PRICING INCLUDING ROUTE CHOICE AND ELASTIC DEMAND WITH DIFFERENT USER GROUPS - A GAME THEORY APPROACH Dusica Joksimovic, Michiel C.J. Bliemer, Piet H.L. Bovy Delft University of Technology, Faculty of Civil Engineering and Geosciences Transport and Planning Section P.O. Box 5048, 2600 GA Delft, The Netherlands e-mail: [email protected] 1. INTRODUCTION AND BACKGROUND The optimal toll design problem is a part of a project “A Multi-Disciplinary Study of Pricing Policies in Transport - A Traffic Engineering Perspective” with focus on the optimal toll design and dynamic traffic assignment modelling part of it. This project is being carried out to provide theoretical and practical evaluation of effects of different road transport pricing policies on behavioural responses and their consequences. It is part of a larger multi-disciplinary research program established as a co-operation between four Dutch universities. In recent years, researchers have become increasingly interested in the effects of introducing different road pricing measures on transportation networks (see more in May and Milne (2000)). The view that pricing can be one of the strategies to achieve more efficient use of transportation capacity has led to the expectation that road pricing can relieve congestion on the roads and improve the use of the transportation system. Nevertheless, road pricing is a very controversial and complex topic making it necessary to consider the road-pricing problem from different perspectives. Who is involved in decision-making and how should decisions be made? How will the travellers change their travel behaviour after introducing road pricing? How will travellers interact with each other and how can the road authority influence or even control travel behaviour of travellers? To answer these rather complex questions we need a flexible framework for analysing the behaviour of travellers as well as of the road authority. Game theory provides such a framework for modelling decision-making processes in which multiple players are involved with different objectives, rules of the game, and assumptions. Considering the problem of designing optimal tolls on the network, there is a need for better insights into the interactions between travellers and the road authority, their nature, and the consequences of these interactions. How will different user groups react on different tolls imposed by the road authority and how they will change their travel behaviour? The focus of this paper is on assessing the behaviour of different user groups and their influence on the optimal toll design. In this paper we analyse in a game theoretic framework a simple route choice problem with elastic demand where road pricing with different user groups is introduced. First, the road-pricing problem is formulated using game theory notions, and different game concepts are described. After that, a gametheoretic approach is applied to formulate the road pricing game as monopoly, Stackelberg, and Cournot game, respectively. The main purpose of the experiment reported here is to show the outcomes of different games established for the optimal toll design problem with different user classes. Outcomes of different game concepts and optimal toll pattern is influenced by heterogeneous users. 2. LITERATURE REVIEW 2.1 Transportation problems and game theory Game theory first appeared in solving transportation problems in the form of so-called Wardropian equilibrium of route choice, see the work of Wardrop (1952) which is similar to the Nash equilibrium of an N-player game, see Nash (1950). The definition of a Nash equilibrium will be presented later in the paper. 2.2. Optimal traffic control problems and game theory In Fisk (1984) different problems in transportation systems modelling are described for the first time in which a game theory approach is proposed as a potential source of solution algorithms for transportation systems modelling. In that paper, relationships are drawn between two game theory models (Nash non-cooperative and Stackelberg game). Examples of the Nash and Stackelberg games are explained in detail in the cases of carriers competing for intercity passenger travel and the signal optimisation problem. In Wie (1995) the dynamic mixed behaviour traffic network equilibrium problem is formulated as a non-cooperative. N-person, non zero-sum differential game. A simple network is considered where two types of players (called user equilibrium (UE)-players and Cournot-Nash (CN)-players, respectively) interact through the congestion phenomenon. Each of