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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>When are Marginal Congestion Tolls Optimal?</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>David C. Parkes, Harvard University</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Reshef Meir</institution>
          ,
          <addr-line>Technion</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>Marginal tolls are known to provide the existence of an optimal equilibrium in atomic congestion games, but unlike nonatomic games, there might be additional equilibria even with linear cost functions on resources. In this paper, we show that in games with a large number of players, all equilibria are near-optimal.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>It is well known that selfish routing results in suboptimal
social behavior and in increased latency [Pigou, 1920]. The
modern literature formalizes selfish routing scenarios as
congestion games, where the inefficiency due to strategic
behavior is quantified as the Price of Anarchy (PoA)– the ratio
between the optimal total latency and the maximal total latency
in equilibrium [Roughgarden and Tardos, 2007].</p>
      <p>The game theoretic literature on selfish routing can be
classified into models of atomic (unsplittable) flow and
nonatomic flow, where in the latter, each agent accounts for an
infinitesimally small fraction of the total congestion. While in
both models a pure equilibrium is guaranteed to exist, and can
be found via a simple local best-response dynamics, atomic
congestion games are considered more challenging to
analyze. Atomic games may have multiple equilibria of different
costs, and the price of anarchy can be much higher than in
nonatomic games.</p>
    </sec>
    <sec id="sec-2">
      <title>The PoA is well understood in congestion games, both</title>
      <p>atomic and nonatomic, and almost independent from the
topology of the network [Roughgarden, 2009]. That is, the
inefficiency depends mostly on the edge latency functions,
and a simple network of two parallel edges (or roads) is
sufficient to create instances with the highest possible PoA.</p>
      <p>Still, it is interesting to look to change the behavior of
agents by charging them for using a resource. It has been
known since [Beckmann et al., 1956] that to enforce
optimal behavior in nonatomic games (i.e. such that all
equilibria have minimum total latency), it is sufficient to impose
marginal congestion tolls, i.e., charge each agent based on
the latency he currently adds to the other agents.1 Note that
we assume tolls are dynamic that depend on monitoring the
actual congestion on one hand, but can be easily computed.</p>
    </sec>
    <sec id="sec-3">
      <title>This is in contrast to static tolls that typically depend on the</title>
    </sec>
    <sec id="sec-4">
      <title>1It is typically assumed that the tolls themselves are not calcu</title>
      <p>
        lated as part of the total cost, e.g. because they return to the society
indirectly, or because the central authority only cares about the
latency. Non-refundable tolls are also studied [Cole et al., 2006] but
not in this paper.
optimal congestion, and often require extensive computation
        <xref ref-type="bibr" rid="ref2 ref5">(see e.g. [Bonifaci et al., 2011])</xref>
        .
      </p>
    </sec>
    <sec id="sec-5">
      <title>For atomic games, it is known that marginal tolls guarantee</title>
      <p>the existence of at least one optimal equilibrium [Sandholm,
2007], however there may be other inefficient equilibria, even
in games with linear latencies [Caragiannis et al., 2010a].
