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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Non-Atomic One-Round Walks in Polynomial Congestion Games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Gran Sasso Science Institute</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>L'Aquila - Italy cosimo.vinci@gssi.infn.it</string-name>
        </contrib>
      </contrib-group>
      <fpage>11</fpage>
      <lpage>22</lpage>
      <abstract>
        <p>In this paper we study the approximation ratio of the solutions achieved after an -approximate one-round walk in non-atomic congestion games. Prior to this work, the solution concept of one-round walks had been studied for atomic congestion games with linear latency functions only [Christodoulou et al. 2006, Bilò et al. 2011]. We focus on polynomial latency functions, and, by exploiting the primal-dual technique [Bilò 2012], we prove that the approximation ratio is exactly ((1 + )(p + 1))p+1 for every polynomial of degree p. Then, we show that, by resorting to static (resp. dynamic) resource taxation, the approximation ratio can be lowered to (1 + )p+1(p + 1)p (resp. (1 + )p+1(p + 1)!).</p>
      </abstract>
      <kwd-group>
        <kwd>computational social choice</kwd>
        <kwd>algorithmic game theory</kwd>
        <kwd>congestion games</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Since the end of the Twentieth Century, the computer science community has
been interested in the study of complex systems populated by (numerous) selfish
agents interacting with each other, and in how their selfish behavior impacts on
the social welfare [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. As examples, one may think to web users greedily sharing
limited resources, or to drivers who want to move as fast as possible from a
location to another along a street network.
      </p>
      <p>
        These systems are often modeled by congestion games [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. In these games,
there is a set of non-cooperative selfish players sharing a set of resources and
each resource incurs a certain latency to the players using it. Each player has an
available set of strategies, where each strategy is a non-empty subset of resources,
and aims at choosing a strategy minimizing her cost which is defined as the sum
of the latencies experienced on all the selected resources. A congestion game is
called atomic when the set of players is finite, and it is called non-atomic when
Copyright c by the paper’s authors. Copying permitted for private and academic
purposes.
the set of players is infinite and the contribution of each player to the social
welfare is infinitesimally small.
      </p>
      <p>
        In congestion games, selfish behavior always leads to stable outcomes, called
Pure Nash Equilibrium [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ], in which each player cannot improve her utility by
unilaterally deviating from her strategy. In general, Pure Nash Equilibria do not
yield an optimal social welfare, hence, to measure the quality of these outcomes,
two metrics have been successfully proposed: the price of anarchy [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] and the
price of stability [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. They are defined as the highest and the lowest ratio between
the social welfare at any Nash equilibrium and the social optimum, respectively.
      </p>
      <p>
        Besides Pure Nash Equilibria, in the setting of atomic congestion games,
the notion of one-round walks starting from the empty state has been widely
investigated due to its simplicity and effectiveness. This concept assumes that,
starting from the situation in which no strategy has been specified yet, the players
are processed sequentially and, at each iteration, the selected player irrevocably
chooses her strategy so as to minimize her cost based on the choices of the
previous ones. The approximation ratio of one-round walks starting from the
empty state, an analogous of the price of anarchy instantiated to one-round walks,
measures the quality of the outcomes produced at the end of this process [
        <xref ref-type="bibr" rid="ref14 ref22">22,14</xref>
        ].
Our Contribution. In this work, we translate the solution concept of one-round
walks from atomic congestion games to non-atomic ones. We define the solution
concept of -approximate non-atomic one-round walk starting from the empty
state, in which there is a continuous flow of selfish players (instead of a discrete
number of players) greedily selecting their strategies with the aim of
approximately (up to a factor of 1 + ) minimizing their costs, given the choices of their
predecessors. The -approximation ratio of a non-atomic one-round walk starting
from the empty state is the highest ratio of the the social value achieved by the
final outcome of an -approximate non-atomic one-round walk and the optimal
social value. In particular, we study this metric for non-atomic congestion games
with polynomial latencies, by proving a tight bound of ((1 + )(p + 1))p+1, where
p is the the degree of the polynomial functions. Given that the (exact and
approximate) price of anarchy for these games has been proven to be equal to
Θ max p/ log(p), (1 + )p+1 , our result shows that outcomes generated after
one-round walks are tremendously worse (even asymptotically) than Pure Nash
Equilibria in terms of social welfare.
