The Inefficiency Of Equilibria
Pareto inefficiency vs quantitative inefficiency; utilitarian and egalitarian objectives; the five modeling choices behind any inefficiency measure; price of anarchy and price of stability; Pigou's example (PoA 4/3); Shapley network design games, the PoA-k example and the H_k price-of- stability example; load-balancing games, mixed equilibria and balls into bins (Theta(log m / log log m)); expected makespan vs maximum expected load; resource allocation games, Kelly's proportional sharing mechanism and the Johari–Tsitsiklis 3/4 example; price of anarchy as a design metric and the optimality of proportional sharing among single-price mechanisms
Motivation: how bad is selfishness, exactly?
Parts I and II showed many times that self-interested behaviour can be worse than a centrally designed outcome. This part of the book asks: by how much?
Start with the Prisoner’s Dilemma. In the unique Nash equilibrium each player pays 4; by coordinating, each could pay 2. There are two ways to say this is inefficient:
| Perspective | Statement | When it fits |
|---|---|---|
| qualitative | the equilibrium is strictly Pareto inefficient: another outcome is better for everyone | costs only encode preferences; no meaningful units |
| quantitative | fix an objective function on outcomes and compare values | costs are concrete: money, network delay |
Two standard objective functions:
- utilitarian: minimize the sum of players’ costs (or maximize the sum of payoffs);
- egalitarian: minimize the maximum player cost.
The Prisoner’s Dilemma equilibrium optimizes neither.
IntuitionThe central question
For which games, and in what precise sense, are equilibria guaranteed to approximately optimize a natural objective? When they are, the benefit of imposing central control is small, so selfish behaviour is benign.
ImportantWhy computer scientists care
In Internet-scale systems, imposing an optimal solution is often impossible or prohibitively expensive. A guarantee that equilibria are near-optimal says we don’t need to.
Measuring inefficiency: five modeling choices
Every measure of “the inefficiency of a game’s equilibria” is roughly a ratio: the objective value at equilibrium over the objective value at optimum. To make that precise you must answer five questions:
| # | Question | Default answer in this part |
|---|---|---|
| 1 | How are payoffs/costs expressed? | concrete payoffs to maximize (money) or costs to minimize (delay) |
| 2 | Which objective compares outcomes? | mostly utilitarian; egalitarian in scheduling (below) |
| 3 | What does “approximately optimal” mean? | the ratio of objective values |
| 4 | What counts as an equilibrium? | Nash equilibria and their analogues for infinitely many players or strategies |
| 5 | Which equilibrium, if several? | the worst (price of anarchy) or the best (price of stability) |
An outcome is optimal if it optimizes the chosen objective. In the Prisoner’s Dilemma, mutual cooperation is optimal for both objectives.
WarningThe objective must be tied to the players’ goals
The measures make sense for almost any objective. But you can only expect selfish play to approximate the optimum when the objective relates to what the players themselves care about.
ConventionRatios
Objectives are nonnegative, so ratios are nonnegative. By convention if and if . The ratio is for minimization and for maximization. Either way, close to 1 means approximately optimal.
ExamplePrisoner’s Dilemma, quantitatively
Utilitarian cost at equilibrium: . At the optimum: . Ratio .
NoteEquilibrium concept and convergence
A bound on equilibrium inefficiency is much more compelling if players actually reach an equilibrium. In many games here, weak assumptions give convergence of uncoordinated local optimization in reasonable time (see the chapters on potential games and learning). Some network games don’t. This motivated relaxed “equilibrium outcomes” that include all Nash equilibria but let players wander among unstable outcomes (Mirrokni–Vetta; Goemans et al.). Sometimes all of these are approximately optimal; Chapter 19 touches on this.
RemarkWhere the ratio comes from
It is borrowed from the approximation ratio of a heuristic for an NP-hard problem. That ratio measures loss from insufficient computation. The price of anarchy measures loss from insufficient ability or willingness to coordinate selfish agents.
Price of anarchy and price of stability
The problem. A game can have several equilibria with different objective values, as in coordination games. Which one should be compared to the optimum?
DefinitionPrice of anarchy (PoA)
The ratio between the worst objective value of an equilibrium and the optimal value. It is defined relative to a choice of objective and of equilibrium concept.
DefinitionPrice of stability (PoS)
The ratio between the best objective value of an equilibrium and the optimal value.