The problem becomes even more involved if we take into
account more general notions of equilibrium such as mixed and
correlated equilibrium. For a specific classes of atomic
routing games, marginal tolls guarantee optimal behavior in any
pure equilibrium. This is the case for example for symmetric
networks with parallel links (also known as resource
selection games) since in such networks the equilibrium is unique.</p>
    </sec>
    <sec id="sec-6">
      <title>The class of networks for which marginal tolls are optimal</title>
      <p>was extended first in an unpublished (and unfinished) work
by Singh [Singh, 2008]. However Singh’s result was very
recently refuted by Igal Milchtaich (personal communications)
who provided the correct characterization.</p>
    </sec>
    <sec id="sec-7">
      <title>Several other papers studied more complicated taxation</title>
      <p>schemes and how low they can affect the PoA [Fotakis and</p>
    </sec>
    <sec id="sec-8">
      <title>Spirakis, 2008; Caragiannis et al., 2010a].</title>
    </sec>
    <sec id="sec-9">
      <title>Our contribution We show that for any fixed network, if</title>
      <p>the number of players is sufficiently large, then any
equilibrium under marginal tolls is near-optimal. Further, this result
extend to mixed, correlated, and coarse correlated equilibria.</p>
    </sec>
    <sec id="sec-10">
      <title>We use the smoothness framework [Roughgarden, 2009],</title>
      <p>which enables the PoA bounds to be established with
relatively short and simple proofs.</p>
    </sec>
    <sec id="sec-11">
      <title>We also consider agents with variable sensitivity to mon</title>
      <p>etary tolls [Cole et al., 2006; Karakostas and Kolliopoulos,
2004; Fotakis et al., 2010], reflecting how agents trade-off
money for time. As discussed in [Yang and Zhang, 2008;</p>
    </sec>
    <sec id="sec-12">
      <title>Meir and Parkes, 2015b], the parameter may be unobserv</title>
      <p>able, and thus unknown to the central authority setting the
tolls. Thus, following [Meir and Parkes, 2015b] and in
contrast to most of the mechanism design literature, we assume
that a marginal toll is applied, and analyze the equilibrium for
a population as the sensitivity parameter varies.</p>
    </sec>
    <sec id="sec-13">
      <title>Along the way, we state formally some known results on marginal tolls that seem to have been overlooked in the recent study of atomic congestion and routing games.</title>
      <p>2</p>
      <sec id="sec-13-1">
        <title>Preliminaries</title>
        <p>For an integer m, [m] = f1; 2; : : : ; mg. We use bold letters
to denote vectors, e.g., a = (a1; : : : ; am).</p>
      </sec>
    </sec>
    <sec id="sec-14">
      <title>Following the definitions in [Roughgarden, 2007], a rout</title>
      <p>ing game is a tuple G = hV; E; N; c; u; vi, where
(V; E) are vertices and edges of a directed graph;</p>
    </sec>
    <sec id="sec-15">
      <title>N is a finite set of agents of size n;</title>
      <p>c = (ce)e2E , where ce(x) 0 is a non-decreasing
function indicating the cost incurred when x agents use edge
e (ce are called latency functions);2
u; v are vectors of n vertices each, where (ui; vi) are the
source and target nodes of agent i;</p>
      <sec id="sec-15-1">
        <title>We denote by Ai 2E the set of all directed paths between</title>
        <p>the pair of nodes (ui; vi) in the graph. Thus Ai is the set of
actions available to agent i. We denote by A = [iAi the set
of all directed source-target paths. A routing game is
symmetric (also called single-source-single-target) if all agents have
the same set of actions, i.e., Ai = A for all i.</p>
        <p>An action profile a = (ai)i2N specifies the path ai 2 Ai
of each agent i, and A = i2N Ai is the set of all action
profiles. We denote by se(a) 2 N the congestion on edge
e 2 E in profile a, i.e., se = se(a) = jfi 2 N : e 2 aigj (a
is omitted when clear from context).</p>
      </sec>
    </sec>
    <sec id="sec-16">
      <title>The cost for agent i in profile a is summed over all edges,</title>
      <p>Ci(a) = P
G is attainede2bayi scuem(sme)i.nTghoevseorcailallacgoesnttisn: a profile a in game
n n
SC (G; a) = XCi(a) = X</p>
      <p>Xce(se) =</p>
      <p>Xsece(se): (1)
i=1
i=1e2ai
e2E
We denote by a = a (G) = argmina2A SC(G; a) the
profile that minimizes the social cost (optimal profile).</p>
    </sec>
    <sec id="sec-17">
      <title>A profile a is a pure Nash equilibrium if no agent can gain</title>
      <p>by changing her strategy, i.e. if for all i 2 N; a0i 2 Ai,
Ci(a) Ci(a i; a0i), where a i = (aj )j6=i. The definition
of equilibrium extends to mixed and correlated strategies. We
omit the formal details. Denote by P N E(G) A the sets of
pure Nash equilibria of G.</p>
      <p>The price of anarchy (PoA) of G is the ratio between
the social cost of worst equilibrium and the optimal profile,
i.e. PoA(G) = maxfSC(SGC;a(G):a;a2P) NE(G)g (the definition of
