Congestion Games
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10 papers1 paper in the last four weeks, with none the four weeks before. 0.0% of all new papers.
AI agents built on a few shared models increasingly act for many people. A shared forecast about others can align their choices and change how scarce capacity is allocated. We tested this feedback in a two-road congestion game. Adding one sentence warning that others might follow a routing tip made populations of 50 GPT agents crowd one road while avoiding the nearly empty alternative. Average travel time rose from 64 to 95 min, although any crowded-road agent could have saved 69 min by switching alone. The warning discouraged the very move it predicted. The pattern persisted for 100 rounds. Two other model families shifted the same way without locking onto one road. Twelve all-human groups (240 participants) stayed near balance under numerical reports or the tip and warning. In 24 mixed groups with a further 240 participants, imbalance grew with the share of agents in the registered analysis, while people increasingly took the road the agents avoided. Collective costs stayed below the allagent reference, but with 15 agents and 5 humans, agent seats averaged 80 min, compared with 44 min for human seats. Shared forecasts can thus sustain collective inefficiency among similar agents. A better group average can also hide an unequal burden. Evaluations of AI agents that share resources should test populations, treat messages as interventions and report who bears the costs.
Competitive mediator games and urban CAV routing markets
Inspired by possible future markets of autonomous routing and driving (ARAD), we introduce competitive mediator games and their equilibria which generalize the (coarse) correlated equilibria, which have become a popular research area recently as they not only can be more socially efficient than Nash equilibria but also are limits of algorithmic no-regret multi-agent learning dynamics. We discuss the basic properties of competitive mediator games and prove that in the generic setting of anonymous congestion(routing) games with market-share maximizing mediators all competitive mediator equilibria are monopolies whenever one of the mediators is weakly preferred to other mediators by all users. We apply and interpret these results in the context of new markets of competing ARAD service providers. We also provide a comprehensive overview of these markets and discuss the future mechanism design thereof.
Natural Invariant Measures for Chaotic Game Dynamics: Finding Order in Chaos
We study the long-term behavior of the Multiplicative Weights Update (MWU) algorithm in game settings where learning dynamics frequently fail to converge to Nash equilibria and instead exhibit Li-Yorke chaos. While such chaos precludes the prediction of specific long-term strategy profiles, it does not imply a lack of statistical structure. We demonstrate that natural invariant measures - a fundamental concept from ergodic theory - provide the rigorous framework necessary to find order within this chaos. Focusing on a two-strategy congestion game, we prove that these measures allow for a comprehensive statistical characterization of the dynamics. Crucially, we show that this framework extends beyond simple strategy frequencies to general observables, enabling the precise calculation of long-term time averages for broad classes of economic metrics - including payoffs, social cost, and regret - despite chaos. Our results reveal that this simple learning algorithm captures the full spectrum of behaviors found in one-dimensional dynamical systems, from unique or multiple absolutely continuous invariant measures to complex periodic attractors as well as coexisting chaotic and stable (periodic) behaviors. By bridging game theory and dynamical systems, we show that statistical predictability is attainable even in the absence of pointwise convergence.
Paradoxes of Game Theoretic Equilibria and Price of Anarchy
For decades, static solution concepts (Nash, Correlated, and Coarse Correlated Equilibria) and the Price of Anarchy (PoA) have formed the bedrock of algorithmic game theory, with no-regret learning proving fast convergence to such game-theoretic equilibria. We show that reducing multi-agent learning to static equilibrium and black-box regret analysis obscures underlying dynamic disequilibrium and game theoretic bounds. First, interior Nash equilibria lack vector field information, meaning agents cannot distinguish aligned from strictly opposing incentives. Inheriting this geometry, the worst-case pure Nash equilibria dictating robust PoA bounds manifest as topologically unstable strict saddles, and in canonical congestion games, as global repellers supported on almost everywhere strictly dominated strategies. Anchoring efficiency guarantees to these unstable states causes algebraic sensitivity; we prove that accommodating all strictly positive affine costs renders the PoA unbounded. Furthermore, projecting learning trajectories onto the discrete simplex of correlated play systematically accommodates non-rationalizable behavior. Evaluating dynamics via Coarse Correlated Equilibria or proximal refinements fails to preclude strictly dominated strategies. Moreover, optimal swap-regret minimization does not preclude macroscopic turbulence, manifesting as chaotic limit sets even in minimal games. Finally, we examine the non-atomic limit of congestion games. Though considered highly stable with tight sub-linear PoA bounds (where is the polynomial degree), we prove that under discrete-time learning, the unique equilibrium destabilizes into Li-Yorke chaos and global attractors whose time-averaged inefficiency degrades exponentially as . These results necessitate re-evaluating worst-case equilibrium frameworks for dynamically grounded metrics.
