Pruning Algorithms for A Replicator Dynamics Method in Multiple OD Selfish Routing Games

Guu Kofujita
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Abstract

A traffic flow allocation has been studied by many researches. This problem is treated by both urban planning research and game theoretical approaches. We stand on game theory to consider the traffic flow allocation problem by treating a class of congestion games on the network. The traffic flow allocation is called, in context the congestion game, a selfish routing game. In this game, our proposal is to find an equilibria of decision making of the players. The player's decision is amounts of flows for each origin-destination path. It is known that the equilibrium searching problem as edge based modeling is able to compute easily by using Frank-Wolfe method, however, the edge based model has weak expressiveness. Thus we employ a path based modeling that can treat some complex phenomena. In this model, since we need to handle many paths in a network, it is known that the equilibrium searching problem is difficult. In this paper, we study a solving method for a multi OD selfish routing game, and a method for solving standard routing games and its high speeding method. Our algorithm employs a replicator dynamics which is one of iterative optimization techniques. In the solution based on the replicator dynamics, the calculation time is very large, since the calculation is also performed for all paths. Therefore, as a preprocessing of solving by replicator dynamics, the policy of the proposed method is to make computation time faster by deleting unused paths. This paper evaluates the algorithm by numerical experiment.
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多OD自路由博弈中复制器动力学方法的剪枝算法
对于交通流分配问题,已有很多研究。城市规划研究和博弈论方法都在研究这一问题。本文从博弈论的角度出发,通过处理网络上的一类拥堵博弈来考虑交通流分配问题。这种流量分配在上下文中称为拥塞博弈,即自私路由博弈。在这个博弈中,我们的建议是找到参与人的决策均衡。玩家的决策是每个起始-目的地路径的流量。平衡搜索问题作为一种基于边缘的建模方法,使用Frank-Wolfe方法可以很容易地计算,但是基于边缘的模型表达能力较弱。因此,我们采用基于路径的建模方法来处理一些复杂的现象。在该模型中,由于我们需要处理网络中的许多路径,因此已知平衡搜索问题是困难的。本文研究了一种多OD自利路由对策的求解方法,以及一种标准路由对策的求解方法及其高速方法。我们的算法采用了复制器动力学,这是一种迭代优化技术。在基于复制器动力学的解决方案中,由于还要对所有路径执行计算,因此计算时间非常长。因此,作为复制器动力学求解的预处理,该方法的策略是通过删除未使用的路径来加快计算时间。本文通过数值实验对该算法进行了验证。
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