mlsanityData to 7 Oct 2026

To Analyze and Regulate Human-in-the-loop Learning for Congestion Games

arXiv 2501.03055 ↗First posted 6 Jan 2025cs.GT cs.AIcited by 1

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Abstract (arXiv)

In congestion games, selfish users behave myopically to crowd to the shortest paths, and the social planner designs mechanisms to regulate such selfish routing through information or payment incentives. However, such mechanism design requires the knowledge of time-varying traffic conditions and it is the users themselves to learn and report past road experiences to the social planner (e.g., Waze or Google Maps). When congestion games meet mobile crowdsourcing, it is critical to incentivize selfish users to explore non-shortest paths in the best exploitation-exploration trade-off. First, we consider a simple but fundamental parallel routing network with one deterministic path and multiple stochastic paths for users with an average arrival probability λ. We prove that the current myopic routing policy (widely used in Waze and Google Maps) misses both exploration (when strong hazard belief) and exploitation (when weak hazard belief) as compared to the social optimum. Due to the myopic policy's under-exploration, we prove that the caused price of anarchy (PoA) is larger than (frac11-ρ^frac1λ), which can be arbitrarily large as discount factor (ρrightarrow1). To mitigate such huge efficiency loss, we propose a novel selective information disclosure (SID) mechanism: we only reveal the latest traffic information to users when they intend to over-explore stochastic paths upon arrival, while hiding such information when they want to under-explore. We prove that our mechanism successfully reduces PoA to be less than~(2). Besides the parallel routing network, we further extend our mechanism and PoA results to any linear path graphs with multiple intermediate nodes.

Key facts. Cited by 1 paper in the map (data through 7 Oct 2026). Builds on 15 of its 40 references that are in the map. First posted on arXiv 6 Jan 2025.

Builds on

15 of 40 references.

References · 15

  1. 2016Learning Unknown Service Rates in Queues: A Multi-Armed Bandit Approachcited by 18
  2. 2020Signaling in Bayesian Network Congestion Games: the Subtle Power of Symmetrycited by 5
  3. 2019Learning an Unknown Network State in Routing Gamescited by 3
  4. 2020Dynamic Pricing and Mean Field Analysis for Controlling Age of Informationcited by 3
  5. 2020Information Design in Non-atomic Routing Games with Partial Participation: Computation and Propertiescited by 3
  6. 2021The Effectiveness of Subsidies and Tolls in Congestion Gamescited by 3
  7. 2022When Congestion Games Meet Mobile Crowdsourcing: Selective Information Disclosurecited by 3
  8. 2018Recommending Paths: Follow or Not Follow?cited by 2
  9. 2020Computation Offloading in Heterogeneous Vehicular Edge Networks: On-line and Off-policy Bandit Solutionscited by 2
  10. 2022Online Pricing Incentive to Sample Fresh Informationcited by 2
  11. 2024Human-in-the-loop Learning for Dynamic Congestion Gamescited by 2
  12. 2024Distributed Learning for Dynamic Congestion Gamescited by 2
3 more
  1. 2024To Optimize Human-in-the-loop Learning in Repeated Routing Gamescited by 2
  2. 2016Dynamic routing for social information sharingcited by 1
  3. 2017Uncertainty in Multi-Commodity Routing Networks: When does it help?cited by 1

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