The Price of Anarchy in Disaggregated Inference
Disaggregated inference architectures physically separate prefill and decode phases onto distinct GPU pools, creating competing "agents" that share a fixed hardware budget. We provide, to our knowledge, the first formal game-theoretic analysis of this architecture, using NVIDIA Dynamo as a concrete case study. We model disaggregated serving as three coupled games: a two-player resource game between prefill and decode pools, a selfish caching game over the hierarchical KV cache, and a congestion game with positive externalities for request routing. We empirically validate the latter two; the P/D resource game is treated analytically (Section 9.2). We characterize how GPU saturation induces regime transitions that shift the game's payoff structure: below saturation, selfish behavior has bounded Price of Anarchy (PoA); at saturation, superlinear latency and cache externalities drive our empirical estimator PoA-hat (defined in Section 6.4) upward. Based on this analysis, we design an adaptive controller that detects saturation transitions in real time and adjusts routing parameters accordingly, shifting from cache-affinity exploitation to load-balanced congestion avoidance. We instantiate our framework on a 3-node NVIDIA B200 cluster running Dynamo with two models, Nemotron-4-340B (TP=8, full-node workers with cross-InfiniBand KV transfers) and Llama-3.1-70B (TP=4), and find the same three-regime PoA-hat structure with the same first post-knee grid point (C=128) on both models. Adaptive routing shifts each model to a better operating point. Our strongest result is on the 70B 1P/5D topology, where PoA-hat drops 3.1x (66.4 to 21.5) in the saturated phase at a 13% throughput cost. On the 70B 1P/2D, PoA-hat drops 2.2x and TTFT P99 drops 7.6x (see Section 8.5).
Three Phases of Expert Routing: How Load Balance Evolves During Mixture-of-Experts Training
We model Mixture-of-Experts (MoE) token routing as a congestion game with a single effective parameter, the congestion coefficient gamma_eff, that quantifies the balance-quality tradeoff. Tracking gamma_eff across training checkpoints of two open-source MoE models, OLMoE-1B-7B (20 checkpoints, with dense sampling in the surge region) and OpenMoE-8B (6 checkpoints), reveals a three-phase trajectory: a surge phase where the router learns to balance load (gamma_eff: 14 to 36-39, peaking in the step 30K-40K region), a stabilization phase where experts specialize under steady balance (B_0: 2.4 to 2.3, steps 100K-400K), and a relaxation phase where the router trades balance for quality as experts differentiate (gamma_eff: 27 to 9, steps 400K-1.2M). This non-monotone trajectory, invisible to post-hoc analysis of converged models, reveals that early MoE training prioritizes balance while late training prioritizes quality. The theoretical framework is honest about its limits: the single-type equilibrium reduces to temperature-scaled softmax (held-out L1: MFG = 0.199 vs. softmax = 0.200). The game is not a better predictor; it reveals what the temperature means and, critically, how that temperature evolves. We complement the dynamics with an effective congestion decomposition, a multi-type extension that improves load prediction via token clustering on all 16 layers (mean: 30%), scope diagnostics (K/M, epsilon_l), and robustness verification across four independent quality estimators (r >= 0.89). All confidence intervals are from bootstrap resampling over 50 independent text batches.
