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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The Price of Anarchy of A ne Congestion Games with Similar Strategies</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="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cosimo Vinci</string-name>
          <email>cosimo.vinci@univaq.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Information Engineering</institution>
          ,
          <addr-line>Computer Science and Mathematics</addr-line>
          ,
          <institution>University of L'Aquila Via Vetoio</institution>
          ,
          <addr-line>Loc. Coppito, 67100 L'Aquila -</addr-line>
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Mathematics and Physics \Ennio De Giorgi", University of Salento Provinciale Lecce-Arnesano</institution>
          ,
          <addr-line>P.O. Box 193, 73100 Lecce -</addr-line>
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>A ne congestion games are a well-studied model for sel sh behavior in distributed systems, such as transportation and communication networks. Seminal in uential papers in Algorithmic Game Theory have bounded the worst-case ine ciency of Nash equilibria, termed as price of anarchy, in several variants of these games. In this work, we investigate to what extent these bounds depend on the similarities among the players' strategies. Our notion of similarity is modeled by assuming that, given a parameter 1, the costs of any two strategies available to a same player, when evaluated in absence of congestion, are within a factor one from the other. It turns out that, for the non-atomic case, better bounds can always be obtained for any nite value of . For the atomic case, instead, &lt; 3=2 and &lt; 2 are necessary and su cient conditions to obtain better bounds in games played on general graph topologies and on parallel link graphs, respectively. It is worth noticing that small values of model the behavioral attitude of players who are partially oblivious to congestion and are not willing to signi cantly deviate from what is their best strategy in absence of congestion.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        What route should I choose to go to work? This is a fundamental question that
millions of people ask themselves daily, especially in metropolitan areas where the
set of possible alternatives may be considerably diversi ed. In an ideal situation
in which travel time is not a ected by tra c, everyone would select the fastest
path. However, when some roads become heavily congested, the ideal travel time
may tremendously increase and some people may prefer taking longer detours
to avoid tra c delay. As every worker can be seen as a sel sh and rational
agent who is only interested in minimizing its travel time, this type of problems
gets suitably modeled as non-cooperative strategic games, usually called routing
games [
        <xref ref-type="bibr" rid="ref46">46</xref>
        ].
      </p>
      <p>
        There is a vast scienti c literature on routing games, started from the
beginning of the last century with the early works on transportation networks by
Pigou [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ], and developed and ourished later on, thanks to the advent of
distributed networks, such as the Internet. One of the most successful and studied
models in this area is that of congestion games [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ] introduced by Rosenthal
in 1973. In a congestion game, there is a nite set of players competing for a
nite set of resources (i.e., roads in a network). Each player can choose an
alternative from a set of available strategies, where each strategy is a subset of
resources (i.e., one of the possible paths to go to work), and each resource has
an associated latency function expressing the cost that a player incurs for using
it; such a function only depends on the number of users (i.e., the travel time of
a congested road as a function of the tra c). The cost of a player is de ned as
the sum of the latencies of the resources she chooses, and each player aims at
minimizing it. A particularly well-studied case concerns a ne congestion games,
where the resource latency functions are a ne (i.e., the travel time of a road
increases linearly with its congestion).
      </p>
      <p>
        Two versions of congestion games are usually considered in the literature
depending on the amount of tra c controlled by the players: the atomic case
and the non-atomic one. In the atomic case [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ], every player controls a
nonnegligible amount of tra c (i.e., tra c is discrete and every player contributes
for a congestion of one), while, in the non-atomic case [
        <xref ref-type="bibr" rid="ref39 ref4">4, 39</xref>
        ], every player
controls a negligible amount of tra c (i.e., tra c is a continuous ow and every
player in nitesimally contributes to the congestion). A nice property possessed
by congestion games is that they always admit pure Nash equilibria [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ]: an
outcome in which no player has an incentive to deviate to a di erent strategy.