the UE and CN players attempts to optimise his own objective by making simultaneous decisions of departure time choice, route choice, and departure flow rate over a fixed time interval. A procedure to compute system optimal routings in a dynamic traffic network is introduced by Garcia et al. (2000). Fictitious play is utilised within a game of identical interests wherein vehicles are treated as players. All players have a common payoff of average trip times experienced in the network. In Bell (2000) a two-player, non-cooperative game between the network user seeking a path to minimise the expected trip cost on the one hand, and an “evil entity” choosing link performance scenarios to maximise the expected trip cost on the other is established. At the Nash mixed-strategy equilibrium, the user is unable to reduce his expected trip cost by changing his path choice while the ‘evil entity’ is unable to increase this expected trip cost by changing the scenario probabilities, without cooperation. An application of game theory to solve the risk-averse user equilibrium traffic assignment problem can be found in the work of Bell and Cassir (2002). Network users have to make route choice decisions in the presence of uncertainty about route costs. Therefore, uncertainty requires network users to have a strategy towards risk. Network users “play through” all the possible states before selecting their best route. In Zhang et al. (2003) a preliminary model of dynamic multi-layer infrastructure networks is presented in the form of a differential game. In particular, three network layers (car, urban freight and data) are modelled as Cournot-Nash dynamic agents. A dynamic game theoretic model of multi-layer infrastructure networks is introduced to solve the flow equilibrium and optimal allocation problem for these three layers. In Chen and Ben-Akiva (1998) the integrated traffic control and dynamic traffic assignment problem is presented as a non-cooperative game between the traffic authority and highway users. The objective of the combined controlassignment problem is to find dynamic system optimal signal settings and dynamic user-optimal traffic flows. The combined control-assignment problem is first formulated as a single-level Cournot game: the traffic authority and the users choose their strategies simultaneously. Then, the combined problem is formulated as a bi-level Stackelberg game in which the traffic authority is the leader who determines the signal settings in anticipation of the users’ responses. 2.3 Road pricing problems and game theory The problem of determining optimal tolls in transportation networks is a complex issue. In the work of Levinson (1988) the question what happens when jurisdictions have the opportunity to establish tollbooths at the frontier separating them is examined. If one jurisdiction would be able to set his policy in a vacuum it is clearly advantageous to impose as high a toll on nonresidents as can be supported. However, the neighbouring jurisdiction can set a policy in response. This establishes the potential for a classical prisoner’s dilemma consideration: in this case to tax (cooperate) or to toll (defect). In Levinson (2003) an application of game theory and queuing analysis to develop micro-formulations of congestion can be found. Only departure time is analysed in the context of a two and three-player game respectively where interactions among players affect the payoffs for other players in a systematic way. In Joksimovic et al. (2004a) the route choice and elastic demand problem is considered with focus on different game concepts and different policy objectives of the optimal toll design problem. A few experiments are done showing that the Steckleberg is the most promising game between the road authority and the travellers. 2.4 Different user classes and game theory An application of game theory to investigate interactions between a private highway operator and a private transit operator who uses the same highway can be found in Wang and Verhoef (2004). Heterogeneity of travellers is taken into account by considering a continuous distribution of values of time of travellers. Taking into account the literature study, we can conclude that there is a lack in the literature considering different user groups in optimal toll design problem Therefore, different user groups in the optimal toll design problem as well as different game concepts will be the focus of this paper. 