Node Max-Cut and Computing Equilibria in Linear Weighted Congestion Games
Dimitris Fotakis, Vardis Kandiros, Thanasis Lianeas, Nikos Mouzakis,, Panagiotis Patsilinakos, Stratis Skoulakis

TL;DR
This paper investigates the computational complexity of finding local optima and pure Nash equilibria in weighted congestion games and a related Max-Cut variant, revealing PLS-completeness results and efficient approximation methods.
Contribution
It proves PLS-completeness of PNE computation in certain weighted congestion games and introduces Node-Max-Cut, a restricted Max-Cut variant, with complexity and approximation results.
Findings
Computing PNE is PLS-complete for restricted congestion games.
Node-Max-Cut is PLS-complete even with vertex-weighted graphs.
A (1+ε)-approximate equilibrium can be efficiently computed when vertex weights are limited.
Abstract
In this work, we seek a more refined understanding of the complexity of local optimum computation for Max-Cut and pure Nash equilibrium (PNE) computation for congestion games with weighted players and linear latency functions. We show that computing a PNE of linear weighted congestion games is PLS-complete either for very restricted strategy spaces, namely when player strategies are paths on a series-parallel network with a single origin and destination, or for very restricted latency functions, namely when the latency on each resource is equal to the congestion. Our results reveal a remarkable gap regarding the complexity of PNE in congestion games with weighted and unweighted players, since in case of unweighted players, a PNE can be easily computed by either a simple greedy algorithm (for series-parallel networks) or any better response dynamics (when the latency is equal to the…
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