      </p>
      <p>
        The study of routing games (and so that of congestion games) has known
a booming growth in the last twenty years thanks to the seminal papers by
Koutsoupias and Papadimitriou [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ] and Roughgarden and Tardos [
        <xref ref-type="bibr" rid="ref47">47</xref>
        ], which
initiated the investigation of the ine ciency of pure Nash equilibria in
noncooperative networks. The notion of price of anarchy [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ], de ned as the
worstcase ratio of the social welfare of a pure Nash equilibrium to the social optimum,
has been introduced to assess this phenomenon. Thanks to the e ort of many
researchers worldwide, we have a deep and almost complete understanding of the
price of anarchy in (several variants of) congestion games [1, 3, 5, 6, 15, 16, 20, 26{
30, 32, 42, 44, 45, 47, 48]. In particular, the following results have been obtained
with respect to a ne congestion games. For the non-atomic case, Roughgarden
and Tardos [
        <xref ref-type="bibr" rid="ref47">47</xref>
        ] showed that the price of anarchy is 4=3 and Roughgarden [
        <xref ref-type="bibr" rid="ref42">42</xref>
        ]
complemented this result by proving that this value is independent of the
network topology. For the atomic case, Awerbuch et al. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] and Christodoulou and
Koutsoupias [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] independently proved that the price of anarchy rises to 5=2,
while Lucking et al. [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ] showed, that for games played on parallel link graphs,
i.e., for the case in which all players have the same strategic space and each
strategy is a singleton set, the price of anarchy drops again to 4=3.
1.1
      </p>
    </sec>
    <sec id="sec-2">
      <title>Our Contribution</title>
      <p>In this work, we investigate to what extent the price of anarchy of a ne
congestion games is a ected by the similarities among the players' strategies. Our
notion of similarity is modeled by assuming that, given a parameter 1, the
costs of any two strategies available to a same player, when evaluated in absence
of congestion, are within a factor one from the other.</p>
      <p>
        For the non-atomic case, we show that the price of anarchy is exactly
(3 p4)( 2p1)+( 12) 2 for any 2 R 1 n 34 and 98 for = 34 . Hence, improvements
on the 43 -bound shown by Roughgarden and Tardos [
        <xref ref-type="bibr" rid="ref47">47</xref>
        ] can be obtained for any
nite value of . We also provide a lower bound of 3 4+1 which holds for games
played on parallel link graphs. For the atomic case, we show that the price of
anarchy is exactly min n (4 6)p 28 +131+4 2+ 8 ; 25 o for 2 R 1 n 181 and 122809
for = 181 , for games played on generic network topologies. For games played
on parallel link graphs, instead, we show an upper bound of min n 32 21 ; 34 o and
a lower bound of max n 2+1 ; 34 o, which are almost tight, since their di erence is
at most 0:0572. It turns out that &lt; 3=2 and &lt; 2 are necessary and su cient
conditions to obtain improved bounds in general games and in games played on
parallel link networks, respectively. To this aim, we observe that small values of
model the behavioral attitude of players who are partially oblivious to
congestion and are not willing to signi cantly deviate from what is their best strategy
in absence of congestion.
1.2
      </p>
    </sec>
    <sec id="sec-3">
      <title>Related Work</title>
      <p>
        The price of anarchy of non-atomic congestion games has been rst considered in
the seminal papers by Roughgarden and Tardos [
        <xref ref-type="bibr" rid="ref47">47</xref>
        ] and Roughgarden [
        <xref ref-type="bibr" rid="ref42">42</xref>
        ], and
later on investigated in a number of follow-up papers [26{28]. The ine ciency of
Nash equilibria in atomic congestion games has been rst considered by
Awerbuch et al. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] and Christodoulou and Koutsoupias [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] who characterized the
price of anarchy in games with a ne latency functions. Caragiannis et al. [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]
extended their bounds to singleton congestion games, where each strategy is a
singleton set, while Lucking et al. [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ] gave better bounds for games played on
parallel link graphs. The price of anarchy has been largely studied for other
classes of atomic congestion games (e.g. games with polynomial latencies [
        <xref ref-type="bibr" rid="ref1 ref23">1, 23</xref>
        ],
or with general latency functions [
        <xref ref-type="bibr" rid="ref15 ref32 ref45 ref5">5, 15, 32, 45</xref>
        ], games with altruistic players [
        <xref ref-type="bibr" rid="ref18 ref19 ref31 ref40 ref7 ref9">7,
9, 18, 19, 31, 40</xref>
        ]). Furthermore, other quality metrics to measure the performance
of atomic congestion games (e.g. the approximate price of anarchy [
        <xref ref-type="bibr" rid="ref23 ref8">8, 23</xref>
        ], the
price of stability [
        <xref ref-type="bibr" rid="ref11 ref2 ref21 ref23">2, 11, 21, 23</xref>
        ], the approximation ratio of some special types of
best-response dynamics [
        <xref ref-type="bibr" rid="ref10 ref15 ref24 ref50">10, 15, 24, 50</xref>
        ]) have been introduced and analyzed.