3. PROBLEM STATEMENT (NON-COOPERATIVE GAME THEORY) The interaction between the travellers and the road authority can be seen as a non-cooperative, non-zero sum, (N+1) player game between a single traffic authority on the one side and N motorway users (travellers) on the other. The objective of the road-pricing problem, which is the combined optimal toll design and traffic assignment problem, is to find system-optimal tolls and user-optimal traffic flows. This road-pricing problem is an example of a bi-level optimisation problem. The user-equilibrium traffic assignment problem (lower level problem) can be formulated as non-cooperative, N-person, non-zerosum game solved as a Nash game. The upper level problem may have different objectives depending on what the road authority would like to achieve. A conceptual framework for the optimal toll design problem is given in Figure 1. Trip Decision Upper level The road authority Change of travel behavior Tolls Traveler on the network Travel cost is high yes Travel or not? no Route choice Travelers Which route to choose? Lower level Figure 1: Conceptual framework for optimal toll design with route and trip choice The road authority sets tolls on the network in order to optimise certain objective while travellers respond to tolls by changing their travel decisions. Depending on travel costs, they can decide to change routes or decide not to travel at all. In the road-pricing problem, we are dealing with an N+1-player game, where there are N players (travellers) making a travel choice decision, and one player (the road manager) making a control or design decision (in this case, setting road tolls). Adding the traffic authority to the game is not as simple as extending an N-player game to an N+1 player game, because the strategy space and the payoff function for this additional player differs from the rest of the N players. In fact, there are two games played in conjunction with each other. The first game is a non-cooperative game where all N travellers aim to maximise their own utility by choosing the best travel strategy (i.e. trip choice and route choice), taking into account all other travellers’ strategies. The second game is between the travellers and the road manager, where the road manager aims to maximise some network performance by choosing a control strategy, taking into account that travellers respond to the control strategy by adapting their travel strategies. The two games can be described as follows: The outer level game, being the toll design problem, consisting of the following elements: 1. Players: the government on the one side and N potential travellers on the other 2. Strategies: Toll levels, possibly restricted. 3. Rule: the government sets the tolls taking the travellers’ behaviour and responses into account in order to optimise a certain objective. 4. Payoff functions: a) payoff for the government (e.g. social welfare, revenues), b) payoff for the travellers (travel utilities). The inner level game, being the network equilibrium problem, consisting of the following elements: 1. Players: N travellers 2. Strategies: route and trip choice 3. Rule: travellers make optimal trip and route choice decisions as to maximise their individual subjective utilities given a specific toll pattern. 4. Payoff functions: travel utilities Our main focus in this paper is to investigate the outer level game between the road authority and users, although the inner level game between travellers is part of it. We assume that all game concepts are games of complete and perfect information. The order in which decisions are made is important. In a game with complete information every player is fully informed about the rules of the game, the preferences of each player, and each player knows that every player knows. In other words, for the road pricing game we assume that all information about travel attributes (toll levels, available routes, travel times) are known to all travellers as well as the strategies, rules and outcomes of the game. A game with perfect information means that decision maker knows the entire history of the game. Game theory notation used in this paper is adopted from work of Altman et al. (2003). 