      </p>
      <p>
        For such a reason, we also focus on (resource) taxation [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]: an approach that
has been intensively studied in the literature in order to improve the quality
of the outcomes resulting from selfish behavior in congestion games. We prove
that, by resorting to static taxation (taxes are constant with respect to resource
congestion), the -approximation ratio drops to (1 + )p+1(p + 1)p, thus
having a good asymptotic reduction with respect to the case without taxes. By
resorting to dynamic taxation (in which taxes can vary as a function of
resource congestion), we lower the -approximation ratio to (1 + )p+1(p + 1)! ∈
Θ (1 + )p+1(p + 1)p+3/2e−p , thus having a further improvement.
Related Work. The inefficiency of equilibria for polynomial congestion games has
been largely studied for both atomic and non-atomic congestion games. Relatively
to the non-atomic setting, Roughgarden [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ] proves that the price of anarchy
for congestion games with polynomial latency functions of degree p is [1 − p(p +
1)−(p+1)/p]−1 and characterizes the price of anarchy for other latency functions.
      </p>
      <p>
        Christodoulou et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] and Awerbuch et al. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] prove that the price of
anarchy for linear atomic congestion games is 5/2 for unweighted games and
2.168 for weighted games. Aland. et al [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] generalize the previous results to
polynomial congestion games, and provide tight bounds asymptotically equal to
Θ(p/ log(p))p+1 on the price of anarchy for both unweighted and weighted atomic
congestion games with polynomial latency functions of degree p. Christodoulou
et al. [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] provide bounds on the approximate price of anarchy and stability for
both non-atomic and atomic polynomial congestion games, which are tight for
the former.
      </p>
      <p>
        Among the mechanisms used to improve the quality of outcomes in congestion
games, the use of taxation has been extensively studied for several decades. The
marginal cost taxation [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] has been proven to enforce an optimal solution in
non-atomic congestion games with very general latency functions. In subsequent
works, the existence and the computation of efficient taxes in many variants of
non-atomic congestion games has been intensively studied [
        <xref ref-type="bibr" rid="ref15 ref16 ref19 ref29">15,16,19,29</xref>
        ].
      </p>
      <p>
        Caragiannis et al. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] study the efficiency of taxation for linear atomic
congestion games, and, among the obtained results, they prove that the price of anarchy
drops from to 2.168 to at least 2 for weighted congestion games. Bilò and Vinci
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] extend the previous result to polynomial congestion games, and prove that,
by resorting to taxation, the -approximate price of anarchy of unweighted and
weighted atomic congestion games with polynomial latency functions drops to
Tp+1(1 + ), where Tp+1 is the (p + 1)-th Touchard polynomial.
      </p>
      <p>
        Other mechanisms used to reduce the price of anarchy in congestion games
are Stackelberg Strategies [
        <xref ref-type="bibr" rid="ref17 ref20 ref26 ref29 ref7">26,29,20,7,17</xref>
        ], in which the strategies of a fraction of
players can be controlled with the aim of reducing the price of anarchy.
      </p>
      <p>
        Mirrokni and Vetta [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] initiate the study of the social welfare achieved after
multiple rounds of best-responses in a Nash-dynamics for a particular class of
games, and they also consider the case of a one round of best responses.