Finally, mechanisms to improve the price of anarchy have been proposed in [13,
14, 17, 22, 25, 35, 32{34, 43, 49].
2
      </p>
      <sec id="sec-3-1">
        <title>Model and De nitions</title>
        <p>For an integer i, set [i] := f1; 2; : : : ; ig. An atomic congestion game, or simply
congestion game, is a tuple CG = [n]; E; (`e)e2E ; ( i)i2[n] , where [n] is a set of
n 2 players, E is a set of resources, `e : R 0 ! R 0 is the latency function of
resource e 2 R, and, for each player i 2 [n], i 2R n ; is her set of strategies
(i.e. a strategy is a non-empty subset of resources).</p>
        <p>A congestion game is a ne when, for each e 2 E, `e(x) = ex + e, with
e; e 0. If e = 0 for any e 2 E we speak of linear congestion games. A
singleton congestion game is a congestion game in which, for each i 2 [n] and
S 2 i, jSj = 1, i.e., each player can only select single resources, and a symmetric
congestion game is one in which i = for each i 2 [n], i.e., all players share the
same strategy space. Congestion games which are both symmetric and singleton
are equivalently denoted as games played on parallel link graphs (in particular,
when considering network games).</p>
        <p>A strategy pro le is an n-tuple of strategies = ( 1; : : : ; n), that is, a
state of the game in which each player i 2 [n] is adopting strategy i 2 i,
so that i2[n] i denotes the set of strategy pro les which can be realized in
CG. For a strategy pro le , the congestion of resource e 2 E in , denoted as
ke( ) := jfi 2 [n] : e 2 igj, is the number of players using resource e in .</p>
        <p>
          The cost of player i in is de ned as ci( ) := Pe2 i `e(ke( )) and each
player aims at minimizing it. For the sake of conciseness, when the strategy
pro le is clear from the context, we write ke in place of ke( ).
Congestion Games with Similar Strategies Given 1, a congestion game
with -similar strategies is a congestion game CG( ) equal to a given congestion
game CG, but where each player i 2 [n] has a strategy set i( ) i de ned
as follows: i( ) := S 2 i : Pe2S `e(1) Pe2S0 `e(1) 8S0 2 i , i.e. the
costs of any two strategies available to a same player, when evaluated in absence
of congestion (except for the unitary congestion due to herself), are within a
factor one from the other. Observe that for = 1, CG( ) coincides with CG.
Pure Nash Equilibria Fix a strategy pro le and a player i 2 [n]. We
denote with i the restriction of to all the players other than i; moreover,
for a strategy S 2 i, we denote with ( i; S) the strategy pro le obtained from
when player i changes her strategy from i to S, while the strategies of all the
other players are kept xed. A pure Nash equilibrium [
          <xref ref-type="bibr" rid="ref38">38</xref>
          ] is a strategy pro le
such that, for any player i 2 [n] and strategy S 2 i, ci( ) ci( i; S),
that is, an outcome of the game in which no player can improve her situation by
unilaterally deviating to another strategy.
        </p>
        <p>Quality of Equilibria A social function that is usually used as a measure of the
quality of a strategy pro le in congestion games is the total latency, de ned as
SUM( ) := Pi2[n] ci( ) = Pe2E ke( )`e(ke( )). A social optimum is a strategy
pro le minimizing SUM. Again, for the sake of conciseness, once a particular
social optimum has been xed, we write oe to denote the value ke( ).</p>
        <p>The price of anarchy of a congestion game CG (with respect to the social
function SUM), denoted as PoA(CG), is the maximum of the ratio SUM( )=SUM( ),
where is a pure Nash equilibrium for CG and is a social optimum for CG.</p>
        <p>Relatively to congestion games with -similar strategies, observe that the
price of anarchy is a non decreasing function with respect to .</p>
        <p>
          Remark 1. As shown in [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] for classic a ne congestion games, given an a ne
congestion game with -similar strategies CG( ), we have that there exists a
linear congestion game with -similar strategies CG ( ) having the same price
of anarchy of CG( ) (a proof of this fact is deferred to the full version of this
paper).
