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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>On the impact of singleton strategies in congestion games (extended abstract)</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Vittorio Bilo</string-name>
          <email>vittorio.bilo@unisalento.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cosimo Vinci</string-name>
          <email>cosimo.vinci@gssi.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dipartimento di Matematica e Fisica, Universita del Salento</institution>
          ,
          <addr-line>Lecce</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Gran Sasso Science Institute</institution>
          ,
          <addr-line>L'Aquila</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>To what extent the structure of the players' strategic space in uences the e ciency of decentralized solutions in congestion games? In this work, we investigate whether better performance are possible when restricting to load balancing games in which players can only choose among single resources. We consider three di erent solutions concepts, namely, approximate pure Nash equilibria, approximate one-round walks generated by sel sh players aiming at minimizing their personal cost and approximate one-round walks generated by cooperative players aiming at minimizing the marginal increase in the sum of the players' personal costs. The last two concepts can also be interpreted as solutions of simple greedy online algorithms for the related resource selection problem. Under fairly general latency functions on the resources, we show that, for all three types of solutions, better bounds cannot be achieved if players are either weighted or asymmetric. On the positive side, we prove that, under mild assumptions on the latency functions, improvements on the performance of approximate pure Nash equilibria are possible for load balancing games with weighted and symmetric players in the case of identical resources. We also design lower bounds on the performance of one-round walks in load balancing games with unweighted players and identical resources (in this case, solutions generated by sel sh and cooperative players coincide).</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Congestion games [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] are non-cooperative games in which there is a set of
selfish players competing for a set of resources, and each resource incurs a certain
latency, expressed by a congestion-dependent function, to the players using it.
Each player has a certain weight and an available set of strategies, where each
strategy is a non-empty subset of resources, and aims at choosing a strategy
minimizing her personal cost which is de ned as the sum of the latencies
experienced on all the selected resources. We speak of weighted games/players when
players have arbitrarily non-negative weights and of unweighted games/players
when all players have unitary weight.
      </p>
      <p>
        Stable outcomes in this setting are the pure Nash equilibria [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]: strategy
pro les in which no player can lower her cost by unilaterally deviating to another
strategy. However, they are compelling solution concepts, as they might not
always exist in weighted games [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] and, even when their existence is guaranteed,
as, for instance, in unweighted games [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] and in weighted games with a ne
latency functions [
        <xref ref-type="bibr" rid="ref11 ref13">11, 13</xref>
        ], their computation might be an intractable problem [
        <xref ref-type="bibr" rid="ref1 ref9">1,
9</xref>
        ]. For such a reason, more relaxed solution concepts are usually considered in
the literature, as -approximate pure Nash equilibria or -approximate one-round
walks.
      </p>
      <p>
        An -approximate pure Nash equilibrium is the relaxation of the concept of
pure Nash equilibrium in which no player can lower her cost of a factor more
than 1 + by unilaterally deviating to another strategy, while an -approximate
one-round walk is de ned as a myopic process in which players arrive in an
arbitrary order and, upon arrival, each of them has to make an irrevocably
strategic choice aiming at approximatively minimizing a certain cost function.
In this work, we shall consider two variants of this process: in the rst, players
choose a strategy approximatively minimizing, up to a factor of 1 + , their
personal cost (sel sh players), while, in the second, players choose the strategy
approximatively minimizing, up to a factor of 1 + , the marginal increase in
the social cost (cooperative players) which is de ned as the sum of the players'
personal costs (for the case of = 0, we use the term exact one-round walk).
In particular, approximate one-round walks can be interpreted as simple greedy
online algorithms for the equivalent resource selection problem associated with a
given congestion game. The worst-case e ciency of these solution concepts with
respect to the optimal social cost is termed as the -approximate price of anarchy
(for the case of pure Nash equilibria, the term price of anarchy [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] is adopted)
and as the competitive ratio of -approximate one-round walks, respectively.
      </p>
      <p>
        Interesting special cases of congestion games are obtained by restricting the
combinatorics of the players' strategic space. In symmetric congestion games, all
players share the same set of strategies; in network congestion games the players'
strategies are de ned as paths in a given network; in matroid congestion games
[
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ], the strategy set of every player is given by a subset of the set of bases of
a matroid de ned over the set of available resources, so that all players require
the same number of resources; in k-uniform matroid congestion games [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], each
player can select any subset of cardinality k from a prescribed player-speci c
set of resources; nally, in load balancing games, players can only choose single
resources.
