Game Theory-Based Approach for Massive Route Planning in Dynamic Road Networks

IF 10.9 2区 计算机科学 Q1 ENGINEERING, ELECTRICAL & ELECTRONIC IEEE Transactions on Consumer Electronics Pub Date : 2024-08-26 DOI:10.1109/TCE.2024.3449285
Detian Zhang;Yunjun Zhou;Jin Wang
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Abstract

With the widely use of mobile consumer electronics devices, location-based services becomes more and more popular in our lives, e.g., mapping services and ride-hailing services. Most of location-based services rely on the support of efficient and accurate route planning. However, existing route planning algorithms mainly aim to plan for a single query in dynamic road networks, while ignoring the internal flows caused by massive planned route themselves, i.e., many vehicles may take the same road segments and thus cause traffic congestion and increase the global travel time. Therefore, in this paper, we focus on massive route planning in dynamic road networks to avoid such traffic congestion caused by the internal traffic flows. We first formally define the massive route planning with minimizing the global travel time (MRP-GTT) problem. Then, we prove that the MRP-GTT problem is NP-hard. To effectively solve it, we first design a novel game theory based algorithm (GTA) to reduce the global travel time for massive route queries. Because of the low efficiency of the global gaming for all queries, we then devise a game theory with query clustering algorithm (GTA-QC) in the paper, which first clusters queries based on the source and destination locations of queries, so that only queries in the same cluster can participate in a game to improve gaming efficiency. Extensive experiments on both synthetic and real datasets demonstrate the efficiency and effectiveness of our algorithms.
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基于博弈论的动态路网大规模路线规划方法
随着移动消费电子设备的广泛使用,基于位置的服务在我们的生活中越来越受欢迎,例如地图服务和网约车服务。大多数基于位置的服务都依赖于高效、准确的路线规划支持。然而,现有的路线规划算法主要针对动态路网中的单个查询进行规划,而忽略了大量规划路线本身所引起的内部流,即许多车辆可能走相同的路段,从而造成交通拥堵,增加了全局行驶时间。因此,本文将重点研究动态路网中的大规模路线规划,以避免内部交通流造成的交通拥堵。首先正式定义了全局行程时间最小化的大规模路线规划问题(MRP-GTT)。然后,我们证明了MRP-GTT问题是np困难的。为了有效地解决这一问题,我们首先设计了一种新的基于博弈论的算法(GTA)来减少大量路线查询的全球旅行时间。针对所有查询全局博弈效率较低的问题,本文设计了一种基于查询聚类算法(GTA-QC)的博弈论,该算法首先根据查询的源位置和目的位置对查询进行聚类,使得只有同一聚类中的查询才能参与博弈,从而提高博弈效率。在合成数据集和真实数据集上的大量实验证明了我们的算法的效率和有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
7.70
自引率
9.30%
发文量
59
审稿时长
3.3 months
期刊介绍: The main focus for the IEEE Transactions on Consumer Electronics is the engineering and research aspects of the theory, design, construction, manufacture or end use of mass market electronics, systems, software and services for consumers.
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