4. MODEL STRUCTURE The objectives of the road authority and the travellers are different and sometimes even opposite. The upper level objective may be to minimise the total travel time, to relieve congestion, to improve safety, to raise revenue, to improve total system utility, etc. The lower level objective may be the individual travel time, travel cost, or the individual travel utility. In this paper, we use the total travel utility for individuals as the objective to maximise for travellers. For road pricing with different objective functions for the road authority see in Joksimovic et al. (2004a). Since the purpose of this paper is to gain more insight into the structure of the optimal toll design problem with different user classes by using game theory, we restrict ourselves to the case of a very simple network in which only one origin-destination (OD) pair is considered. Between this OD pair, different nonoverlapping route alternatives are available. The generalized route travel cost function of traveller i for route p, cip , includes the travel time costs and the toll costs, cip = α iτ p + θ p , (1) where τ p is the travel time of route p, Pp is the toll costs of route p, and α i denotes the value-of-time (VOT) for i user which converts the travel time into monetary costs. Let U p denote the trip utility for making a trip along route p of traveller i. This trip utility consists of a fixed net utility U for making the trip (or arriving at the destination), and a disutility consisting of the generalized route travel costs c p : U ip = U − cip . (2) According to utility maximization theory, a trip will be made only if the utility of doing an activity at a destination minus the utility of staying at home and the disutility of travelling is positive. In other words, if U p ≤ 0 then no trip will be made. By including a fictitious route in the route choice set representing the travellers’ choice not to travel, and attaching a utility of zero to this ‘route’ alternative, we combine route choice and trip choice into the model. Travellers are assumed to respond according to Wardrop’s equilibrium law extended with elastic demand: At equilibrium, no user can improve his/her trip utility by unilaterally making another route choice or trip choice decision. It should be mentioned that we only take into account the deterministic case. Classical utility maximisation theory uses random utilities taking into account error term in the expression (1), but for the sake of simplicity we assume this simpler case. For more elaborate definitions, see the work of Casetta (2001). 5. GAME THEORY APPLIED TO ROAD PRICING Let us first consider the N-player game of the travellers, where Si is the set of available alternatives for traveller i, i ∈ {1,… , N }. The strategy si ∈ Si that traveller i will play depends on the control strategy set by the road manager, denoted by vector θ , and on the strategies of all other players, denoted by s− i ≡ ( s1 ,… , si −1 , si +1 ,… , sN ). We assume that each traveller decides independently and unilaterally seeks the maximum utility payoff, taking into account the possible rational choices of the other travellers. Let J i ( si (θ ), s− i (θ ),θ ) denote the utility payoff for traveller i for a given control strategy θ . The utility payoff can include all kinds of travel utilities and travel cost. Utility payoff for traveller i can be expressed as follows: J i ( si (θ ) , s− i (θ ) ,θ ) = U i si (3) where U iSi is a travel cost for traveller i if he chooses strategy si , that is available routes (see Equation (2)). If all other travellers play strategies s−* i , then traveller i will play the strategy that maximises his payoff utility, i.e. si* (θ ) = arg max J i ( si (θ ), s−* i (θ ),θ ) . si ∈Si (4) If Equation (4) holds for all travellers i ∈ {1,… , N }, then s* (θ ) ≡ ( s−* i (θ ), si* (θ )) is called a Nash equilibrium for the control strategy θ . In this equilibrium, no traveller can improve his utility payoff by unilateral deviation. Note that this coincides with the concept of a Wardrop user-equilibrium. Le us now consider the complete N+1-player game where the road manager faces the N travellers. The set Θ describes the alternative strategies available to the road manager. Suppose he chooses strategy θ ∈ Θ. Depending on this strategy and on the strategies chosen by the travellers, s* (θ ), his utility payoff is denoted by R ( s* (θ ),θ ), and represent the total system utility or the total profits made. The road manager chooses the strategy θ * in which he aims to maximise his utility payoff, depending on the responses of the travellers: θ * = arg max R ( s* (θ ),θ ) . θ ∈Θ (5) If Equations (4) and (5) are satisfied for all (N+1) players, where θ = θ * in Equation (4), then this is a Nash equilibrium in which no player can be better off by unilaterally playing another strategy. Although all equilibria use the Nash concept, a different equilibrium or game type can be defined in the N+1player game depending on the influence each of the players has in the game. 6. DIFFERENT GAME CONCEPTS In the following we will distinguish three different types of games between the road authority and the travellers namely, monopoly, Stackelberg and Cournot game, respectively. 