Probabilistic Game-Theoretic Traffic Routing
Emilio Benenati, Sergio Grammatico
TL;DR
The paper addresses routing for self-interested vehicles under stochastic decision strategies by casting the problem as an aggregative generalized Nash equilibrium with a first-order latency approximation. It develops a mild monotonicity condition and employs an semi-decentralized Inertial Forward-Reflected-Backward (I-FoRB) algorithm to compute a v-GNE, while a receding-horizon MPC formulation is proposed for potential games to enable online, scalable optimization. Theoretical results show the approximation error vanishes with increasing total traffic, monotonicity ensures convergence, and the RHNE controller is asymptotically stable under a suitable terminal cost. Numerical experiments on a 12-node network demonstrate reduced congestion and travel time relative to shortest-path routing, validating practical applicability for real-time, information-driven traffic management.
Abstract
We examine the routing problem for self-interested vehicles using stochastic decision strategies. By approximating the road latency functions and a non-linear variable transformation, we frame the problem as an aggregative game. We characterize the approximation error and we derive a new monotonicity condition for a broad category of games that encompasses the problem under consideration. Next, we propose a semi-decentralized algorithm to calculate the routing as a variational generalized Nash equilibrium and demonstrate the solution's benefits with numerical simulations. In the particular case of potential games, which emerges for linear latency functions, we explore a receding-horizon formulation of the routing problem, showing asymptotic convergence to destinations and analysing closed-loop performance dependence on horizon length through numerical simulations.