        </p>
        <p>
          Non-atomic Congestion Games Non-atomic congestion games [
          <xref ref-type="bibr" rid="ref39 ref4 ref51">39, 51, 4</xref>
          ] are
an important variant of atomic congestion games, obtained when the social
impact of each player is in nitesimally small, and there are in nitely many players .
A non-atomic congestion game, is a tuple NCG = (fi)i2[n]; E; (`e)e2E ; ( i)i2[n]
where fi 2 R 0 is the amount of players of type i for any i 2 [n], i 2R n ; is
the set of strategies for players of type i for any i 2 [n], and the other quantities
are de ned analogously to atomic congestion games.
        </p>
        <p>The concepts de ned for atomic congestion games can be adapted to the
nonatomic case. A strategy pro le is a tuple := ( i;S )i2[n];S2 i , that is a state
of the game where i;S 0 is the total amount of players of type i selecting
strategy S, for any i 2 [n] and S 2 i. Given a strategy pro le , ke( ) :=
Pi2[n];S2 i:e2S i;S is the total amount of players selecting e in , and given a
strategy S, cS ( ) := Pe2S `e(ke( )) is the cost of players selecting S in .</p>
        <p>
          A pure Nash equilibrium (often called Wardrop equilibrium [
          <xref ref-type="bibr" rid="ref51">51</xref>
          ] when
referring to non-atomic games), is a strategy pro le such that, for any i 2 [n]
and S 2 i such that i;S &gt; 0, cS ( ) cS0 ( ) holds for any S0 2 i.
The total latency function is de ned as SUM( ) := Pi2[n];S2 i i;S cS ( ) =
Pe2E ke( )`e(ke( )). Finally, the concepts of singleton games, symmetric
games, social optima, and price of anarchy are de ned as in atomic congestion
games.
        </p>
        <p>Given 1, a non-atomic congestion game with -similar strategy NCG( ) is
equal to a given non-atomic congestion game NCG, but where the set of strategy
is i( ) := S 2 i : Pe2S `e(0) Pe2S0 `e(0) 8S0 2 i 3:
3</p>
        <p>A</p>
        <p>
          ne Congestion Games with Similar Strategies
In the following theorem we compute an upper bound on the price of anarchy
of a ne congestion games with -similar strategies for any 1, when there is
no restrictions on the players' strategic space.
3 To de ne i( ) for the non-atomic case, we consider `e(0) instead of `e(1) since, for
non-atomic games, the contribution of each player to the congestion of each resource
is null, di erently from atomic games in which the contribution to the congestion is
unitary.
Theorem 1 (Upper Bound). Let CG( ) be an arbitrary a ne congestion
game with -similar strategies. Then4:
Proof. If 23 the upper bound of 52 trivially holds since 52 is the price of
anarchy of general a ne congestion games [
          <xref ref-type="bibr" rid="ref20 ref3">20, 3</xref>
          ], i.e. for ! 1.
        </p>
        <p>
          Assume that 1 &lt; 181 or 181 &lt; &lt; 32 . Because of Remark 1, assume
without loss of generality that CG( ) is a linear congestion game. Let =
( 1; 2; : : : ; n) and = ( 1 ; 2 ; : : : ; n) be a pure Nash equilibrium and a
social optimum of CG( ), respectively. By applying the primal-dual method (a
powerful technique introduced by Bilo [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] to determine good bounds on the
performance of congestion games), we get the following linear program (recall
that we write ke and oe in place of ke( ) and ke( ), respectively):
LP :
max
s.t.
        </p>
        <p>X
e2E
X
e2E
X
e2E
X
e2E
e</p>
        <p>2
eke</p>
        <p>2
eke
eke
eoe2 = 1
0;
the objective function (1) is the total latency of ;
(2) has been obtained by relaxing inequality ci( ) ci( i; i ) (that holds
because of the pure Nash equilibrium condition) to obtain inequalities of the
form Pe2 i eke Pe2 i e(ke + 1), and by summing them for any i 2 [n];
(3) has been obtained by summing all the inequalities Pe2 i e</p>
        <p>Pe2 i e for each i 2 [n] (holding since strategies are -similar);
the linear coe cients e's are the variables of the linear program, and the
other quantities are xed parameters;
(4) normalizes the optimal social function, so that the maximum value of
the objective function is an upper bound on the price of anarchy.
