Loading…
Complexity of Pure Nash Equilibria in Player-Specific Network Congestion Games
Network congestion games with player-specific delay functions do not possess pure Nash equilibria in general. We therefore address the computational complexity of the corresponding decision problem and prove that it is NP-complete to decide whether a pure Nash equilibrium exists. This result is true...
Saved in:
Published in: | Internet mathematics 2008-01, Vol.5 (4), p.323-342 |
---|---|
Main Authors: | , |
Format: | Article |
Language: | English |
Citations: | Items that cite this one |
Online Access: | Get full text |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Summary: | Network congestion games with player-specific delay functions do not possess
pure Nash equilibria in general. We therefore address the computational complexity of
the corresponding decision problem and prove that it is NP-complete to decide whether
a pure Nash equilibrium exists. This result is true for games with directed edges as well
as for networks with undirected edges, and still holds for games with two players only.
In contrast to games with networks of arbitrary size, we present a polynomial-time
algorithm deciding whether there exists a Nash equilibrium in games with networks of
constant size.
Additionally, we introduce a family of player-specific network congestion games that
are guaranteed to possess equilibria. In these games players have identical delay functions.
However, each player may use only a certain subset of the edges. For this class
of games we prove that finding a pure Nash equilibrium is PLS-complete. Again, this
result is true for networks with directed edges as well as for networks with undirected
edges, and still holds for games with three players only. In games with networks of constant
size, however, we prove that pure Nash equilibria can be computed in polynomial
time. |
---|---|
ISSN: | 1542-7951 1944-9488 |
DOI: | 10.1080/15427951.2008.10129170 |