Christodoulou et al. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] study for the first time the quality of outcomes obtained after
a one round of best responses in linear atomic congestion games. They prove
that, if players start from an empty state, the approximation ratio is at most
2+ √5 for unweighted games and 4+2√3 for weighted games. For the unweighted
setting, Bilò et al. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] prove that the previous upper bound is tight, improving
a lower bound of 4 obtained for load balancing games by Caragiannis et al. [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
They also consider as a social function the maximum utility among all players,
and provide asymptotically matching bounds for the approximation ratio of
oneround walks starting from the empty state and from an arbitrary state. Bilò
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] studies the approximation ratio for atomic congestion games with quadratic
and cubic latency functions. The quality achieved by multiple rounds of best
responses in linear congestion games has been studied in [
        <xref ref-type="bibr" rid="ref14 ref18">14,18</xref>
        ]. Bilò and Vinci
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] improve via taxation the performances of -approximated one-round walks
starting from the empty state in unweighted and weighted polynomial atomic
congestion games.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Preliminaries</title>
      <p>For any integer n, set [n] := {1, 2, . . . , n} and [n]0 := [n] ∪ {0}.</p>
      <p>Non-Atomic Congestion Games. A non-atomic congestion game is a tuple CG =
(N, E, (`e)e∈E , (ri)i∈N, (Σi)i∈N), where N is a totally ordered set of n ≥ 2 types of
players, E is a set of resources, `e : R≥0 → R≥0 is the latency function of resource
e ∈ E, and, given i ∈ N, ri ∈ R≥0 is the amount of players of type i and Σi =
{Si,1, . . . , Si,mi } ⊆ 2E is the set of strategies of a player of type i, that is, each
player of type i has mi ≥ 1 possible choices. A congestion game has polynomial
latencies of degree p ∈ N when, for each e ∈ E, `e(x) := Pd∈[p]0 αe,dxd, with
αe,d ≥ 0 for each d ∈ [p]0; when p = 1, we speak of affine latencies.</p>
      <p>A strategy profile is an n-tuple = (Δ1, . . . , Δn), where Δi : Σi → R≥0 is a
function denoting, for each strategy Si ∈ Σi, the amount Δi(Si) of players of type
i selecting strategy Si, so that PS∈Σi Δi(S) = ri. For a strategy profile , the
congestion of resource e ∈ E in , denoted as ke( ) := Pi∈N,S∈Σi:e∈S Δi(S), is
the total amount of players using resource e in . The cost of a player selecting
a strategy Si ∈ Σi is defined as cSi ( ) = Pe∈Si `e(ke( )) and each player aims
at minimizing it.</p>
      <p>Non-Atomic One-Round Walks. For any type i ∈ N of players, we extend the
set Σi of strategies with the empty strategy ∅i, so as to include also the cases in
which some players have not chosen their strategies yet; in particular, we denote
with ; the empty state, that is, the strategy profile in which none of the players
has chosen a strategy.</p>
      <p>For any ≥ 0, a strategy Si∗ ∈ Σi \ {∅i} is an -approximate best-response
( -best-response, for brevity) for players of type i in if, for each Si0 ∈ Σi \ {∅i},
cSi∗ ( ) ≤ (1 + )cSi0 ( ). Let M := Pi∈N ri and let f : [0, M ] → N be a
rightcontinuous function such that Rf−1[{i}] dx = ri for each i ∈ N. We call f an
ordering function. Let ( f,t)t∈[0,M] be a family of strategy profiles such that:
(1) P Δif,t(S) = R[0,t]∩f−1[{i}] dx for each i ∈ N and t ∈ [0, M ] (then,</p>
      <p>S∈Σi\{∅i}
Δif,t(∅i) = ri − R[0,t]∩f−1[{i}] dx), (2) Δif,t(S) is non-decreasing in t. Such a family
of strategy profiles is called a weak one-round walk starting from the empty state.</p>
      <p>Observe that Δf,t(S) has to be necessarily a non-decreasing and Lipschitzian
i
function with respect to t. Informally, a weak one-round walk models a family
of strategy profiles generated by a flow of players sequentially selecting their
strategies, in such a way, for any t ∈ [0, M ], there is an amount Δf,t(S) of players
i
of type i which have already selected strategy S (Point 1), and these players
cannot change their strategy (Point 2). Moreover, observe that f defines the
ordering in which the players appear in the game.</p>
      <p>A weak one-round walk is simple if t ≤ t0 ⇒ f (t) ≤ f (t0), and, for each i ∈ N,
there exists a strategy Si ∈ Σi such that Δif,M (Si) = Rf−1[{i}] dx. Informally, a
weak one-round walk is simple if all players select their strategy according to
the ordering by which their types are defined in N, and if players of the same