By taking the dual of LP, in which we associate the dual variable x( ) to the
primal constraint (2), the dual variable y( ) to the primal constraint (3), and
4 We consider separately the case = 181 since the function determining the price of
anarchy for the cases 1 &lt; 181 or 181 &lt; &lt; 32 (so as other functions considered
in the proof) is not de ned for = 181 (it is of the form 00 ), but can be extended by
continuity to = 181 , thus obtaining for ! 181 a price of anarchy of 122809 .
the dual variable ( ) to the primal constraint (4), we get:
DLP : min</p>
        <p>( )
For the weak duality theorem, we get that any feasible solution ( ( ); x( ); y( ))
of DLP is such that ( ) is an upper bound on the maximum value of LP,
i.e. an upper bound on the price of anarchy. One can show that, by setting
( ) := (4 6)p 28 +131+4 2+ 8 , x( ) := 10 108 2p112 +3 1 and y( ) :=
4p 2 8 +31+14 13 0, constraint (5) is veri ed for any ke; oe 2 Z 0 (a formal
proof of this fact is deferred to the full version), and the claim follows.
above, but for =!181181it, saund the claim follows as well. tu</p>
        <p>Finally, if ces considering the quantities ( ); x( ); y( ) de ned
We have that the upper bound shown in Theorem 1 is tight (the proof is deferred
to the full version).</p>
        <p>Theorem 2 (Lower Bound). For any &gt; 0, there exists an a ne congestion
game with -similar strategies CG( ) such that:
Now, we focus on the case of symmetric singleton games. In the following
theorem, we compute an upper bound on the price of anarchy of a ne symmetric
singleton congestion games with -similar strategies, for any 1.
Theorem 3 (Upper Bound). Let CG( ) be an arbitrary a ne symmetric
singleton congestion game with -similar strategies. Then:
Proof. If 2 the upper bound of 43 trivially holds since 43 is the price of
anarchy of a ne symmetric singleton games, i.e. when = 1.</p>
        <p>Assume that 2 [1; 2). Let := ( 1; 2; : : : ; n) and := ( 1 ; 2 ; : : : ; n)
be a pure Nash equilibrium and a social optimum of CG( ), respectively. The
discrepancy of resource e 2 E is de ned as de := ke oe. Resource e is overloaded
if de &gt; 0; it is underloaded if de &lt; 0. De ne E+ := fe 2 E : de &gt; 0g as the set of
overloaded resources and E := fe 2 E : de &lt; 0g as the set of underloaded ones.
Note that, since in any strategy pro le each player uses exactly one resource,
the following property holds: Pe2E+ de + Pe2E de = 0. De ne the discrepancy
between and as the value d = Pe2E+ de.</p>
        <p>A rebalancing deviation is a deviation ( i; si) such that i 2 E+ and si 2
E , that is, the deviating player abandons an overloaded resource to join an
underloaded one; hence, a rebalancing deviation can be speci ed by a triple
(p; old; new), where p 2 N is the deviating player, old 2 E+ is the abandoned
resource and new 2 E is the newly joined one. A rebalancing is a collection
of rebalancing deviations in which each player is involved at most once. It is
easy to see that there exists a rebalancing (p(i); old(i); new(i))i2[d] made up of
d rebalancing deviations which recreates starting from . Since is a Nash
equilibrium, for each i 2 [d], we have old(i)kold(i) + old(i) new(i)(knew(i) +
1) + new(i): Moreover, since CG( ) is a symmetric singleton game with -similar
strategies, for each i 2 [d], we have new(i) + new(i) old(i) + old(i) : Hence,
by applying the primal-dual method, we get the following linear program:
LP :
max</p>
        <p>eke2 + eke
s.t.</p>
        <p>old(i)kold(i) + old(i)
new(i)(knew(i) + 1) + new(i);
8i 2 [d]
new(i) + new(i)
X
eoe2 + eoe = 1;
old(i) + old(i) ;
e; e
0</p>
        <p>8i 2 [d]
By taking the dual of LP, in which we associate the dual variable xi( ) to the
ith primal constraint of the rst family, the dual variable yi( ) to the ith primal
constraint of the second family, and the dual variable ( ) to the last primal
constraint, we get:</p>
        <p>DLP :
min
s.t.</p>
        <p>xi( )ke</p>
        <p>xi( )(ke + 1)
( )</p>
        <p>X
i2[d]:old(i)=e</p>
        <p>X
i2[d]:old(i)=e</p>
        <p>X</p>
        <p>xi( )
i2[d]:old(i)=e</p>
        <p>X
i2[d]:old(i)=e
xi( ); yi( )
0;
yi( ) +
yi( ) +
i2[d]:new(i)=e</p>
        <p>X
8i 2 [d]</p>
        <p>X
i2[d]:new(i)=e</p>
        <p>X
i2[d]:new(i)=e
X</p>
        <p>xi( )
i2[d]:new(i)=e
yi( ) + ( )oe2</p>
        <p>2
ke ;</p>
        <p>8e 2 E
yi( ) + ( )oe
ke;
One can show that, by setting ( ) := 23 12 , xi( ) := 32 11 1 and yi( ) :=
2 1 1 0 8i 2 [d]; both dual constraints are veri ed for any ke; oe 2 Z 0
(a formal proof of this fact is deferred to the full version), thus, for the weak
duality theorem, the considered ( ) is an upper bound on PoA(CG( )).
