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Marc Schröder

Publications and source records attributed to Marc Schröder.

12 recordsLinked to original sources

Nash Flows Over Time with Tolls

We study a dynamic routing game motivated by traffic flows. The base model for an edge is the Vickrey bottleneck model. That is, edges are equipped with a free flow transit time and a capacity. When the inflow into an edge exceeds its capacity, a queue forms and the following particles experience a waiting time. In this paper, we enhance the model by introducing tolls, i.e., a cost each flow particle must pay for traversing an edge. In this setting we consider non-atomic equilibria, which means flows over time in which every particle is on a cheapest path, when summing up toll and travel time. We first show that unlike in the non-tolled version of this model, dynamic equilibria are not unique in terms of costs and do not necessarily reach a steady state. As a main result, we provide a procedure to compute steady states in the model with tolls.

cs.GT↗

Fixed Order Scheduling with Deadlines

This paper studies a scheduling problem in a parallel machine setting, where each machine must adhere to a predetermined fixed order for processing the jobs. Given $n$ jobs, each with processing times and deadlines, we aim to minimize the number of machines while ensuring deadlines are met and the fixed order is maintained. We show that the first-fit algorithm solves the problem optimally with unit processing times and is a 2-approximation in the following four cases: (1) the order aligns with non-increasing slacks, (2) the order aligns with non-decreasing slacks, (3) the order aligns with non-increasing deadlines, and (4) the optimal solution uses at most 3 machines. For the general problem we provide an $O(\log n)$-approximation.

cs.DS↗

Ordinary and Prophet Planning under Uncertainty in Bernoulli Congestion Games

We consider an atomic congestion game in which each player $i$ participates in the game with an exogenous and known probability $p_{i}\in(0,1]$, independently of everybody else, or stays out and incurs no cost. We compute the parameterized Price of Anarchy (PoA) to characterize the impact of demand uncertainty on the efficiency of selfish behavior, considering two different notions of a social planner. A prophet planner knows the realization of the random participation in the game; the ordinary planner does not. As a consequence, a prophet planner can compute an adaptive social optimum that selects different solutions depending on the players that turn out to be active, whereas an ordinary planner faces the same uncertainty as the players and can only minimize the expected social cost according to the player participation distribution. For both type of planners we obtain tight bounds for the PoA, by solving suitable optimization problems parameterized by the maximum participation probability $q=\max_{i} p_{i}$. In the case of affine costs, we find an analytic expression for the corresponding bounds.

cs.GT↗

Popularity in location games

We study a variant of the Hotelling-Downs model of spatial competition between firms where consumer choices are influenced by their individual preferences as well as the popularity of the firms. In general, a multiplicity of market equilibria might exist due to the popularity effect. To elucidate firm decision-making, we explore three distinct behavioral attitudes towards this multiplicity of equilibria: optimistic, neutral, and pessimistic. For each behavior, we characterize the set of Nash equilibria and measure the impact of the selfish behavior on the social welfare by means of the price of anarchy and price of stability.

cs.GT↗

An improved bound for the price of anarchy for related machine scheduling

In this paper, we introduce an improved upper bound for the efficiency of Nash equilibria in utilitarian scheduling games on related machines. The machines have varying speeds and adhere to the Shortest Processing Time (SPT) policy as the global order for job processing. The goal of each job is to minimize its completion time, while the social objective is to minimize the sum of completion times. Our main result provides an upper bound of $2-\frac{1}{2\cdot(2m-1)}$ on the price of anarchy for the general case of $m$ machines. We improve this bound to 3/2 for the case of two machines, and to $2-\frac{1}{2\cdot m}$ for the general case of $m$ machines when the machines have divisible speeds.

cs.GT↗

Scheduling Games with Machine-Dependent Priority Lists

We consider a scheduling game on parallel related machines, in which jobs try to minimize their completion time by choosing a machine to be processed on. Each machine uses an individual priority list to decide on the order according to which the jobs on the machine are processed. We prove that it is NP-hard to decide if a pure Nash equilibrium exists and characterize four classes of instances in which a pure Nash equilibrium is guaranteed to exist. For each of these classes, we give an algorithm that computes a Nash equilibrium, we prove that best-response dynamics converge to a Nash equilibrium, and we bound the inefficiency of Nash equilibria with respect to the makespan of the schedule and the sum of completion times. In addition, we show that although a pure Nash equilibrium is guaranteed to exist in instances with identical machines, it is NP-hard to approximate the best Nash equilibrium with respect to both objectives.

cs.GT↗

Approximation and Convergence of Large Atomic Congestion Games

We consider the question of whether, and in what sense, Wardrop equilibria provide a good approximation for Nash equilibria in atomic unsplittable congestion games with a large number of small players. We examine two different definitions of small players. In the first setting, we consider games where each player's weight is small. We prove that when the number of players goes to infinity and their weights to zero, the random flows in all (mixed) Nash equilibria for the finite games converge in distribution to the set of Wardrop equilibria of the corresponding nonatomic limit game. In the second setting, we consider an increasing number of players with a unit weight that participate in the game with a decreasingly small probability. In this case, the Nash equilibrium flows converge in total variation towards Poisson random variables whose expected values are Wardrop equilibria of a different nonatomic game with suitably-defined costs. The latter can be viewed as symmetric equilibria in a Poisson game in the sense of Myerson, establishing a plausible connection between the Wardrop model for routing games and the stochastic fluctuations observed in real traffic. In both settings we provide explicit approximation bounds, and we study the convergence of the price of anarchy. Beyond the case of congestion games, we prove a general result on the convergence of large games with random players towards Poisson games.