6.1 Monopoly game In this case, the road manager not only sets its own control, but also controls the strategies that the travellers will play. In other words, the road manager sets θ * as well as s* . This case will lead to a so-called system optimal solution of the game. A monopoly or solo player game represents the best system performance and thus may serve as a ‘benchmark’ for other solutions. This game solution shows what is best for the one player (the road manager), regardless of the other players. In reality, however, a monopoly solution may not be realistic since it is usually not in the users’ best interest and is it practically difficult to force travellers choosing a specific route without an incentive. From an economic point of view, in this case the road authority has complete (or full) market power. Mathematically, the problem can be formulated as follows: ( s* ,θ * ) = arg max R( s,θ ). (6) θ ∈Θ , s∈S 6.2 Stackelberg game In this case, the road manager is the ‘leader’ by setting the control, thereby directly influencing the travellers that are considered to be ‘followers’. The travellers may only indirectly influence the road manager by making travel decisions based on the control. It is assumed that the road manager has complete knowledge of how travellers respond to control measures. The road manager sets θ * and the travellers follow by playing s* (θ * ). From an economic point of view, in a Stackelberg game one player has more market power than others players in the game (in this case the road authority has more market power than the travellers). The Stackelberg game is a dynamic, multi-stage game with the following features: • the successive moves (implemented strategies) of the two players occur in sequence, • all previous moves are observed before the next move is chosen (perfect history knowledge), • the players’ payoff from each feasible combination of moves are common knowledge (complete payoff information). For more details about complete and imperfect games, see e.g. work of Ritzberger (2002). The equilibrium is determined by backward induction where the traffic authority initiates the moves by setting a control strategy. Steps for the road pricing game are as follows: 1. The road authority chooses toll values from the feasible set of tolls. 2. The travellers react on the route cost (with tolls included) by adapting their route and/or trip choice. 3. Payoffs for the road authority as well as travellers are computed. 4. The optimal strategy for the road authority including the strategies of travellers is chosen. The problem can be mathematically formulated as to find ( s* ,θ * ) such that: θ * = arg max R ( s* (θ ),θ ), where si* (θ ) = arg max J i ( si , s−* i ,θ ), ∀i = 1,… , N . θ ∈Θ si ∈Si (7) 6.3 Cournot game In contrast to the Stackelberg game, in this case the travellers are now assumed to have a direct influence on the road manager, having complete knowledge of the responses of the road manager to their travel decisions. The road manager sets θ * ( s* ), depending on the travellers’ strategies s* (θ * ). This type of a so-called duopoly game, in which two players choose their strategies simultaneously and therefore one’s player’s response is unknown in advance to others, is known as a Cournot game. Mathematically the problem can be formulated as follows. Find ( s* ,θ * ) such that θ * = arg max R( si* , s−* i ,θ ), and si* = arg max J i ( si , s−* i ,θ * ), ∀i = 1,… , N . θ ∈Θ si ∈Si (8) The different game concepts will be illustrated in the next section. It should be pointed out that the Stackelberg game is the most realistic game approach. For more about Stackelberg game see e.g. Basar and Olsder (1995). Mathematical bi-level problem formulations can be used for solving more complex games, see e.g. Joksimovic et al. (2004b). 