mixed- and correlated-POA is similar). It is well known that
the PoA can be upper bounded using only the class of latency
functions in G, regardless of the structure of (V; E). For
example, if all of ce are affine functions (ce(x) = aex + be for
ae; be 0) then PoA(G) 52 , and this is true for mixed and
correlated-PoA as well [Roughgarden, 2009].</p>
    </sec>
    <sec id="sec-18">
      <title>The price of stability (PoS) of G is similarly defined as</title>
      <p>the ratio between the best equilibrium and the optimal
profile [Christodoulou and Koutsoupias, 2005], i.e. PoS(G) =
minfSC(G;a):a2P NE(G)g .</p>
      <p>SC(G;a )</p>
    </sec>
    <sec id="sec-19">
      <title>Biased games We are interested in a biased game, in our</title>
      <p>case because of the use of tolls.3 A biased game is a pair
(G; G^) such that G; G^ are identical except in their latency
functions. Informally, we assume that players behave
according to the “biased costs” (c^e)e2E (e.g. play an equilibrium of
G^), but social cost is measured w.r.t. the “real costs” (ce)e2E .</p>
    </sec>
    <sec id="sec-20">
      <title>2Some authors prefer the term “arc” for directed edges. We stick</title>
      <p>with the common term in computer science.</p>
    </sec>
    <sec id="sec-21">
      <title>3Biased games are also used to model cognitive and behavioral</title>
      <p>traits such as risk aversion [Ordo´ n˜ez and Stier-Moses, 2010] or
altruism [Caragiannis et al., 2010b].</p>
      <p>The biased price of anarchy/stability (BPoA/BPoS)
compares the equilibria of G^ to the optimum of G, using
the real social cost of both. Formally, BPoA(G; G^) =
maxfSC(G;a):a2P NE(G^)g , and similarly for BPoS.</p>
      <p>SC(G;a )</p>
      <p>The primary bias we will consider in this paper is tolls,
and in particular marginal tolls. That is, we define e(x) =
(x 1)[ce(x) ce(x 1)], and set c^eM (x) = ce(x)+ e(x). Toll
e(x) is exactly the marginal cost inflicted upon the remaining
x 1 agents who use e due to an additional agent. Other tool
schemes T can be similarly defined, replacing e(x) with any
other non-negative function Te(x).</p>
    </sec>
    <sec id="sec-22">
      <title>A toll scheme T strongly enforces optimal flow in a game</title>
      <sec id="sec-22-1">
        <title>G if all equilibria of G^T (i.e., the game with biased costs c^T )</title>
        <p>are optimal in G (equivalently, if BPoA(G; G^T ) = 1) [Fotakis
and Spirakis, 2008]. Similarly, a toll scheme weakly enforces
optimal flows if BPoS(G; G^T ) = 1.</p>
      </sec>
    </sec>
    <sec id="sec-23">
      <title>Marginal tolls in the nonatomic Pigouvian model were sug</title>
      <p>gested by Beckmann [Beckmann et al., 1956], who showed
they strongly enforce optimal flows in that model. Our goal
is to understand the power of marginal tolls in atomic routing
games.
3</p>
      <sec id="sec-23-1">
        <title>Marginal tolls are weakly optimal</title>
        <p>The marginal toll scheme for atomic games coincides with the
taxes proposed by Sandholm [Sandholm, 2007], albeit
Sandholm defined taxes at the strategy level, rather than tolls on
particular edges. The observation that marginal tolls weakly
enforce optimal flows was also made in an unpublished report
by Singh [Singh, 2008].4 We state the result for the standard
routing games framework.</p>
        <sec id="sec-23-1-1">
          <title>Theorem 1 ([Sandholm, 2007; Singh, 2008]). For any</title>
          <p>atomic congestion game G, there is a pure Nash equilibrium
in G^M that is optimal in G. Equivalently, BPoS(G; G^M ) = 1.</p>
          <p>The theorem follows from a simple observation: G^M is
a potential game [Rosenthal, 1973], whose potential
function (G^M ; a) coincides with the social welfare of G. Thus
the optimum of SC(G; a) must a be local minimum of
(G^M ; a), i.e. a pure Nash equilibrium. Quite strikingly, the
theorem was extended to a much more general framework
where agents have idiosyncratic preferences over strategies,
and congestion may depend on agents weight or other
features [Sandholm, 2007; Singh, 2008].</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-24">
      <title>Unfortunately, in atomic games there may be additional suboptimal equilibria.</title>
      <p>Example 1. Consider a game with 3 parallel links, E =
fa; b; cg and 3 agents N = f1; 2; 3g. A1 = fa; bg, A2 =
fb; cg, and A3 = fcg. Latency functions are cb(x) =
cc(x) = x, ca 2 (see Fig. 1). The modified cost functions
under any edge-independent nonnegative tolls can be written
as c^b(x) = c^c(x) = (1; 2 + T (x); 3 + T 0(x)). The unique
optimum is a = (a; b; c) with cost SC(a ) = 2 + 1 + 1 = 4,
which is also a PNE. However, there is another PNE a0 =</p>
    </sec>
    <sec id="sec-25">
      <title>4Recent works on tolls in routing games seem to be unaware of</title>
      <p>
        this observation [Fotakis and Spirakis, 2008; Fotakis et al., 2010;
Swamy, 2012].