type play the same strategy. A simple weak one-round walk can be univocally
represented as a sequence of strategies (Si)i∈N such that Si is the strategy played
by a player of type i. The strategy profile generated by a weak one-round walk
is f,M .</p>
      <p>A weak one-round walk ( f,t)t∈[0,M] is an -approximate non-atomic
oneround walk starting from the empty state ( -one-round walk, for brevity) if, for any
t ∈ [0, M ] , Δff,(tt)(S) is right-increasing at t only if strategy S is an -best-response
in f,t for player f (t). Informally, an -one-round walk is a weak one-round walk
in which all players sequentially select an -best-response.</p>
      <p>Efficiency Metrics. A social function that is usually used as a measure of the
quality of a strategy profile in non-atomic congestion games, is the total latency,
defined as TL( ) = Pi∈N,Si∈Σ Δi(Si) · cSi ( ) = P ) · `e(ke( )). A
social optimum is a strategy profile ∗ minimizing TL.e∈TEhekea(pproximation ratio
of -approximate non-atomic one-round walks starting from the empty state (
approximation ratio, for brevity) of a congestion game CG (resp. a class of
congestion games) with respect to the total latency is the supremum of the ratio
TL( )/TL( ∗), where is the strategy profile generated by an -one-round
walk for CG (resp. for some game CG in the class) and ∗ is a social optimum
for CG.</p>
      <p>Taxes. A dynamic tax-function T := (Te)e∈E is a class of functions Te : R≥0 →
R≥0 increasing the latency function perceived by each player. The presence of
T determines a new congestion game CG(T ) = (N, E, (`0e)e∈E , (ri)i∈N, (Σi)i∈N),
equal to CG except the latency functions, such that `0e(x) := `e(x) + Te(x) for
each e ∈ E. However, the total latency function is still evaluated with respect to
the initial latency functions `es. T is a static tax-function if each Te is a constant
function (with respect to the resource congestion).
3
3.1</p>
      <p>Upper Bound</p>
    </sec>
    <sec id="sec-3">
      <title>Approximation Ratio of One-Round Walks</title>
      <p>
        We prove our upper bound on the -approximation ratio by using the primal-dual
method: a technique introduced by Bilò in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] to prove bounds on the performance
guarantee of self-emerging solutions (such as approximate pure Nash equilibria
and their generalizations, approximate one-round walks, and so on) in atomic
and non-atomic congestion games.
      </p>
      <p>In our setting, we want to establish an upper bound on the worst-case
performance guarantee of -one-round walks with respect to the total latency in the
class of polynomial congestion games. For a general, but fixed, congestion game
CG, the method requires the construction of a linear program LP(CG) based on
the following steps: (1) the objective function is TL( ), where is the strategy
profile generated by an arbitrary fixed -one-round walk for CG, (2) add the
constraint TL( ∗) = 1, where ∗ is an arbitrary fixed social optimal for CG, (3)
relate and ∗ by adding, for each i ∈ N, suitable constraints that need to be
satisfied by the choices performed by all players of type i, (4) the coefficients of
the latency functions are treated as variables, while all the other quantities (e.g.
resources congestions) are treated as fixed parameters.</p>
      <p>
        By the generality of CG, it follows that the optimal solution of LP(CG) is
an upper bound on the -approximation ratio in polynomial congestion games.
By the weak-duality theorem [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], any feasible solution to the dual formulation
of LP(CG) yields an upper bound on the -approximation ratio in polynomial
congestion games. The more the constraints defined during step (3) provide an
accurate characterization of the properties of -one-round walks, the more the
achieved upper bound will be significant (and possibly tight).
      </p>
      <p>Theorem 1. The approximation ratio of -approximate one-round walks starting
from the empty state in congestion games with polynomial latency functions of
degree p is at most ((1 + )(p + 1))p+1.</p>
      <p>Proof. For an integer p ≥ 1, fix a congestion game CG having polynomial
latencies of degree p. Let f be an ordering function such that ( f,t)t∈[0,M] is an
-approximate one-round walk starting from the empty state, and let := f,M .
Let ∗ be an optimal strategy profile, and let (o(t))t∈[0,M] be a family of
strategies such that o(t) is right-continuous with respect to t, o(t) is a strategy of player
f (t) and Ro−1[{S}]∩f−1[{i}] dt = Δi∗(S). Observe that such a family of strategies
always exists. For the sake of conciseness, we set ke := ke( ) and oe := ke( ∗).