FormulaFor a cost-minimization game with equilibrium set
With a unique equilibrium, .
IntuitionWhat each one tells you
PoA close to 1: every equilibrium is good, so dictatorial control would buy little. But one bad equilibrium makes PoA large, even if the others are fine.
PoS separates “all equilibria are bad” from “some equilibrium is bad.” It is a much weaker guarantee.
Two reasons to study the weaker PoS anyway:
- Sometimes it is the only nontrivial bound. Shapley network design has PoA but PoS ; see Shapley network design: why PoS matters.
- It has a natural design reading. In networking, agents usually interact with a protocol that proposes a collective solution, which each can accept or defect from. The designer would propose the best equilibrium. So PoS measures what stability costs a well-meaning designer.
NotePoS is for deterministic equilibria
A mixed Nash equilibrium may randomize only over outcomes that are not themselves equilibria. It is unclear how to “propose” that as a single outcome, so PoS is usually studied for pure Nash equilibria.
RemarkLink to mechanism design
“Find an outcome that nearly optimizes the objective and is consistent with self-interest” is the mechanism design goal (see mechanism-design). PoS quantifies the unavoidable loss from imposing stability.
NoteTypical equilibria
A third option, analyzing a “typical” equilibrium, is hard to define meaningfully and tractably. It has not been used successfully.
CautionNo bound in general
Scale the Prisoner’s Dilemma so equilibrium costs while cooperative costs stay fixed. Under any reasonable objective the ratio is unbounded. So the programme is to find classes of games with good bounds, and network games are a rich source of them.
Selfish routing: Pigou’s example
Setup. A large population of drivers each picks an – route. Each edge’s cost (travel time) depends on how much traffic uses it.
ExampleExample 17.1 — Pigou’s example (1920)
Two parallel – edges and one unit of traffic, split among infinitely many infinitesimal players.
- Upper edge: . Long, but immune to congestion.
- Lower edge: . Cheaper than the upper edge iff less than one unit uses it.
graph LR S["s"] -->|"upper: cost 1, constant"| T["t"] S -->|"lower: cost x, congestible"| T
Equilibrium. The lower edge is a dominant strategy: its cost is at most 1 whatever others do. So everyone takes it, and everyone pays 1. Average cost is 1.
Optimum. Minimize average cost over the split.
DerivationOptimal split in Pigou’s example
Step 1: Write the average cost. Put on the lower edge and on the upper edge:
Step 2: Minimize. gives , and .
Reading: half the drivers take the slow road so the other half enjoy an uncongested fast road at cost .
FormulaPigou’s price of anarchy
IntuitionWhy selfishness loses here
A driver moving to the lower edge compares its own cost (at most 1) with the upper edge (1). It ignores that it slows everyone already on the lower edge. The optimum internalizes that externality; the equilibrium doesn’t.
General selfish routing allows an arbitrary directed graph, different source–destination pairs, and edge costs that are nonnegative, continuous and nondecreasing.
DefinitionPotential function (informal)
A real-valued function on outcomes whose local optima are exactly the equilibria. When a game has one, there are typically consequences for the existence, uniqueness and inefficiency of equilibria.
NoteForward pointers (proved in Chapter 18)
- Essential uniqueness: in every selfish routing game, all equilibria have the same average cost, so . This is proved by the potential function method.
- Affine costs (): in every network, however large. So Pigou is the worst case.
- Arbitrary costs: PoA can be arbitrarily large, even on Pigou’s two-edge network (Exercise 17.1).
- Chapter 18 also asks how PoA depends on network size, number of source–destination pairs, nonlinearity of costs, and players controlling nonnegligible traffic.
Shapley network design: why PoS matters
DefinitionShapley network design game
- A directed graph ; each edge has a fixed cost .
- players; player must connect to , so its strategies are the – paths.
- Given paths , the formed network is , with cost .
- Equal sharing: player pays for each , where is the number of players using .
- Objective: minimize the cost of the formed network. Equilibrium: pure Nash.
RemarkWhere “Shapley” comes from
Each edge’s cost is split equally among its users. That is the Shapley value of a single edge’s cost, summed over edges by additivity: the same rule as the multicast SH mechanism in distributed-algorithmic-mechanism-design, read through the Shapley axioms in cost-sharing.
