Network congestion games are a convenient model for reasoning about routing problems in a network: agents have to move from a source to a target vertex while avoiding congestion, measured as a cost depending on the number of players using the same link. Network congestion games have been extensively studied over the last 40 years, while their extension with timing constraints were considered more recently. Most of the results on network congestion games consider blind strategies: they are static, and do not adapt to the strategies selected by the other players. We extend the recent results of [Bertrand et al., Dynamic network congestion games. FSTTCS'20] to timed network congestion games, in which the availability of the edges depend on (discrete) time. We prove that computing Nash equilibria satisfying some constraint on the total cost (and in particular, computing the best and worst Nash equilibria), and computing the social optimum, can be achieved in exponential space. The social optimum can be computed in polynomial space if all players have the same source and target.
翻译:网络拥堵游戏是推理网络中路由问题的方便模式:代理商必须从源头转向目标顶点,同时避免堵塞,按使用同一链接的玩家人数计算成本。过去40年来,对网络拥堵游戏进行了广泛研究,最近又审议了时间限制的延长。网络拥堵游戏的大多数结果都认为是盲策略:它们是静态的,不适应其他玩家选择的战略。我们把[Bertrand 等动态网络拥堵游戏. FSTCTCS'20]的最新结果推广到时间化的网络拥堵游戏,其中边缘的可用性取决于(分散的)时间。我们证明,计算纳什平衡性满足总成本的某些限制(特别是计算最佳和最差的纳什利利比里亚)和计算社会最佳,可以在指数空间实现。如果所有玩家都有相同的来源和目标,社会最佳社会最优化可以在多边空间进行计算。