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

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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,R0,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
nN, we let [n]:={1,2, . . . , n}denote the set of positive
integers less or equal to n. Given xRnand 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 ARn×n, we let
A>,A1, 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:RnRand G:RnRm,
we let xf(x)Rndenote the gradient of fevaluated at
xRn; 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 xRn; the ij-th element of matrix xG(x)is
[G(x)]i
[x]j.
arXiv:2210.01221v2 [cs.GT] 18 May 2023
II. ATOMIC ROUTING GAMES AND ITS APPROXIMATION
VIA ENTROPY REGULARIZATION
We first introduce the mathematical model for atomic
routing games on a directed graph, followed by a smooth
approximation of the Nash equilibria in atomic routing
games. These results provide the foundation of the cost
design results in the next section.
A. Directed graphs
A directed graph Gcontains a set of nodes [n], a set of
directed links [m]. Each link is an ordered pair of distinct
nodes, where the first and second node are the “tail” and
“head” of the link, respectively. We characterize the con-
nection among different nodes in graph Gvia the incidence
matrix, denoted by ERn×m. The entry [E]ij in matrix E
is associated with node iand link jas follows:
[E]ij =
1,if node iis the tail of link j,
1,if node iis the head of link j,
0,otherwise.
(1)
B. Atomic routing games
Given the incidence matrix ERn×mof a directed graph
G, we consider a game with pNplayers. Player i[p]
has an origin node oi[n]and a destination node di[n]
in graph G. We define the key components of this game as
follows.
1) Players’ path choices: Each player i[p]chooses a
path with the lowest cost that connects its origin node oiand
destination node di. We represent the path chosen by player
ivia a flow vector xiRm, where [xi]k[0,1] denotes the
probability for player ito use link kon the path it chooses.
If vector xidenotes a path that connects node oiand di,
then it belongs to certain feasible flow set, which we define
as follows. Let riRndenote the origin-destination vector
of player isuch that [ri]j= 1 if j=oi;[ri]j=1if
j=di; and [ri]j= 0 if j6=oiand j6=di. Furthermore, let
siRn1denote the reduced origin-destination vector as
si= Γ(ri, di),(2)
where Γ(ri, di)Rn1is vector obtained from vector riby
deleting the di-th element in ri. We also use the notion of
reduced incidence matrix for player i, defined as follows:
Ei:= Γ(E, di),(3)
where Γ(E, di)R(n1)×mis the matrix obtained from
matrix Eby deleting its di-th row.
Equipped with the above notations, we define the feasible
flow set for player i, denoted by PiRm, as
Pi={yRm|Eiy=si, y 0}(4)
for all i[p]. Notice that if xiPiand we let e>
ibe the
di-th row of matrix E, then (1) and (3) together imply that
e>
ixi=1>
nExi1>
n1Eixi= 0 1>
n1si=1,(5)
where the second step is due to the fact that 1>
nE= 0m.
Therefore, xiPiis and only if Exi=ri. In other words,
xiPiif and only if xidenotes a unit flow that originates at
node oi, disappear at node di, and is preserved at any other
node.
2) The Nash equilibrium conditions: We assume the cost
of each link is a quadratic function of all players’ flow
vectors, and each player chooses a path that minimizes this
quadratic function. In other words, each player ichooses its
flow vector xias follows:
xiargmin
yPibi+1
2Ciiy+Pj6=iCij xj>y, (6)
where vector biRmdefines the nominal link cost, which is
independent of the players’ strategies; matrices Cij Rm×m
for all i, j [p]are matrices such that vector Cij xjRm
denotes the link cost for player idue to its interaction with
player j. Here we assume that the link cost is a linear
function—rather than general polynomials—of the players’
flow vectors to simplify our further computation.
We introduce the notion of Nash equilibrium in an atomic
routing game as follows
Definition 1. A joint flow x:=x>
1. . . x>
p>is a Nash
equilibrium if (6) holds for all i[p].
C. Computing Nash equilibria via nonlinear programming
We now discuss how to compute the Nash equilibrium in
Definition 1. To this end, we denote the joint flow of all
players as
x:=x>
1x>
2· · · x>
p>.(7)
We also use the following notation:
C:=
C11 C12 ... C1p
C21 C22 ... C2p
.
.
..
.
.....
.
.
Cp1Cp2... Cpp
, b :=
b1
b2
.
.
.
bp
, s :=
s1
s2
.
.
.
sp
,
E[1,p]:= blkdiag(E1, E2, . . . , Ep),
(8)
where E[1,p]= blkdiag(E1, E2, . . . , En)is the block diag-
onal matrix obtained by aligning matrices E1, E2, . . . , Ep
along the diagonal of matrix E[1,p].
The following lemma shows how to compute the Nash
equilibrium in Definition 1 by solving a set of piecewise
linear equations.
Lemma 1. Suppose that set Piis nonempty and Cii =C>
ii
0for all i[p]. Then (6) holds for all i[p]if and only if
one of the two following set of conditions holds.
1) There exists vRp(n1) and uRpm such that
s=E[1,p]x, (9a)
u=b+Cx E>
[1,p]v, u>x= 0, x, u 0pm.(9b)
2) There exists vRp(n1) such that
s=E[1,p]x, (10a)
0pm = min{x, b +Cx E>
[1,p]v}.(10b)
Proof. We start with the conditions in (9). Since Cii =
C>
ii 0, and set Piis nonempty and described by linear
摘要:

CostDesigninAtomicRoutingGamesYueYu,ShenghuiChen,DavidFridovich-Keil,andUfukTopcuAbstract—Anatomicroutinggameisamultiplayergameonadirectedgraph.Eachplayerinthegamechoosesapath—asequenceoflinksthatconnectitsoriginnodetoitsdestinationnode—withthelowestcost,wherethecostofeachlinkisafunctionofallplayers...

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