(a) c(x)
(b) a
        <xref ref-type="bibr" rid="ref2 ref20 ref5">(almost identical to the ones in [Roughgarden, 2009; Chen et
al., 2011])</xref>
        in the appendix.
      </p>
      <p>In particular, (1; 0)-BS means that BPoA(G; G^) = 1, i.e.
that any PNE of G^ is optimal in G.</p>
      <sec id="sec-25-1">
        <title>We are interested in showing that (G; G^M ) is BS for some</title>
        <p>reasonable parameters ^; ^.
4.1 Smoothness in the large
When an atomic game becomes large, i.e. when we fix the
network and increase the number of players, there is
evidence that the game behaves more similarly to a nonatomic
game [Feldman et al., 2015]. We show how to extend
biasedsmoothness analysis (and in particular marginal tolls) to large
atomic games. While we can not apply the results of Feldman
et al. directly, our techniques are inspired by theirs.
Lemma 3. Let a; a0 be any two profiles in G with n agents,
and let = (G) = maxe2E;x2N(ce(x + 1) ce(x)). Then
Pj2N Cj(a j; a0j) Cj(a)) Pe2E(s0e se)ce(se) + O(n ):
X ce(se)):
e2aj</p>
        <p>X ce(se))
e2aj</p>
        <p>Cj (a))
ce(se + 1) +
ce(se))
f3g f2g f1g
(b; c; c) with cost SC(a0) = 1 + 2 + 2 = 5. This remains
a PNE of G^T as long as c^bT (x) = c^cT (x): agent 2 is not
allowed to use edge a, and agent 1 does not want to use it since
c^a(1) = 2 &gt; 1 = c^b(1).</p>
      </sec>
    </sec>
    <sec id="sec-26">
      <title>This means that marginal tolls in atomic games do not, in the general case, strongly enforce optimal flows.</title>
      <p>4</p>
      <sec id="sec-26-1">
        <title>Strongly Enforcing Optimal Flows</title>
      </sec>
    </sec>
    <sec id="sec-27">
      <title>The prominent technique for proving PoA bounds is smooth</title>
      <p>ness analysis. In short, a game G is ( ; )-smooth if for
all a 2 A there is a0 2 A such that Pi2N Ci(a i; a0i)</p>
      <p>SC(G; OPT(G))+ SC(G; a). If a game G (not just a
routing game) is ( ; )-smooth, then PoA(G) 1
[Roughgarden, 2009]. Further, this holds for the mixed, correlated, and
coarse-correlated PoA as well. For routing games, it is also
shown that restricting the class of latency functions results in
smooth games. For example, if all cost functions are affine,
then G is ( 53 ; 31 )-smooth (thereby showing PoA(G) 52 ).</p>
      <sec id="sec-27-1">
        <title>Given a biased game (G; G^), we can similarly define the</title>
        <p>property of biased smoothness.</p>
        <p>X(Cj(a)+C^j(a j; a0j) C^j(a))
j2N
Definition 1. (G; G^) is (^; ^)-biased smooth (BS), if there is
a0 s.t. for any profile a,</p>
      </sec>
    </sec>
    <sec id="sec-28">
      <title>It is easy to see that if G is ( ; )-smooth, then (G; G) is ( ; )-BS: we set a0 = OPT(G), and note that</title>
      <p>Pj2N (Cj (a)+Cj (a j ; a0j ) Cj (a)) = Pj2N Cj (a j ; a0j ).