cs.GT↗

Bicriteria Nash Flows over Time

Flows over time are a natural way to incorporate flow dynamics that arise in various applications such as traffic networks. In this paper we introduce a natural variant of the deterministic fluid queuing model in which users aim to minimize their costs subject to arrival at their destination before a pre-specified deadline. We determine the existence and the structure of Nash flows over time and fully characterize the price of anarchy for this model. The price of anarchy measures the ratio of the quality of the equilibrium and the quality of the optimum flow, where we evaluate the quality using two different natural performance measures: the throughput for a given deadline and the makespan for a given amount of flow. While it turns out that both prices of anarchy can be unbounded in general, we provide tight bounds for the important subclass of parallel path networks. Surprisingly, the two performance measures yield different results here.

cs.GT↗

A Greedy Algorithm for the Social Golfer and the Oberwolfach Problem

Inspired by the increasing popularity of Swiss-system tournaments in sports, we study the problem of predetermining the number of rounds that can be guaranteed in a Swiss-system tournament. Matches of these tournaments are usually determined in a myopic round-based way dependent on the results of previous rounds. Together with the hard constraint that no two players meet more than once during the tournament, at some point it might become infeasible to schedule a next round. For tournaments with $n$ players and match sizes of $k\geq2$ players, we prove that we can always guarantee $\lfloor \frac{n}{k(k-1)} \rfloor$ rounds. We show that this bound is tight. This provides a simple polynomial time constant factor approximation algorithm for the social golfer problem. We extend the results to the Oberwolfach problem. We show that a simple greedy approach guarantees at least $\lfloor \frac{n+4}{6} \rfloor$ rounds for the Oberwolfach problem. This yields a polynomial time $\frac{1}{3+ε}$-approximation algorithm for any fixed $ε>0$ for the Oberwolfach problem. Assuming that El-Zahar's conjecture is true, we improve the bound on the number of rounds to be essentially tight.

cs.DM↗

Network Investment Game with Wardrop Followers

We study a two-sided network investment game consisting of two sets of players, called providers and users. The game is set in two stages. In the first stage, providers aim to maximize their profit by investing in bandwidth of cloud computing services. The investments of the providers yield a set of usable services for the users. In the second stage, each user wants to process a task and therefore selects a bundle of services so as to minimize the total processing time. We assume the total processing time to be separable over the chosen services and the processing time of each service to depend on the utilization of the service and the installed bandwidth. We provide insights on how competition between providers affects the total costs of the users and show that every game on a series-parallel graph can be reduced to an equivalent single edge game when analyzing the set of subgame perfect Nash equilibria.

cs.GT↗

Negative Prices in Network Pricing Games

In a Stackelberg network pricing game, a leader sets prices for a given subset of edges so as to maximize profit, after which one or multiple followers choose a shortest path from their source to sink. We study the counter-intuitive phenomenon that the use of negative prices by the leader may in fact increase his profit. In doing so, we answer the following two questions. First, how much more profit can the leader earn by setting negative prices? Second, for which network topologies can the profit be increased by using negative prices? Our main result shows that the profit with negative prices can be a factor $Θ(\log (m\cdot\bar k))$ larger than the maximum profit with positive prices, where $m$ is the number of priceable edges in the graph and $\bar k \leq 2^m$ the number of followers. In particular, this factor cannot be bounded for the single follower case, and can even grow linearly in $m$ if the number of followers is large. Our second result shows that series-parallel graphs with a single follower and Stackelberg games with matroid followers are immune to the negative price paradox.

cs.GT↗

Dynamic Atomic Congestion Games with Seasonal Flows

We propose a model of discrete time dynamic congestion games with atomic players and a single source-destination pair. The latencies of edges are composed by free-flow transit times and possible queuing time due to capacity constraints. We give a precise description of the dynamics induced by the individual strategies of players and of the corresponding costs, either when the traffic is controlled by a planner, or when players act selfishly. In parallel networks, optimal and equilibrium behavior eventually coincides, but the selfish behavior of the first players has consequences that cannot be undone and are paid by all future generations. In more general topologies, our main contributions are three-fold. First, we show that equilibria are usually not unique. In particular, we prove that there exists a sequence of networks such that the price of anarchy is equal to $n-1$, where $n$ is the number of vertices, and the price of stability is equal to 1. Second, we illustrate a new dynamic version of Braess's paradox: the presence of initial queues in a network may decrease the long-run costs in equilibrium. This paradox may arise even in networks for which no Braess's paradox was previously known. Third, we propose an extension to model seasonalities by assuming that departure flows fluctuate periodically over time. We introduce a measure that captures the queues induced by periodicity of inflows. This measure is the increase in costs compared to uniform departures for optimal and equilibrium flows in parallel networks.

cs.GT↗