Abstract. In situations without central coordination, the price of anarchy relates the quality of any Nash equilibrium to the quality of a global optimum. Instead of assuming that all players choose their actions simultaneously, here we consider games where players choose their actions sequentially. The sequential price of anarchy, recently introduced by Paes Leme, Syrgkanis, and Tardos [11], then relates the quality of any subgame perfect equilibrium to the quality of a global optimum. The effect of sequential decision making on the quality of equilibria, however, depends on the specific game under consideration. Here we analyze the sequential price of anarchy for atomic congestion games with affine cost functions. We derive several lower and upper bounds, showing that sequential decisions mitigate the worst case outcomes known for the classical price of anarchy [5,2]. Next to tight bounds on the sequential price of anarchy, a methodological contribution of our work is, among other things, a "factor revealing" integer linear programming approach that we use to solve the case of three players.
Model and NotationWe consider atomic congestion games with affine latency functions. The input of an instance I ∈ I consists of a finite set of resources R, a finite set of players N = {1, . . . , n}, and for each player i ∈ N a collection A i of possible actions A i ⊆ R. In other words, each players' action is to choose a subset of resources A i that are feasible for him. We say a resource r ∈ R is chosen by player i if r ∈ A i , where A i is the action chosen by player i. By A = (A i ) i∈N we denote a possible outcome, that is, a complete profile of actions chosen by all players i ∈ N .Each resource r ∈ R has a constant activation cost d r ≥ 0 and a variable cost or weight w r ≥ 0 that expresses the fact that the resource gets more congested the more players choose it. The total cost of resource r ∈ R, for some outcome A, is then f r (A) = d r + w r · n r (A), where n r (A) denotes the number of players choosing resource r in outcome A. Given outcome A, the negative utility of player i is the total cost of all resources chosen by that player cost i (A) = r∈Ai f r (A). Players aim to minimize their costs. For later convenience, the total constantResearch supported by CTIT (www.ctit.nl) and 3TU.AMI (www.3tu.nl), project "Mechanisms for Decentralized Service Systems".