Theorem 2. Suppose that (G; G^) is (^; ^)-BS. Let be any
equilibrium (pure, mixed, correlated, or coarse-correlated) of
the game G^. Then SC (G; ) 1 ^ ^ SC (G; OPT(G)).</p>
    </sec>
    <sec id="sec-29">
      <title>The original proof of Roughgarden [Roughgarden, 2009]</title>
      <p>for the PoA (and coarse-correlated PoA) naturally extends to
biased smoothness.5 For completeness, we provide the proof</p>
    </sec>
    <sec id="sec-30">
      <title>That is, we can write the sum of deviations as a function of</title>
      <p>the aggregate congestion (approximately).</p>
      <p>Next, we think of a sequence of atomic games with
increasing n: We fix a network (V; E) and continuous quasi-convex
^SC (G; OPT(G))+^SC (G; a): cost functions c = (ce)e2E , where ce : [0; 1] ! R+. For ease
of presentation, we consider symmetric games (i.e. where
(2) there is just one source-target pair u; v 2 V ), although
similar arguments extend to asymmetric games. This already
induces a symmetric nonatomic game G~ = (V; E; u; v; c). For
n 2 N, we define Gn by setting Gn = (V; E; N; u; v; cn),
where cn(x) = c(x=n). Thus G~ is the limit of (Gn)n=1;2;:::
(we call it the limit game).</p>
      <p>Our continuous cost functions can also be subject to
biases. Let c~^e be the biased continuous cost of c~e, and c^en(x) =
c~^e(x=n). Biased-smoothness for continuous cost functions
was defined and explored in [Meir and Parkes, 2015b]: we
say that c is (^; ^)-biased smooth w.r.t. c^ if for all t; t0 2 R+,
5A similar definition of smoothness was applied, for example, for
finite congestion games with altruism: when C^(a) is a combination
of C(a) and SC(a), then the BPoA coincides with the “robust PoA”
of Chen et al. [Chen et al., 2011].
c(t)t + c^(t)(t0
t)</p>
      <p>^c(t0)t0 + ^c(t)t:</p>
      <sec id="sec-30-1">
        <title>Clearly, if c~ is (^; ^)-biased smooth w.r.t. c~^, then cn is (^; ^)</title>
        <p>biased smooth w.r.t. c^n for any n.
Proof.</p>
        <p>X (Cj (a j ; a0j )
j2N
= X (( X
j2N e2a0jnaj
j2N e2a0jnaj
X ( X ce(se)
j2N e2a0j
=</p>
        <p>X (s0ece(se)
j2N</p>
      </sec>
    </sec>
    <sec id="sec-31">
      <title>By definition of , we continue:</title>
      <p>X (( X (ce(se) + ) +
ce(se))</p>
      <p>X
e2aj\a0j</p>
      <p>X
e2aj\a0j
X ce(se)) + X X
e2aj</p>
      <p>j2N e2E
sece(se)) + njEj :
Theorem 4. Consider a limit game G~, where c~e are
quasiconvex and (^; ^)-biased smooth w.r.t. the bias c~^. Then for
any &gt; 0 there are &gt; 0; n( ) s.t. for all n &gt; n( ), the
atomic game (Gn; G^n) is ((1 + )^; ^)-BS. In particular,
BPoA(Gn; G^n)
(1 + )
1
^
^
;
and this extends to any coarse-correlated equilibrium.