7. A FEW EXPERIMENTS Let us now consider the following simple problem to illustrate how the roadpricing problem can be analysed using game theory. Suppose there are two individuals who want to travel from A to B. There are two alternative routes available to go to B. The first route is tolled (toll is equal to θ ), the second route is untolled. Depending on the toll level, the travellers decide to take either route 1 or route 2, or not to travel at all. The latter choice is represented by a third virtual route, such that we can consider three route alternatives as available strategies to each traveller, i.e. Si = {1, 2,3} for traveller i = 1,2. Figure 2 illustrates the problem. route 1 (tolled) A route 2 (untolled) B ‘route 3’ (do not travel) Figure 2: Network description for the road- pricing problem Each strategy yields a different payoff, depending on the utility to make the trip, the travel time on the route (that increases whenever more travellers use it) and a possible route toll. We assume that traveller i aims to maximise his/her individual travel utility (payoff,) given by U − α iτ 1 ( s1 (θ ), s2 (θ )) − θ , if si (θ ) = 1, J i ( s1 (θ ), s2 (θ )) = U − α iτ 2 ( s1 (θ ), s2 (θ )), if si (θ ) = 2, 0, if si (θ ) = 3. (9) In Equation (9), U represents the trip utility when making the trip to destination B (in the calculations we assume U =210), τ p (⋅) denotes the route travel time for route r depending on the chosen strategies, and α i represents class-specific value of time of traveller. Note that negative net utilities on route 1 and 2 imply that one will not travel, i.e. if the cost (disutility) of making the trip is larger than the utility of the trip itself. The route travel times are given as a function of the chosen strategies in the sense that the more travellers use a certain route, the higher the travel time: 10, if s1 (θ ) = 1 or s2 (θ ) = 1 (e.g. flow on route 1 is 1), 18, if s1 (θ ) = 1 and s2 (θ ) = 1 (e.g. flow on route 1 is 2), (10) 20, if s1 (θ ) = 2 or s2 (θ ) = 2 (e.g. flow on route 2 is 1), 40, if s1 (θ ) = 2 and s2 (θ ) = 2 (e.g. flow on route 2 is 2). (11) τ 1 ( s1 (θ ), s2 (θ )) = and τ 2 ( s1 (θ ), s2 (θ )) = For the sake of clarity we will only consider pure strategies in this example, althought the case may be extended to mixed strategies as well. In pure strategies, each player is assumed to adopt only one strategy, whereas in mixed strategies, the players are assumed to adopt probabilities for choosing each of the available strategies. In our example we are thus consider discrete flows instead of continuous flows hence Wardrop’s first principle, according to which all travel utilities are equal for all used alternatives, may no longer hold in this case. In fact, the more general equilibrium rule applies in which the minimum trip utility for a traveller is maximised. Now, let us add the road manager as a player, assuming that he tries to maximise the total travel utility, i.e. R ( s* (θ ),θ ) = J1 ( s* (θ )) + J 2 ( s* (θ )). (12) 7.1 CASE STUDY 1: USERS WITH LOW VALUE OF TIME Suppose that α = 6 for this group of travellers. The utility payoff table, depending on the toll θ , is given in Table 1 for both travellers, where the values between brackets are the payoffs for travellers 1 and 2, respectively. Route 1 (102 − θ , 102 − θ ) Route 1 (90, 150 − θ ) Traveller 1 Route 2 (0, 150 − θ ) Route 3 Table 1: Utility payoff table for travellers Traveller 2 Route 2 (150 − θ , 90) (−30, − 30) (0, 90) Route 3 (150 − θ , 0) (90, 0) (0, 0) For example, if traveller 1 chooses route 1 and traveller 2 chooses route 2, then the travel utility for traveller 1 is J1 (1, 2) = 210 − 6 ⋅10 − θ = 150 − θ . The strategy set of the road manager is assumed to be Θ = {θ | θ ≥ 0}. The payoffs for the road manager are presented in Table 2. The payoffs depend on the strategy θ ∈ Θ that the road manager plays and on the strategies the travellers play. Traveller 2 Route 1 Route 2 Route 3 204 − 2θ 240 − θ 150 − θ Route 1 Traveller 1 240 − θ -60 90 Route 2 150 − θ 90 0 Route 3 Table 2: Utility payoff table for the road manager if his objective is to maximize the total travel utility Let us solve the previously defined payoff tables for different game concepts. First, we discuss the monopoly game, then the Stackelberg game and finally the Cournot game. 7.1.1 Monopoly game In the monopoly game, the road manager sets the toll as well as the travel decisions of the travellers such that his payoff is maximised. Note that the travel utility always decreases as θ increases, hence θ * = 0. In this case, the maximum utility can be obtained if the travellers distribute themselves between routes 1 and 2, i.e. s* = {(1, 2), (2,1)} . Hence, in this system optimum, the total travel utility in the system is 240. Note that this optimum would not occur if travellers have free choice, since θ = 0 yields a Nash-Wardrop equilibrium for both travellers to choose route 1. 