Strategic Infrastructure Design via Multi-Agent Congestion Games with Joint Placement and Pricing
Real-world infrastructure planning increasingly involves strategic interactions among autonomous agents competing over congestible, limited resources. Applications such as Electric Vehicle (EV) charging, emergency response, and intelligent transportation require coordinated resource placement and pricing decisions, while anticipating the adaptive behaviour of decentralised, self-interested agents. We propose a novel multi-agent framework for joint placement and pricing under such interactions, formalised as a bi-level optimisation model. The upper level represents a central planner, while the lower level captures agent responses via coupled non-atomic congestion games. Motivated by the EV charging domain, we study a setting where a central planner provisions chargers and road capacity under budget and profitability constraints. The agent population includes both EV drivers and non-charging drivers (NCDs), who respond to congestion, delays, and costs. To solve the resulting NP-hard problem, we introduce ABO-MPN, a double-layer approximation framework that decouples agent types, applies integer adjustment and rounding, and targets high-impact placement and pricing decisions. Experiments on benchmark networks show that our model reduces social cost by up to 40% compared to placement- or pricing-only baselines, and generalises to other MAS-relevant domains.
Zeroth-Order Stackelberg Control in Combinatorial Congestion Games
We study Stackelberg (leader--follower) tuning of network parameters (tolls, capacities, incentives) in combinatorial congestion games, where selfish users choose discrete routes (or other combinatorial strategies) and settle at a congestion equilibrium. The leader minimizes a system-level objective (e.g., total travel time) evaluated at equilibrium, but this objective is typically nonsmooth because the set of used strategies can change abruptly. We propose ZO-Stackelberg, which couples a projection-free Frank--Wolfe equilibrium solver with a zeroth-order outer update, avoiding differentiation through equilibria. We prove convergence to generalized Goldstein stationary points of the true equilibrium objective, with explicit dependence on the equilibrium approximation error, and analyze subsampled oracles: if an exact minimizer is sampled with probability , then the Frank--Wolfe error decays as . We also propose stratified sampling as a practical way to avoid a vanishing when the strategies that matter most for the Wardrop equilibrium concentrate in a few dominant combinatorial classes (e.g., short paths). Experiments on real-world networks demonstrate that our method achieves orders-of-magnitude speedups over a differentiation-based baseline while converging to follower equilibria.
Socially-Weighted Alignment: A Game-Theoretic Framework for Multi-Agent LLM Systems
Deploying large language model (LLM) agents in shared environments introduces a fundamental tension between individual alignment and collective stability: locally rational decisions can impose negative externalities that degrade system-level performance. We propose Socially-Weighted Alignment (SWA), a game-theoretic framework that modifies inference-time decision making by interpolating between an agent's private objective and an estimate of group welfare via a social weight . In a shared-resource congestion game with agents and congestion severity , we show that SWA induces a critical threshold above which agents no longer have marginal incentive to increase demand under overload, yielding a phase transition from persistent congestion to stable operation near capacity. We further provide an inference-time algorithmic instantiation of SWA that does not require parameter updates or multi-agent reinforcement learning, and use a multi-agent simulation to empirically validate the predicted threshold behavior.
Chaos persists in large-scale multi-agent learning despite adaptive learning rates
Multi-agent learning is intrinsically harder, more unstable and unpredictable than single agent optimization. For this reason, numerous specialized heuristics and techniques have been designed towards the goal of achieving convergence to equilibria in self-play. One such celebrated approach is the use of dynamically adaptive learning rates. Although such techniques are known to allow for improved convergence guarantees in small games, it has been much harder to analyze them in more relevant settings with large populations of agents. These settings are particularly hard as recent work has established that learning with fixed rates will become chaotic given large enough populations.In this work, we show that chaos persists in large population congestion games despite using adaptive learning rates even for the ubiquitous Multiplicative Weight Updates algorithm, even in the presence of only two strategies. At a technical level, due to the non-autonomous nature of the system, our approach goes beyond conventional period-three techniques Li-Yorke by studying fundamental properties of the dynamics including invariant sets, volume expansion and turbulent sets. We complement our theoretical insights with experiments showcasing that slight variations to system parameters lead to a wide variety of unpredictable behaviors.