Proof. Let a0 = OPT(Gn), Zn = SC(Gn; a0). Since
SC(Gn; a0) = (n) (the cost for each agent is at least some
constant), we write Zn &gt; n for some &gt; 0 and n &gt; n( ).</p>
      <p>Since c~e is bounded and continuous for all e 2 E,
maxfcen(x + 1)
x2[n]
x 1
cen(x)g = maxfc~e( n + )
x2[n] n</p>
      <p>x
c~e( n )g
sup fc~e(t +
t2[0;1]</p>
      <p>c~e(t)g n!!1 0;
and thus for all &gt; 0 there is some n( ) s.t. for all n &gt; n( ),
we have cen(x + 1) cen(x) &lt; . By Lemma 3</p>
      <p>SC(Gn; a) +</p>
      <p>X C^jn(a j; a0j)</p>
      <p>C^jn(a))
j2N
SC(Gn; a) + X(s0e</p>
      <p>se)c^en(se) + O(n )
= X(secen(se) + (s0e</p>
      <p>se)c^en(se)) + n 0
1
n</p>
      <p>)
e2E
e2E
e2E
X(^cn(s0e)s0e + ^cn(se)se) + n 0
(smoothness)
= ^Zn + ^SC(Gn; a) + n 0
&lt; ^SC(Gn; a0) + ^SC(Gn; a) + 1 Zn 0</p>
      <p>0
= (^ +</p>
      <p>)Zn + ^SC(Gn; a)
(1 +
0 )^Zn + ^SC(Gn; a):
(Zn &gt; n)
(^
1)</p>
    </sec>
    <sec id="sec-32">
      <title>Selecting 0 &lt; (and thus sufficiently small &gt; 0, and n &gt;</title>
      <p>maxfn( ); n( )g), completes the proof. The BPoA bound
then follows directly from Theorem 2.</p>
    </sec>
    <sec id="sec-33">
      <title>Since biased smoothness hold for various pairs of cost functions, Theorem 4 is quite useful. Mainly, we get that marginal tolls strongly enforce near-optimal flow if there are enough players.</title>
      <p>Corollary 5. Consider any limit game G~, where c~e are
quasiconvex. Then for any &gt; 0 there is some n( ) s.t. for all
n &gt; n( ), BPoA(Gn; G^n) 1 + :
Proof. Consider the continuous version of marginal tolls
c~^(t) = c~(t) + t @c@(tt) [Beckmann et al., 1956].6 The proof
follows directly from Theorem 4 and from the fact that any
quasi-convex function c~ is (1; 0)-biased smooth w.r.t. c~^ [Meir
and Parkes, 2015b].</p>
    </sec>
    <sec id="sec-34">
      <title>6Due to rounding, c^n(x) is very close, but not identical to the</title>
      <p>discrete c^M (x) we previously defined.
A
o
PB1:5
1
0
1
2
3
4
5
6
7
We next consider agents with variable sensitivity to monetary
tolls, as in [Cole et al., 2006]. Formally, the marginal toll
e(x) is imposed on edge e, but the cost experienced by the
agents is c^e (x) = c(x) + e(x), where is a
parameter reflecting how agents trade-off money for time. Denote
by G^ the biased game obtained from G by replacing every
cost function ce(x) with c^ (x). We analyze the equilibrium
for a population with parameter (where = 1 means that
c^e (x) = c^eM (x)).</p>
    </sec>
    <sec id="sec-35">
      <title>In [Meir and Parkes, 2015b], various BPoA bounds are</title>
      <p>derived for nonatomic games with various classes of cost
functions (general/convex/polynomial/linear). We show how
these bounds extend to large games.</p>
    </sec>
    <sec id="sec-36">
      <title>For large atomic games, all the biased smoothness bounds</title>
      <p>from [Meir and Parkes, 2015b] for tax-sensitivity and other
biases immediately apply. These bounds are also known to
be tight.</p>
      <p>For example, it was shown that affine cost functions (of
2
the form c~(t) = at + b for a; b
0) are (1; (1+ )
4
biased smooth w.r.t. c~^(t) as defined above for all
2
( (1+ ) ; 0)-biased smooth for</p>
      <p>4
corollary due to Theorem 4:</p>
    </sec>
    <sec id="sec-37">
      <title>1. We get the following</title>
      <p>)1 and
BPoA(Gn; G^n)
(1+ )2 if
4</p>
      <p>Corollary 6. Consider any limit game G~, where c~e are
affine. Then for any &gt; 0 there is some n( ) s.t. for all
n &gt; n( ), BPoA(Gn; G^n) ( +1) 1(1+ )2 if 1, and
