TL;DR
This paper develops a linear programming approach to design tolling mechanisms in atomic congestion games, achieving near-optimal efficiency using only local information, with applications to traffic routing and load balancing.
Contribution
It introduces a tractable LP formulation for optimal toll design in atomic congestion games, extending results to polynomial cases and generalizing previous work on tolling mechanisms.
Findings
Optimal tolls minimize system inefficiency in congestion games.
Local information-based tolls perform nearly as well as global information mechanisms.
Marginal cost mechanism has lower efficiency than no toll in the studied setting.
Abstract
How can we design mechanisms to promote efficient use of shared resources? Here, we answer this question in relation to the well-studied class of atomic congestion games, used to model a variety of problems, including traffic routing. Within this context, a methodology for designing tolling mechanisms that minimize the system inefficiency (price of anarchy) exploiting solely local information is so far missing in spite of the scientific interest. In this manuscript we resolve this problem through a tractable linear programming formulation that applies to and beyond polynomial congestion games. When specializing our approach to the polynomial case, we obtain tight values for the optimal price of anarchy and corresponding tolls, uncovering an unexpected link with load balancing games. We also derive optimal tolling mechanisms that are constant with the congestion level, generalizing the…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Code & Models
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