7.1.2 Stackelberg game Now the travellers will maximize individually their own travel utility, depending on the toll set by the road manager. Figure 3 illustrates the total travel utility for different values of θ with the corresponding optimal strategies played by the travellers. When 0 ≤ θ < 12, travellers will both choose route 1 because with this strategy combination they will have maximal benefits. According to Figure 3, if 12 ≤ θ < 150, travellers distribute themselves between route 1 and 2, while for θ ≥ 150 one traveller will take route 2 and another traveller will not travel at all. Clearly, the optimum for the road manager is θ * = 12, yielding a total travel utility of 228. R ( s* (θ ),θ ) 228 204 180 90 s* (θ ) = {(1,1)} s* (θ ) = {(1, 2),(2,1)} s* (θ ) = {(2,3),(3, 2)} 12 150 θ Figure 3: Total travel utilities depending on toll value for the user with low value of time Let us formulate and solve the Stackelberg game in the following way. The road authority may choose different strategies for the toll level on route 2 (suppose that strategies θ = {5,12,150} are chosen). After the toll is being set by the road authority, the travellers react on this toll by reconsidering their travel choices, maybe choosing different routes. The payoff function for every strategy combination for the travellers is computed and presented on the lower level of Figure 4 (e.g. if the road authority set toll θ = 5 then the travellers can chose strategy (route 1, route 1) and the payoff for that strategy is 97). The payoff function is computed for all travellers’ combinations as well as for the road authority’s strategies. The extensive form of the Stackelberg game is shown in Figure 4. Player : Road authority θ =5 Player: Travelers θ = 150 θ = 12 R= 228 R =194 Objective: Total travel utility (R) 90 Objective: individual utility (J) 0 97 0 90 0 90 -30 0 0 0 90 0 90 0 0 90 -30 0 0 -48 0 0 0 0 -30 0 0 Figure 4: Outcomes of Stackelberg game applied to maximize the total travel utility. After that all combinations are computed for the travellers, the payoff for the road authority is determined and the maximised. From Figure 4 can be seen that the payoff for the travellers is 90 if they choose to travel on route 1 and route 2 while the payoff for the road authority is 228. It should be mentioned that this game is played sequentially. 7.1.3 Cournot game In order to solve the optimal toll design problem as a Cournot game it is necessary to construct the payoff table for the road authority as well as travellers (the payoff table should have all strategy combinations for all players, because they will choose their strategies simultaneously). Since Wardrop’s equilibrium law can also be restated as to maximise the minimum individual utility, the payoff for the travellers combined will be the minimum of the individual trip utilities. The payoff for the road authority is again the total system utility excluding the tolls. The formulation of the game is presented in Table 3. Road authority (1) θ =12 θ =170 (1,1) 90,204 (X) -68,204 97,204 (X) (1,2) 90,240 90,240 (X) -20,240 Travellers (1,3) 0,150 0,150 -20,150 (2) (2,1) 90,240 90,240 (X) -20,240 (2,2) 0,0 0,0 0,0 (2,3) 0,90 0,90 0,90 (X) (3,1) 0,150 0,150 -20,150 (3,2) 0,90 0,90 0,90 (X) (3,3) 0,0 0,0 0,0 Table 3: Cournot solutions of the optimal toll design game (denoted with X) θ =5 There is however one dominating strategy, being that the travellers both take route 1 and that the road manager sets zero tolls, yielding a total system utility of 204. It can be shown that in case the travellers and the road manager have equal influence on each others strategies, multiple Cournot solutions exist. Table 3 summarizes the outcomes for the three different games. Game θ* Monopoly 0 Stackelberg 12 si* (θ ) {(1, 2 ) , ( 2,1)} {(1, 2 ) , ( 2,1)} {(1,1)} R 240 228 Ji {( 90,150 ) , (150,90 )} {( 90,138) , (138,90 )} {(102,102 )} Cournot 0 204 Table 4: Comparison of outcomes of different games for the objective of maximizing total travel utility 7.2 CASE STUDY 2: USERS WITH HIGH VALUE OF TIME Suppose that α = 10 for this group of travellers. The utility payoff table, depending on the toll θ , is given in Table 1 for the two travellers, where the values between brackets are the payoffs for travellers 1 and 2, respectively. Traveller 2 Route 1 Route 2 (30 − θ , 30 − θ ) (110 − θ , 10) Route 1 (10, 110 − θ ) (−30, − 30) Route 2 Traveller 1 (0, 110 − θ ) (0, 10) Route 3 Table 5: Utility payoff table for travellers with high value of time Route 3 (110 − θ , 0) (10, 0) (0, 0) The payoffs for the road manager are presented in Table 6. Route 1 60 − 2θ Route 1 Traveller 1 120 − θ Route 2 110 − θ Route 3 Table 6: Utility payoff table for the road manager Traveller 2 Route 2 120 − θ -60 10 Route 3 110 − θ 10 0 Let us solve the previously defined payoff tables for different game concepts. 