Research map / Learning theory and algorithms / Submodular and game algorithms
The Complexity of Optimizing Atomic Congestion
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Studies the parameterized complexity of computing system-optimal flow assignments in atomic congestion games (SOAC) and its min-max variant (mSOAC), giving NP-hardness, W[1]-hardness, and an FPT algorithm parameterized by slim treecut width plus maximum capacity.
Problem
Computing a system-optimal set of strategies (minimum total cost routing) in atomic congestion games, and its min-max variant where up to alpha agents may be left unrouted; the goal is to identify structural parameters giving tractability.
Approach
Shows that vertex-separator parameters (treewidth, treedepth) do not yield tractability and that edge-cut based parameters are the right ones; gives a dynamic program over spanning-tree decompositions (slim treecut width, local feedback edge number) with snapshot records parameterized by maximum link capacity.
Key results
- SOAC is NP-hard even on skeletons in K_{2,N} and on DAGs with treewidth and max degree at most 3.
- SOAC is FPT when parameterized by slim treecut width of the skeleton plus maximum capacity, via a dynamic program running in cmax^{kappa^{O(kappa^4)}} time.
- SOAC is W[1]-hard parameterized by treecut width even with maximum capacity 1, showing the FPT result cannot be lifted to treecut width.
- mSOAC is FPT parameterized by treewidth plus maximum degree, maximum capacity and alpha.
Surprising findings
- SOAC remains NP-hard even on networks with treewidth 2 (star plus a vertex) and on DAGs of treewidth at most 3, ruling out standard width parameters alone.
- mSOAC is NP-hard on trees with maximum capacity 1, even though it generalizes SOAC.
Limitations
- Algorithms are FPT only under the combined parameter slim treecut width plus maximum capacity; running time is hyper-exponential in the parameter.
- mSOAC tractability is shown only for bounded-degree networks parameterized by treewidth; bounded-capacity star networks remain open for alpha.
Experimental setup
Builds on: Rosenthal congestion games treecut width slim treecut width spanning tree decompositions
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