By applying the primal-dual method, we get the following linear program LP(CG):
f,t) ≤ 0,
∀S∗ ∈ Σf(t)( f,t),
∀t ∈ [0, M ]
max</p>
      <p>X
The constraints (2) come from the definition of -best-responses and -one-round
walks. By replacing constraint (2) with
p</p>
      <p>X αe,dked( ) ≤ 0 (6)
e∈S∗ d=0
e∈o(t) d=0
we obtain a relaxation of LP(CG). Given i ∈ N and S ∈ Σi \ ∅i, cˆ (S, o(t), f,t)
can be defined as a function of Δf,t(S) except for the intervals on which Δif,t(S)
i
is constant. By exploiting (6), we obtain
max
s.t.</p>
      <p>p
X X αe,dked+1
e∈E d=0
p</p>
      <p>ked+1 p
X X αe,d d + 1 − (1 + ) X oe X αe,dked ≤ 0
e∈E d=0 e∈E d=0</p>
      <p>
        p
X X αe,doed+1 = 1
The equivalences between all pairs of integrals in the above derivation (along
with the fact that they are well-defined) come from the properties of the Δf,t(S)s
i
as functions of t, and, more generally, from the Lebesgue theory of integration
[
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. In conclusion, by replacing the left-hand side of (2) with (12), we obtain the
following relaxation of LP(CG):
(7)
(8)
(9)
(10)
(11)
(12)
(13)
(14)
(15)
The dual of this problem is the following linear problem LP0(CG):
min
      </p>
      <p>γ
Clearly, any feasible solution for LP0(CG) is an upper bound on the
-approximation ratio. We show that, by setting γ := ((1 + )(p + 1))p+1 and x := (p + 1)2,
the constraints (18) are always satisfied. Indeed, if oe = 0, the constraints (18)
are satisfied. Conversely, if oe &gt; 0, by rewriting the constraints (18) in terms of
the quantity te := ke/oe, we get the following inequality:
g(te, d) := −ted+1 + (p + 1)2
td+1
e
d + 1 − (1 + )ted
+ ((1 + )(p + 1))p+1 ≥ 0 (20)
for each e ∈ E, d ∈ [p]0 and te ≥ 0. This inequality is always satisfied for each
d ∈ [p]0 and te ≥ 0 (see the full version), and this fact completes the proof of the
theorem.
tu
3.2</p>
      <p>Lower Bound
Theorem 2. For each δ &gt; 0 there exists a congestion game having polynomial
latency functions of degree p such that the approximation ratio of -approximate
one-round walks starting from the empty state is higher than ((1+ )(p+1))p+1 −δ.
Proof. Let n, m ∈ N and q := b(1 + )(p + 1)nc − 1. Let CGm,n be a congestion
game such that the set of players’ types is N := {a1∗ . . . , aq∗+1, a01, a1, . . . , a0m, am},
the set of resources is E := {e1, . . . , en+m+q−1}, the amount of players of type
a1∗ and types a0is is 2, while the amount of players of the remaining types is 1.
Players of type ai∗ can only select the strategy si∗ := {e1, e2, . . . , en+i−2}, players
of type a0i can only select the strategy s0i := {en+i−1}, and players of type ai
can select si := {en+i, en+i+1, . . . , en+i+q−1} or oi := {ei, ei+1, . . . , en+i−1}. The
latency function is `e(ke) := kep/np+1 for each resource e ∈ E.</p>
      <p>Consider the simple weak one-round walk</p>
      <p>( f,t)t∈[0,M] := (s1∗ . . . , sq∗+1, s01, s1, . . . , s0m, sm).</p>
      <p>To prove that ( f,t)t∈[0,M] is an -one-round walk it is sufficient to show that si
is an -best-response in f,t for each t such that f (t) = ai. Given such a t, we
get
csi ( f,t) ≤ Xq njp+p1 ≤
j=1</p>
      <p>0
Z (1+ )(p+1)n 1
x p</p>
      <p>Z (1+ )(p+1)
ypdy
= (1 + )p+1(p + 1)p ≤ (1 + )
= (1 + )n
We conclude that si is an -best-response in the strategy profile f,t for a player
of type ai = f1(t). Therefore, ( f,t)t∈[0,M] is an -one-round walk, and generates
a strategy profile m,n in which all players of type ai select the strategy si. Let
∗m,n be the strategy profile in which each player of type ai selects the strategy
oi.</p>
      <p>20
19
18
17
16
15
14
13
12
11
10
9
8
7
6
5
4
3
2
1
0
t1
t2
t3</p>
      <p>M</p>
      <p>We get (o(m) is related to the usual asymptotic notation):
lim lim TL( m,n) lim
n→∞ m→∞ TL( ∗m,n) ≥ nl→im∞ m→∞
q n1 nq p (m − o(m)) + o(m)
n+n2 p+1 (m − o(m)) + o(m)
= lim
n→∞
q p+1
n
= lim
n→∞
b(1 + )(p + 1)nc − 1</p>
      <p>n
= ((1 + )(p + 1))p+1.