tu
In the following theorem, we show that the previous upper bound is almost tight,
by exhibiting an almost tight lower bound.</p>
        <p>
          Theorem 4 (Lower Bound). For any 1, there exists an a ne symmetric
singleton congestion game with -similar strategies CG( ), such that:
Proof. For 2 the lower bound de ned in [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ] is an a ne symmetric singleton
congestion game with -similar strategies and having a price of anarchy of 43 . If
&lt; 2, consider a symmetric singleton congestion game CG having two players,
two resources e1; e2 with `e1 (x) := ( 1)x + 2 and `e2 (x) := . One can
easily observe that the strategy pro le in which all players select resource e1
is a pure Nash equilibrium, and that both strategies fe1g and fe2g belong to
( ). Let be the strategy pro le in which one player selects e1, and the other
one selects e2. We get PoA(CG( )) SSUUMM(( )) = ((( 1)1+)2(+22 )+)2 = 12+ . tu
4
        </p>
        <p>A ne Non-atomic Congestion Games with Similar
Strategies
Now, we compute an upper bound on the price of anarchy of non-atomic
congestion games with -similar strategies, for any 1 (a formal proof is deferred
to the full version).</p>
        <p>Theorem 5 (Upper Bound). Let NCG( ) be an arbitrary a ne non-atomic
congestion game with -similar strategies. Then:
if
= 43
&lt; 43 or 43 &lt;
We show that the previous upper bound is tight (a formal proof is deferred to
the full version).</p>
        <p>Theorem 6 (Lower Bound). For any 1 and for any &gt; 0, there exists an
a ne non-atomic congestion game with -similar strategies NCG( ) such that:
if
= 43
&lt; 43 or 43 &lt;
We also exhibit an almost tight lower bound for a ne symmetric singleton
nonatomic congestion games.</p>
        <p>Theorem 7 (Lower Bound for Symmetric Singleton Games). For any
1, there exists an a ne symmetric singleton non-atomic congestion game
with -similar strategies NCG( ), such that:</p>
        <p>PoA(NCG( ))</p>
        <p>4
3 + 1
Proof. Consider a symmetric singleton non-atomic congestion game NCG having
a unitary amount of players, and two resources e1; e2 with `e1 (x) := ( 1)x + 1
and `e2 (x) := . One can easily observe that the strategy pro le in which all
players select resource e1 is a pure Nash equilibrium, and that both strategies
fe1g and fe2g belong to ( ). Let be the strategy pro le in which half of
the players select e1, and the remaining ones select e2. We get PoA(NCG( ))
SSUUMM(( )) = 14 ( ( 1)1+) +21+1 12 = 3 4+1 : tu</p>
      </sec>
      <sec id="sec-3-2">
        <title>Conclusions and Open Problems</title>
        <p>In this work we have introduced the class of congestion games with similar
strategies, and we have almost completely characterized the performance of such games
in terms of price of anarchy. Our work leaves several open problems. For instance,
when considering symmetric singleton games, the given upper and lower bounds
are not tight for both the atomic and the non-atomic case. Moreover, it would
be interesting considering more general latency functions (e.g. polynomial).</p>
        <p>Overall, despite its theoretical importance, we think that our parametrization
may provide an interesting and reasonable step towards the de nition of a more
concrete model for sel sh routing games.</p>
      </sec>
    </sec>
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