Chien and Sinclair (2011) that shows a similar result only for symmetric congestion games with bounded jump latency functions. In particular, Algorithm 1 has a better approximation ratio of than those in the recent seminal work of Caragiannis et al. (2015), Feldotto et al. (2017) and Giannakopoulos et al. (2022), although its runtime might be longer. Section 3.2 below will propose a refined best response dynamic, which computes a “more precise” approximate pure Nash equilibrium even within a much shorter runtime.
3.2 A refined best response dynamic
Algorithm 1 implements a best response dynamic on the -game of a weighted congestion game fulfilling Conditions 1–2. With the approximate potential function in Section 2.3, we now define a refined best response dynamic directly on and show that the resulting algorithm efficiently computes a -approximate pure Nash equilibrium of with a shorter runtime than Algorithm 1.
3.2.1 The algorithm
Algorithm 2 below shows the pseudo code of a refined best response dynamic of for and an arbitrary small constant It shares same structures with Algorithm 1, except for the choice of the player . Algorithm 1 picks a player while Algorithm 2 chooses a player . This also distinguishes Algorithm 2 from these commonly used best response dynamics, see, e.g., Nisan et al. (2007). An advantage of letting such a player to update strategy is that the approximate potential function (defined in Section 2.3) then decreases very rapidly, since
(3.10) | |||||
for all when is not a -approximate pure Nash equilibrium. This will then facilitate the runtime analysis in Section 3.2.2.
Similar to Algorithm 1, we assume that each iteration of Algorithm 2 has a polynomial complexity. Then the runtime (i.e., the total number of iterations Algorithm 2 takes for computing a -approximate pure Nash equilibrium) dominates the total computational complexity. To facilitate our discussion, we employ to denote the runtime of Algorithm 2 when the initial profile is Then is the worst-case runtime of Algorithm 2.
3.2.2 Runtime analysis of Algorithm 2
Theorem 5 below shows that Algorithm 2 terminates within iterations, for the constant and for each constant when for two arbitrary players Here, is the maximum cost of a player in game .
Theorem 5 (Particular case).
The runtime in Theorem 5 is polynomial parameterized by and since is essentially a polynomial in input size, see inequality (2.8). Hence, Algorithm 2 efficiently computes a -approximate pure Nash equilibrium when for all This improves the result of Theorem 3.
Similar to Lemma 6, Lemma 8 below shows that is bounded from below by for an arbitrary when for two arbitrary players This combining with Lemma 5 imply that the approximate potential value decreases at a rate of at least in each iteration before Algorithm 2 terminates. Moreover, Theorem 5 follows immediately from an argument similar to that of Theorem 3.
Lemma 8.
We move the proof of Lemma 8 to Appendix A.3. Lemma 8 plays a crucial role for bounding in the above particular case. Similarly, we can generalize it, see Lemma 9 below.
Lemma 9.
Consider a weighted congestion game fulfilling Conditions 1–2, a constant and a constant Then for each we have
for every player and a constant , where is the number of resources, is the common upper bound of players’ weights, is the maximum ratio between two positive coefficients, and is the number of players.
We move its proof to Appendix A.4.
Lemma 9 yields immediately that Algorithm 2 computes a -approximate pure Nash equilibrium of the game within iterations for and for each constant where . We summarize this in Theorem 6 below.
Theorem 6 (General case).
Theorem 6 means that Algorithm 2 computes a -approximate pure Nash equilibrium in a polynomial runtime for and an arbitrary small constant when the weighted congestion game fulfills Conditions 1–2. Hence, Algorithm 2 improves Algorithm 1 from both the perspectives of accuracy and of efficiency. While the runtime of Algorithm 2 in Theorem 6 depends on more parameters than these in the recent seminal work of Caragiannis et al. (2015); Feldotto et al. (2017) and Giannakopoulos et al. (2022), it computes an approximate pure Nash equilibrium with a much better approximation ratio of
4 Summary
We consider the computation of approximate pure Nash equilibria in weighted congestion games with polynomial latency functions. We design two algorithms based on best response dynamics. The first algorithm is driven by a best response dynamic on the -game. This algorithm is similar to that of Chien and Sinclair (2011). We prove that this algorithm computes a -approximate pure Nash equilibrium in a polynomial runtime parameterized by the three constants and . This generalizes the runtime result of Chien and Sinclair (2011) that is only for symmetric congestion games with bounded jump latency functions.