ExampleExample 17.2 — PoA is about
players share and . Two parallel edges cost and .
- Everyone on the cheap edge is optimal, with cost , and is a Nash equilibrium.
- Everyone on the expensive edge is also a Nash equilibrium. Each pays , and deviating alone to the cheap edge costs . Its cost is .
So , but .
graph LR S["s: k players"] -->|"cost k"| T["t"] S -->|"cost 1 + eps"| T
IntuitionBad equilibria are coordination failures
No single player can afford to pioneer the cheap edge alone, even though everyone would prefer to be there together. A designer who proposes the good equilibrium removes the problem. PoS captures exactly that.
ExampleExample 17.3 — the example: PoS can be
players with common sink . Player has a direct edge of cost , a free edge , and all share the edge of cost .
- Optimum: everyone routes , for total cost .
- Unique Nash equilibrium: everyone takes its direct edge, for cost .
graph BT S1["s1"] -->|"1"| T["t"] S2["s2"] -->|"1/2"| T SK["sk"] -->|"1/k"| T S1 -->|"0"| V["v"] S2 -->|"0"| V SK -->|"0"| V V -->|"1 + eps"| T
ProofThe direct-path profile is the unique Nash equilibrium
Step 1: The optimum is unstable. With all players through , player pays . Its direct edge costs , which is cheaper.
Step 2: The direct path is dominant for player . Whatever others do, the route via costs player at least , since at most players share . That exceeds .
Step 3: Backward induction. Suppose players all go direct. Then at most players can share , so the route via costs player at least . Going direct is strictly better for player as well.
Step 4: Cost of the equilibrium. Everyone direct costs . Since it is the only equilibrium, .
∎
NoteAnswered in Chapter 19 by the potential function method
- Existence: every Shapley network design game has a pure Nash equilibrium. Not all games do; recall Example 1.7.
- PoS for every -player game. So Example 17.3 is the worst case.
Chapter 19 also covers PoA and PoS in other network formation models.
Scheduling: equilibrium concept and objective both matter
Setup. There are identical jobs (players) and identical machines (strategies). Each job wants to minimize the number of jobs on its machine, counting itself.
- Pure Nash equilibria: exactly the outcomes with one job per machine.
- Egalitarian objective, makespan: minimize the load of the most crowded machine. The optima coincide with the pure equilibria, all with makespan 1.
So with pure equilibria, . Mixed equilibria change the picture.
DefinitionObjective value of a mixed Nash equilibrium
Players randomize independently, so a profile’s probability is the product of the individual probabilities. The objective value of a mixed equilibrium is the expectation of the objective over this induced distribution on outcomes.
ExampleExample 17.4 — balls into bins
Every job picks a machine uniformly at random. This is a mixed Nash equilibrium.
ProofUniform randomization is an equilibrium
Step 1: Player 1’s cost on machine . Let indicate that player picks machine . Choosing costs .
Step 2: Take expectations. By linearity of expectation,
The key step: this is the same for every machine. So every pure strategy is a best response, and hence so is every mixture, including uniform. By symmetry the same holds for every player.
∎
WarningExpected maximum maximum expectation
The equilibrium’s makespan is , the expected load of the most crowded machine. It is not . The difference is driven by the collisions from uncoordinated random choices.
TheoremBalls into bins (classical)
NoteCited, not proved
This is a classical result (see Motwani–Raghavan; Chapter 20).
So in the same game, with makespan as the objective, the two equilibrium concepts give very different answers:
| Equilibrium concept | PoA (makespan) |
|---|---|
| pure Nash | |
| mixed Nash |
The objective matters too. Three objectives agree on pure profiles but not on mixed ones:
| Objective | Optimum | Uniform mixed NE | PoA |
|---|---|---|---|
| expected makespan | 1 | ||
| utilitarian: expected sum of costs | |||
| maximum expected cost of a player | 1 |
NoteWorst equilibrium
That the uniform equilibrium is the worst for the last two objectives, which makes their PoA exactly , is Exercise 17.3.
WarningA small PoA can hide a bad reality
Under “maximum expected cost,” PoA is only . Yet with high probability the realized profile has makespan times optimal. Averaging before taking the maximum washes out the collisions.
NoteForward pointer (Chapter 20)
PoA for makespan is in load-balancing games with jobs and machines, even with suitably nonuniform machines. Chapter 20 also covers variants.
