To what extent does the structure of the players' strategy space influence the efficiency of decentralized solutions in congestion games? In this work, we investigate whether better performance are possible when restricting to load balancing games in which players can only choose among single resources. We consider three different solutions concepts, namely, approximate pure Nash equilibria, approximate one-round walks generated by selfish players aiming at minimizing their personal cost and approximate one-round walks generated by cooperative players aiming at minimizing the marginal increase in the sum of the players' personal costs. The last two concepts can be interpreted as solutions of greedy online algorithms for the related resource selection problem. We show that, under fairly general latency functions on the resources, better bounds cannot be achieved if players are either weighted or asymmetric. On the positive side, we prove that, under mild assumptions on the latency functions, improvements on the performance of approximate pure Nash equilibria are possible for load balancing games with weighted and symmetric players in the case of identical resources. We also design lower bounds on the performance of one-round walks in load balancing games with unweighted players and identical resources.
翻译:玩家战略空间的结构在多大程度上影响着拥挤游戏中分散式解决方案的效率?在这项工作中,我们调查在限制让玩家只能选择单一资源的平衡游戏时,能否取得更好的表现。我们考虑三种不同的解决方案概念,即:大约纯纳什平衡、自私玩家为尽量减少个人成本而创造的近似一轮步行、以及合作社玩家为尽量减少玩家个人成本之和的边际增长而创造的近似一轮步行。最后两个概念可以被解释为相关资源选择问题的贪婪在线算法的解决办法。我们表明,在相当一般的悬浮功能下,如果玩家是加权的或不对称的,就无法达到更好的界限。从积极的一面看,我们证明,根据对悬浮功能的轻度假设,在相同资源的情况下,大约纯纳什平衡游戏的性能是可以改进的。我们还设计了在与无重量玩家和相同资源进行平衡的单轮运动中,单轮运动的性能限制较低。