
Cost Design in Atomic Routing Games
Yue Yu, Shenghui Chen, David Fridovich-Keil, and Ufuk Topcu
Abstract— An atomic routing game is a multiplayer game on
a directed graph. Each player in the game chooses a path—a
sequence of links that connect its origin node to its destination
node—with the lowest cost, where the cost of each link is a
function of all players’ choices. We develop a novel numerical
method to design the link cost function in atomic routing games
such that the players’ choices at the Nash equilibrium mini-
mize a given smooth performance function. This method first
approximates the nonsmooth Nash equilibrium conditions with
smooth ones, then iteratively improves the link cost function
via implicit differentiation. We demonstrate the application of
this method to atomic routing games that model noncooperative
agents navigating in grid worlds.
I. INTRODUCTION
A routing game is a multiplayer game on a directed graph
that contains a collection of nodes and links. Each player in
the game chooses a sequence of links, which together form
apath, that connect its origin node to its destination node—
with the lowest cost, where the cost of each link is a function
of all players’ choices of paths. The Nash equilibrium of this
game is a collective path choice where no player can obtain
a lower cost by unilaterally switching to an alternative path.
Routing games are the fundamental mathematical models
for predicting the collective behavior of selfish players in
communication and transportation networks [1], [2], [3], [4],
[5], [6].
Cost design—also known as network design—is the prob-
lem of designing the link cost function of a routing game so
that the Nash equilibrium satisfies certain desired properties,
e.g., matching a desired equilibrium pattern or minimizing
the total cost of all players. Cost design is the key to mod-
ifying unwanted traffic patterns in congested transportation
networks [7], [8], [9], [10], [11], [12].
Existing results on cost design are limited to nonatomic
routing games, where the number of players is assumed to be
infinite and each player is a negligible fraction of the entire
player population [5]. Although reasonable for applications
with a large number of players—e.g., predicting the traffic
patterns of thousands of vehicles [6]—such an assumption
is not valid for applications in multi-agent systems with a
medium number of agents, where each player is no longer
negligible compared with the entire player population.
This research is supported in part by NSF 2211548, NSF 1652113, NASA
80NSSC21M0071, and AFRL FA9550-19-1-0169. Y. Yu, S. Chen, and
U. Topcu are with the Oden Institute for Computational Engineering and
Sciences, The University of Texas at Austin, TX, 78712, USA (emails:
yueyu@utexas.edu, shenghui.chen@utexas.edu, utopcu@utexas.edu). D.
Fridovich-Keil is with the Department of Aerospace Engineering and
Engineering Mechanics, The University of Texas at Austin, TX, 78712,
USA (email: dfk@utexas.edu).
We develop a numerical method for cost design in atomic
routing games, where the number of players is finite and
each player searches for the shortest path in a directed
connected graph. We first show that the Nash equilibrium
conditions in atomic routing games are equivalent to a set
of nonsmooth piecewise linear equations. Next, we develop
an approximate projected gradient method to design the link
cost function such that the Nash equilibrium of the game
minimizes a given smooth performance function. In each
iteration, this method first approximates the nonsmooth Nash
equilibrium conditions with a set of smooth nonlinear equa-
tions, then updates the link cost function via an approximate
projected gradient method based on implicit differentiation.
We demonstrate the application of this method to atomic
routing games that model noncooperative agents navigating
in grid worlds.
Our results extend a previous cost design method for
matrix games [13] to atomic routing games while remaining
scalable. In particular, the results in [13] require enumerating
all the options of each player. In an atomic routing game, the
number of these options equals the number of all possible
paths for all players, which scales exponentially with the
number of nodes and links of the underlying graph. In
contrast, the proposed method does not require such enu-
meration, and the number of equations needed scales linearly
with the number of nodes and links of the underlying graph.
Notation: We let R,R≥0,R>0, and Ndenote the set of
real, nonnegative real, positive real, and natural numbers, re-
spectively. Given m, n ∈N, we let Rnand Rm×ndenote the
set of n-dimensional real vectors and m×nreal matrices; we
let 1nand Indenote the n-dimensional vector of all 1’s and
the n×nidentity matrix, respectively. Given positive integer
n∈N, we let [n]:={1,2, . . . , n}denote the set of positive
integers less or equal to n. Given x∈Rnand k∈[n], we let
[x]kdenote the k-th element of vector x, and kxkdenote the
`2-norm of x. Given a square real matrix A∈Rn×n, we let
A>,A−1, and A−> denote the transpose, the inverse, and
the transpose of the inverse of matrix A, respectively; we say
A0and A0if Ais symmetric positive semidefinite
and symmetric positive definite, respectively; we let kAkF
denote the Frobenius norm of matrix A. Given continuously
differentiable functions f:Rn→Rand G:Rn→Rm,
we let ∇xf(x)∈Rndenote the gradient of fevaluated at
x∈Rn; the k-th element of ∇xf(x)is ∂f(x)
∂[x]k. Furthermore,
we let ∂xG(x)∈Rm×ndenote the Jacobian of function G
evaluated at x∈Rn; the ij-th element of matrix ∂xG(x)is
∂[G(x)]i
∂[x]j.
arXiv:2210.01221v2 [cs.GT] 18 May 2023