7.1.1 Monopoly game In this case, the maximum utility can be obtained if the travellers distribute themselves between routes 1 and 2, i.e. s* = {(1, 2), (2,1)} . Hence, in this system optimum, the total travel utility in the system is 120. 7.1.2 Stackelberg game Figure 5 illustrates the total travel utility for different values of θ corresponding optimal strategies played by the travellers. with the R ( s* (θ ),θ ) 100 60 20 10 s* (θ ) = {(1,1)} s* (θ ) = {(1, 2),(2,1)} 20 s* (θ ) = {(2,3),(3, 2)} 110 θ Figure 5: Total travel utilities depending on toll value for the users with high value of time Clearly, the optimum for the road manager is θ * = 20, yielding a total travel utility of 100. 7.1.3 Cournot game The solution of the Cournot game is that road manager sets zero tolls, yielding a total system utility of 60. Table 7 summarizes the outcomes for the three different games. Game θ* Monopoly 0 Stackelberg 20 si* (θ ) {(1, 2 ) , ( 2,1)} {(1, 2 ) , ( 2,1)} {(1,1)} R 120 100 Ji {(10,110 ) , (110,10 )} {(10,90 ) , ( 90,10 )} {( 30,30 )} Cournot 0 60 Table 7: Comparison of outcomes of different games for the users with high value of time 7.3 CASE STUDY 3: COMBINED USERS (WITH LOW AND HIGH VALUE OF TIME) In this case, heterogeneous travellers are present, with high and with low value of time. Suppose that α = 6 for traveller 1 and α = 10 for traveller 2. The utility payoff table, depending on the toll θ , is given in Table 8 for both travellers, where the values between brackets are the payoffs for travellers 1 and 2, respectively. Traveller 2 Route 1 Route 2 Route 3 (102 − θ , 30 − θ ) (150 − θ , 10) (150 − θ , 0) Route 1 (90, 110 − θ ) (−30, − 30) (90, 0) Route 2 Traveller 1 (0, 110 − θ ) (0, 10) (0, 0) Route 3 Table 8: Utility payoff table for travellers with low and with high value of time The payoffs for the road manager are presented in Table 9. Route 1 132 − 2θ Route 1 Traveller 1 200 − θ Route 2 110 − θ Route 3 Table 9: Utility payoff table for the road manager Traveller 2 Route 2 160 − θ -60 10 Route 3 150 − θ 90 0 7.3.1 Monopoly game In this case, the maximum utility can be obtained if the travellers distribute themselves between routes 1 and 2, i.e. s* = (2,1) Hence, in this system optimum, the total travel utility in the system is 200. 7.3.2 Stackelberg game Figure 6 illustrates the total travel utility for different values of θ with the corresponding optimal strategies played by the travellers. When 0 ≤ θ < 12, travellers will both choose route 1. Dashed line illustrated the expected payoff function for the road authority. R ( s* (θ ),θ ) 200 s* (θ ) = {(2,1)} 170 * 150 s (θ ) = {(1,1)} s* (θ ) = {(2,3),(3, 2)} 100 50 10 s* (θ ) = {(1, 2),(2,1)} 12 15 110 150 θ Figure 6: Total travel utilities depending on toll value for the users with low and high value of time If 12 ≤ θ < 15, travellers distribute themselves between route 1 and 2, because traveller 1 choose route 2 (value of time for this traveller is lower than for the other one) while traveller 2 stays on route 1. For tolls between 15 and 110 travellers will distribute themselves over route 1 and 2. Nevertheless, for 110 ≤ θ ≤ 150, one travellers (one with low value of time) will decide to choose route 3 (not to travel) while the other can afford to stay on route 2. Finally, for θ ≥ 150 both travellers will be at the same (previous mentioned) position. The optimum for the road manager is θ * = 12, yielding a total travel utility of 188. 7.3.3 Cournot game Outcome of the Cournot game is the total system utility of 132. Table 3 summarizes the outcomes for the three different games. Game θ* Monopoly 0 Stackelberg 12 si* (θ ) {(1, 2 )} {(1, 2 )} {(1,1)} R 200 188 Cournot 0 132 Table 10: Comparison of outcomes of different games Ji {( 90,110 )} {(10,90 )} {(102,30 )} 8. CONCLUSIONS AND FURTHER EXTENSIONS The purpose of the paper was to gain more insight into the road-pricing problem using concepts from game theory as well as different toll designs for multiple user classes. To that end we presented the notions of game theory and presented three different game types in order to elucidate the essentials of the game theoretic approach. These game types were applied to two different user groups (with low and with high value of time) on a simplistic demand-supply network system. This clearly revealed differences in design results in terms of toll levels and payoffs for involved actors, being the road authority and network users. 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