which completes the proof.</p>
      <p>(24)
p+1
(25)
(26)
tu
max
s.t.</p>
      <p>X</p>
    </sec>
    <sec id="sec-4">
      <title>Efficiency of Taxation</title>
      <p>In the following theorems, we prove that by resorting to static or dynamic taxation
the -approximation ratio can be consistently lowered.</p>
      <p>Theorem 3. The approximation ratio of -approximate one-round walks starting
from the empty state in congestion games with polynomial latency functions of
degree p is at most (1 + )p+1(p + 1)p by resorting to the static tax-function:
Te := αe,poepξ,
with
ξ :=
(1 + )p(p + 1)p−1
p
.</p>
      <p>Proof. For an integer p ≥ 1, fix a congestion game CG(T ), where T is the
taxfunction defined in (27). Define ( f,t)t∈[0,M], o(t), , ∗, ke and oe as in the
proof of Theorem 1. As done in the proof of Theorem 1, by applying the
primaldual method and by relaxing the constraints modelling -best-responses (which
take into account taxation in this case), we get the following linear program:
ked+1
d + 1 − (1 + )oeked
!
+ αe,p oepξke − oep+1ξ</p>
      <p>≤ 0
!
(27)
(28)
(29)
(30)
(31)
(32)
(33)
(35)
kd+1</p>
      <p>e
d + 1 − (1 + )oeked
By setting γ := (1 + )p+1(p + 1)p and x := (p + 1)p, the constraints (33) and
(34) are satisfied (see the full version), and the claim follows.
tu
Theorem 4. The approximation ratio of -approximate one-round walks starting
from the empty state in congestion games with polynomial latency functions of
degree p is at most (1 + )p+1(p + 1)! by resorting to the dynamic tax-function
(set (d)j := d!/(d − j)!):</p>
      <p>Te(ke) :=</p>
      <p>p
X αe,dTe,d(ke)
d=0
with</p>
      <p>Te,d(ke) :=</p>
      <p>d
X(1 + )j (d)j ked−j oj</p>
      <p>e
j=1
(36)
Proof. By reconsidering the proof of Theorem 3, but with the tax (36) instead
of the tax (27), we get a dual program having the following constraints:
− ked+1 + x
kd+1</p>
      <p>e
d + 1
+</p>
      <p>Z ke
0</p>
      <p>Te,d(u)du − (1 + )oe(ked + Te,d(k))</p>
      <p>
        + γoed+1 ≥ 0
!
(37)
for each e ∈ E and d ∈ [p]0. These constraints are always satisfied if x := p + 1
and γ := (1 + )p+1(p + 1)! (see the full version), and the claim follows.
tu
Remark 1. Observe that finding an optimal strategy profile requires to solve a
convex minimization problem. Therefore, for each δ &gt; 0, one can compute in
polynomial time a strategy profile whose social value is at most 1 + δ times the
social optimum [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Then, if o˜e is the congestion of resource e in that strategy
profile, by using the tax (27) (resp. (36)) with o˜e in place of oe, one can easily
prove that the resulting -approximation ratio is at most (1 + δ) times that of
Theorem 3 (resp. Theorem 4).
      </p>
    </sec>
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