4</p>
      <p>Another benefit of smoothness-in-the-large is that the
parameters ^; ^ are typically much smaller for classes of
continuous functions than for the corresponding class of discrete
costs. Indeed, [Feldman et al., 2015] show that the PoA of
large games is significantly smaller due to this: for linear
costs the PoA drops from 52 to 34 , and for polynomials of
degree d, the PoA drops from (2d) to O( lndd ). Our
result shows that this still holds for large games with biases.</p>
    </sec>
    <sec id="sec-38">
      <title>For brevity we do not re-state all the results from [Meir and</title>
    </sec>
    <sec id="sec-39">
      <title>Parkes, 2015b] for large atomic games, however Fig. 2 shows</title>
      <p>the bounds for affine costs.</p>
      <sec id="sec-39-1">
        <title>Discussion</title>
        <p>We have studied the problem of strongly enforcing optimal
flows in atomic congestion games through marginal
congestion tolls. Such tolls always weakly enforce optimal flows,
and strongly enforce optimal tolls in large games. Further,
our analysis extends to games where agents’ tax-sensitivity
is not aligned with that of the designer. This is
particularly important in the context of mechanism design where
we seek to shape drivers’ incentives and lead the system to
a good equilibrium [Tumer and Agogino, 2006], and when
drivers are subject to cognitive and behavioral biases such
as risk-aversion [Ordo´ n˜ ez and Stier-Moses, 2010; Nikolova
and Stier-Moses, 2015]. One important challenge is to
extend the BPoA bounds to games where agents differ in their
levels of risk aversion or tax sensitivity. This has been done
to some extent in nonatomic games [Meir and Parkes, 2015a;
2015b].</p>
      </sec>
    </sec>
    <sec id="sec-40">
      <title>More broadly, this work provides more evidence for the</title>
      <p>usefulness of “biased-smoothness” analysis, in the line of
[Chen et al., 2011; Meir and Parkes, 2015b], and we hope
it can lead to a better understanding of routing games where
agents are subject to either external influences (like tolls) or
behavioral biases.</p>
      <sec id="sec-40-1">
        <title>Acknowledgments</title>
      </sec>
    </sec>
    <sec id="sec-41">
      <title>We thank Itai Ariely for pointing us to Sandholm’s work.</title>
      <p>n
X Ea
i=1</p>
      <p>"
+
= Ea
= Ea</p>
      <p>Ea
= ^SC(G; OPT(G)) + ^SC(G; );</p>
      <p>SC(G; a) +
" n</p>
      <p>X
i=1
h^SC(G; OPT(G)) + ^SC(G; a)
Ea
[SC(G; a)]</p>
      <p>!
[C^i(a)]
n
X C^i(a i; a0i)
i=1
Ci(a) + C^i(a i; a0i)
C^i(a)</p>
      <p>C^i(a)
#
#</p>
      <sec id="sec-41-1">
        <title>Omitted proofs</title>
        <p>Theorem 2. Suppose that (G; G^) is (^; ^)-BS. Let be any
equilibrium (pure, mixed, correlated, or coarse-correlated) of
the game G^. Then SC (G; ) 1 ^ ^ SC (G; OPT(G)).
Proof. For a correlated profile we denote SC(G; ) =
Ea [SC(G; a)].</p>
      </sec>
    </sec>
    <sec id="sec-42">
      <title>By Def. 1, there is a profile a0 s.t. Eq. (2) holds for every profile a.</title>
    </sec>
    <sec id="sec-43">
      <title>It is sufficient to prove for a CCE . By definition of CCE,</title>
      <p>for any i 2 N; bi 2 Ai,
where Inequality (4) follows from Eq. (3) with bi = a0i,
(5)+(7) from linearity of expectation, and (6) from Eq. (2)
applied for each a. By rearranging terms, we get the bound
in the theorem.</p>
      <p>Ea
[C^i(a)]</p>
      <p>Ea
[C^i(a i; bi)]:
SC(G; ) = Ea
[SC(G; a)]
(3)
(4)
(5)
(6)</p>
    </sec>
  </body>
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