Resource allocation: proportional sharing
Setup. One divisible resource, such as the bandwidth of a link, is shared by players. Player has a concave, strictly increasing, continuously differentiable utility . An outcome is an allocation with . The objective is utilitarian: maximize .
DefinitionProportional sharing mechanism (Kelly)
Each player submits a bid , receives bandwidth and pays . Payoffs are quasilinear:
If all bids are 0, everyone gets payoff 0.
| Component | Detail |
|---|---|
| Signature | |
| Domain | the full bid vector; controls only |
| Codomain | ’s utility for its share, minus its bid |
| Not an input | anyone’s utility function; the mechanism never sees |
NoteConcavity (Exercise 17.4)
Under the assumptions on , is continuously differentiable and strictly concave in whenever some other bid is positive.
DefinitionDefinition 17.5 — equilibrium
is an equilibrium of if for every ,
NoteEssential uniqueness (Chapter 21)
The potential function method shows that all equilibria induce the same allocation, so all have the same objective value.
ExampleExample 17.6 — equilibrium loses a quarter (Johari–Tsitsiklis)
, , and for .
Optimum: everything to player 1, with value 2.
Why the optimum is not an equilibrium: by (17.1), only bid vectors in which player 1 alone bids positively produce that allocation. But then player 1 could lower its bid and still get everything. So no such bid is a best response.
DerivationSolving for the equilibrium allocation
Let . At least two bids are positive (Exercise 17.5).
Step 1: First-order condition for player 1. , so Strict concavity makes this the maximizer.
Step 2: First-order condition for each . .
Step 3: Subtract. , so for every .
Step 4: Sum the equations. , which gives
Step 5: Evaluate. Player 1 gets fraction , and the others share . The welfare is
which is a fraction of the optimum 2.
IntuitionMarket power
Player 1 deserves the lion’s share. But the more of the total bid it supplies, the more it moves the effective price per unit, , against itself. Shading its bid shrinks its share slightly but cuts its price per unit a lot. So it shades until it holds only about half.
NoteNo market power, no loss
Resource allocation games were first studied assuming no player has nontrivial market power (price-taking). Then equilibria are fully efficient and PoA . See Chapter 21 and proportional-fairness.
Inefficiency as a design metric
So far each game was given, and we measured its equilibria. The same framework asks a design question: how should we build or modify a game to minimize the inefficiency of its equilibria? This matters most when equilibria are bad but imposing the optimum directly is impractical.
Typical questions:
- Within a class of mechanisms, which one has the best PoA, and what is that PoA?
- Given limited levers on an existing game, which one improves PoA most, and by how much?
These are the goals of algorithmic mechanism design (mechanism-design), but the work differs technically in three ways:
| Part II (AMD) | Inefficiency-as-design |
|---|---|
| strategyproof mechanisms; truth is dominant | equilibria of non-strategyproof mechanisms (e.g. bids utility functions; no dominant strategy) |
| private preferences are the obstacle | sometimes no private information; the obstacle is lack of control (e.g. pricing edges in selfish routing) |
| design from scratch | leverage limited power to improve a given game |
Proportional sharing is optimal among simple mechanisms
NoteProved in Chapter 21
The PoA of every proportional sharing game is at least (as an efficiency ratio, where 1 is optimal). Example 17.6 shows this is tight.
Can we beat 3/4? It depends on which mechanisms are allowed.
| Mechanism | PoA | Communication to the mechanism | Communication back |
|---|---|---|---|
| VCG variant | an entire utility function per player | different effective prices for different players | |
| proportional sharing | one bid per player | one price ; each gets |
DefinitionSingle-price allocation
In proportional sharing, the allocation is summarized by the bids plus one number, . Player receives , as if buying at a common per-unit price.
TheoremOptimality of proportional sharing (Johari–Tsitsiklis)
For a suitable notion of bounded communication (single bids, single price), every equally simple mechanism can induce a game with PoA at most . So proportional sharing is optimal among mechanisms meeting these implementation constraints.
NoteStated, not proved
Proved in Chapter 21. VCG variants in which users submit a single bid exist, but they are not, and cannot be, single-price.