      </p>
      <p>
        To what extent the structure of the players' strategic space in uences the
efciency of decentralized solutions in congestion games? In this work, we
investigate whether better performance are possible when restricting to load balancing
games. Previous work established that the price of anarchy does not improve
when restricting to unweighted load balancing games with polynomial latency
functions [
        <xref ref-type="bibr" rid="ref12 ref7">7, 12</xref>
        ], while better bounds are possible in unweighted symmetric load
balancing games with fairly general latency functions [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Under the
assumption of identical resources with a ne latency functions, improvements are also
possible when restricting to both unweighted load balancing games [
        <xref ref-type="bibr" rid="ref18 ref7">7, 18</xref>
        ] and
weighted symmetric load balancing games [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Finally, [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] proves that the price
of anarchy does not improve when restricting to weighted symmetric load
balancing games under polynomial latency functions. For the competitive ratio of
exact one-round walks generated by cooperative players, no improvements are
possible in unweighted load balancing games with a ne latency functions [
        <xref ref-type="bibr" rid="ref18 ref7">7, 18</xref>
        ],
while improved performance can be obtained under the additional assumption
of identical resources [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] (we observe that, in this case, solutions generated by
both types of players coincide); however, for weighted players, no improvements
are possible even under the assumption of identical resources [
        <xref ref-type="bibr" rid="ref3 ref6 ref7">3, 6, 7</xref>
        ]. For
oneround walks generated by sel sh players, instead, no specialized limitations are
currently known.
2
      </p>
      <p>Our contribution
We obtain an almost precise picture of the cases in which improved performance
can be obtained in load balancing congestion games. This is done by either
solving open problems or extending previously known results to both approximate
solution concepts and more general latency functions. Speci cally, we provide
the following characterizations.</p>
      <p>
        Let C be a class of non-negative and non-decreasing functions such that, for
each f 2 C and 2 R 0, the function g such that g(x) = f (x) belongs to C
and let C0 C be the subclass of C such that, for each f 2 C0 and 2 R 0, the
function h such that h(x) = f ( x) belongs to C0. A function f is semi-convex if
xf (x) is convex, it is unbounded if limx!1 f (x) = 1. We prove that:
for weighted players: under unbounded latency functions drawn from C0, the
approximate price of anarchy does not improve when restricting to symmetric
load balancing games (this solves an open problem raised in [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], where a similar
limitation was shown only with respect to pure Nash equilibria and polynomial
latency functions). Under latency functions drawn from C0, the competitive ratio
of approximate one-round walks generated by sel sh players does not improve
when restricting to load balancing games (this solves an open problem raised in
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]). If all functions in C0 are semi-convex, then the same limitation applies to
the competitive ratio of approximate one-round walks generated by cooperative
players (this generalizes results in [
        <xref ref-type="bibr" rid="ref3 ref6 ref7">3, 6, 7</xref>
        ] which hold only with respect to exact
one-round walks for games with polynomial latency functions). We also provide
a parametric formula for the relative bounds which we use to obtain the exact
values for polynomial latency functions as reported in the following table.
d Sel sh Players Coord. Players d
      </p>
      <p>Sel sh Players</p>
      <p>
        Coord. Players
1
2
3
4
1,521
for unweighted players: under latency functions drawn from C, either the
approximate price of anarchy and the competitive ratio of approximate one-round
walks generated by both sel sh and cooperative players do not improve when
restricting to load balancing games (these generalize a result in [
        <xref ref-type="bibr" rid="ref12 ref7">7, 12</xref>
        ] which holds
only with respect to pure Nash equilibria and polynomial latency functions, a
result in [
        <xref ref-type="bibr" rid="ref18 ref7">7, 18</xref>
        ] which holds only with respect to exact one-round walks
generated by cooperative players in games with a ne latency functions, and solve
an open problem raised in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] for (approximate) one-round walks generated by
sel sh players). Also in this case we provide a parametric formula for the
relative bounds which we use to obtain the exact bounds for polynomial latency
functions as reported in the following table.
      </p>
      <p>d Competitive Ratio d Competitive Ratio d Competitive Ratio</p>
      <p>
        These negative results, together with the positive ones achieved by [
        <xref ref-type="bibr" rid="ref10 ref7">7, 10</xref>
        ],
imply that better bounds on the approximate price of anarchy are possible only
when dealing with unweighted symmetric load balancing games. However,
under the additional hypothesis of identical resources, better performance are still
possible. Let f be an increasing, continuous and semi-convex function. We prove
that the approximate price of anarchy of weighted symmetric load balancing
games with identical resources whose latency functions coincide with f is equal
to
supx2R&gt;0
sup
2(0;1)
xf (x) + (1 )inv(x)f (inv(x))
opt(x)f (opt(x))
;
where inv(x) := infft 0 : f (x) (1 + )f (x=2 + t)g and opt(x) := x +
(1 )inv(x). This generalizes a result by [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] which holds only with respect to
the price of anarchy under a ne latency functions. Furthermore, by using the
previous formula, we compute the exact price of anarchy of weighted symmetric
load balancing games with identical resources and polynomial latency functions
as reported in the following table.
      </p>
      <p>d Identical Res. General Res. d Identical Res.</p>
      <p>General Res.</p>
      <p>
        Finally, still for the case of identical resources, we design lower bounds on the
performance of exact one-round walks in load balancing games with unweighted
players (this improves and generalizes a result in [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] which holds only for a ne
latency functions).
      </p>
    </sec>
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