The second algorithm is driven by incorporating the idea of approximate potential functions, we propose a refined best response dynamic, see Algorithm 2. This algorithm defines directly on the weighted congestion game, but not on its -game. We prove that this algorithm computes a -approximate pure Nash equilibrium also in a polynomial runtime. While this runtime is still parameterized by the three constants and , it is much shorter than that of Algorithm 1.
In fact, our Algorithm 2 can also compute an approximate pure Nash equilibrium with a better approximation ratio in a similar polynomial runtime when the corresponding -approximate potential function exists. This then raises an interesting question if there is a -approximate potential function for weighted congestion games fulfilling Conditions 1–2 for some constant
Acknowledgement
The first author acknowledges support from the National Natural Science Foundation of China with grant No. 12131003. The second author acknowledges support from the National Natural Science Foundation of China with grant No. 61906062, support from the Natural Science Foundation of Anhui with grant No. 1908085QF262, and support from the Talent Foundation of Hefei University with grant No. 1819RC29. The third author acknowledges support from the National Natural Science Foundation of China with grants No. 12131003 and No. 11871081. The fourth author acknowledges support from the National Natural Science Foundation of China with grant No. 72192800.
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Appendix A Appendices: Mathematical Proofs
A.1 Proof of Lemma 6
Consider now an arbitrary iteration . Let be the player chosen in iteration and let be an arbitrary player.
If coincides with , then
This follows since has a -move of and since the upper bound in Condition 1 is not smaller than Hence, Lemma 6 holds in this special case.
Now we assume that and distinguish two cases below.
Case 1: and has -moves
Since is chosen by Algorithm 1, we obtain that
where is a -move of player w.r.t. This follows since is a best response of player w.r.t. and since is a player that has a -move with a maximum cost reduction w.r.t. these of the other players in .
This completes the proof of Case 1.
Case 2: and does not have a -move
Note that
(A.1) |
and that
(A.2) |
where is again a best-response of player w.r.t. Inequalities (A.1)–(A.2) follow since is a -move of the selected player since and have the same set of strategies (so is also a strategy of player ), and since does not have a -move, and so moving to can reduce the cost of player at a rate of at most .
Note also that
(A.3) | |||||
Here, we used that for all , that in the worst case for each , and thus, that
for each The second inequality follows since Lemma 1c.
A.2 Proof of Lemma 7
Consider an arbitrary iteration for an arbitrary constant and an arbitrary initial profile Let be an arbitrary player. Similar to that of Lemma 6, we distinguish two cases below.
Case 1: player has -moves
Note that the selected player has a maximum cost reduction w.r.t. the other players in when he/she unilaterally moves to the best response strategy and that in this case since he/she has a -move. Hence,
Here, note that the constant in Lemma 7 is not smaller than
Case 2: player does not have a -move
In this case, In particular, when player has the same strategy set with player then an identical argument to that in proof of Lemma 7 applies. Hence, we assume, w.l.o.g., that for this case.
As player does not have a -move, we obtain that
(A.4) |
for an arbitrary strategy .
Similar to that in proof of Lemma 6, we now compare and for an arbitrary strategy
Since there are totally players, and since each player has a weight smaller than we obtain for an arbitrary resource that
This together with Lemma 1a yield for each and that
(A.5) |
Here, we used that for each that for two arbitrary with and that there is at least one with
Inequality (A.5) implies immediately for an arbitrary strategy that
(A.6) |
Here, we note that may include only one resource, and may contain resources. This, combined with inequality (A.4), yield that
for an arbitrary Moreover, we obtain also that
when
This completes the proof of Lemma 7.
A.3 Proof of Lemma 8
This proof is similar to that in Appendix A.1. We thus only sketch the main steps below.
Let be an arbitrary player, and let be an arbitrary iteration. We assume w.l.o.g. that player does not have a -move, and so
(A.7) |
Here, we note that is also a strategy of player when
Note that
Here, we used that when , and that when
This together with inequality (A.7) yield that
which, in turn, implies that
Here, we used the fact that is a -move of the selected player Moreover, we obtain that
This completes the proof of Lemma 8, due to the arbitrary choice of the player
A.4 Proof of Lemma 9
Let be an arbitrary player, and let be an arbitrary iteration. Since this proof is similar to that in Appendix A.2, we also sketch the main steps below.
We assume, w.l.o.g., that As player does not have a -move, we obtain that
(A.8) |
for an arbitrary strategy .
For each
which together with inequality (A.7) yield that
which, in turn, implies that
Moreover, we obtain that
This completes the proof of Lemma 9, due to the arbitrary choice of player from