Other design results
| Model | Lever | Result |
|---|---|---|
| selfish routing | edge pricing; routing a small fraction of traffic centrally | minimize PoA with limited design power (Roughgarden 2005) |
| network design | choice of cost-sharing method | among network-oblivious methods, Shapley sharing minimizes worst-case PoS; topology-aware methods can beat it (Chen et al.) |
| scheduling | machine scheduling policies that prioritize jobs | PoA falls from logarithmic in to a small constant (Christodoulou et al.; Immorlica et al.) |
RemarkOther equilibrium concepts studied
Correlated equilibria (Christodoulou–Koutsoupias), strong Nash equilibria (Andelman et al.), and equilibria with coalitions (Hayrapetyan et al.). Additive rather than multiplicative efficiency-loss measures appear in mechanism design (Satterthwaite–Williams; Moulin–Shenker).
NoteHistory
PoA began as the coordination ratio (Koutsoupias–Papadimitriou 1999, for scheduling). “Price of anarchy” is from Papadimitriou (2001). PoS was first studied by Schulz–Stier-Moses (2003); the name is from Anshelevich et al. (2004). Selfish routing equilibria go back to Wardrop (1952) and Beckmann et al. (1956), which is also the origin of the potential function method.
Quick reference
| Object | Statement | Note |
|---|---|---|
| Pareto inefficiency | another outcome is better for all | qualitative |
| Utilitarian / egalitarian | sum / max of costs | the two main objectives |
| Inefficiency ratio | equilibrium value / optimal value | or |
| Five modeling choices | costs; objective; ratio; equilibrium concept; which equilibrium | |
| PoA | worst equilibrium / optimum | depends on objective and concept |
| PoS | best equilibrium / optimum | (minimization) |
| Prisoner’s Dilemma | utilitarian ratio | unbounded if scaled |
| Pigou (Ex. 17.1) | equilibrium cost 1, optimum | PoA PoS |
| Selfish routing (Ch. 18) | essential uniqueness; affine PoA | arbitrary costs: unbounded (Ex. 17.1) |
| Shapley network design | equal split of each edge among its users | pure NE always exist (Ch. 19) |
| Ex. 17.2 | parallel edges and | PoA , PoS |
| Ex. 17.3 | direct edges vs shared | PoS ; tight (Ch. 19) |
| Load balancing | jobs, machines | pure NE = permutations |
| Mixed NE value | expectation of objective under the product distribution | |
| Ex. 17.4 | uniform random is NE; expected cost each | |
| Balls into bins | makespan PoA with mixed NE | |
| Utilitarian PoA (Ex. 17.4) | worst equilibrium: Ex. 17.3 | |
| Max expected cost PoA | hides the collisions | |
| Proportional sharing (17.1) | , pay | Kelly |
| Ex. 17.6 | ; welfare vs 2 | ratio |
| Proportional sharing PoA | ; optimal among single-price, single-bid mechanisms | Ch. 21 |
| VCG | PoA 1, but full utility functions and player-specific prices |
Facts to keep to hand
- “The PoA” is meaningless until all five choices are fixed. Example 17.4 alone gives 1, , or depending on the equilibrium concept and objective.
- PoA vs PoS separates two failure modes. Bad equilibria can come from externalities, where everyone’s own best move hurts others (Pigou, one equilibrium). They can also come from coordination failure, where good equilibria exist but aren’t reached (Ex. 17.2, where PoS fixes it). Example 17.3 is both: the only equilibrium is bad.
- Potential functions do three jobs: existence of pure equilibria (network design), essential uniqueness (routing, resource allocation), and bounds on inefficiency (PoS , affine PoA ).
- Every inefficiency here is an ignored externality. Pigou: congestion imposed on others. Shapley design: cost shares that make pioneering unattractive. Balls into bins: uncoordinated collisions. Proportional sharing: a large bidder moving its own price.
- Price-taking restores efficiency. Proportional sharing is fully efficient without market power, and loses exactly a quarter in the worst case with it.
- Design trades simplicity against efficiency. VCG reaches PoA 1 with rich communication. Proportional sharing’s single bid and single price cap it at , and nothing equally simple does better. Shapley cost sharing plays the same role among network-oblivious cost-sharing rules.
- PoA is the approximation ratio with “insufficient computation” replaced by “insufficient coordination.”
References
- Nisan, Roughgarden, Tardos, Vazirani, Algorithmic Game Theory — chapter 17 (Roughgarden, Tardos)