Wardrop User Equilibrium

Define Wardrop's first principle and use it to compute the user equilibrium flow on parallel-route networks, including cases where one or more routes are unused.

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Wardrop's First Principle

In a congestion game, each user picks a route to minimize their own travel time. The flow that arises when no user can save time by unilaterally switching routes is called Wardrop user equilibrium.

A flow (x1,x2,,xn)(x_1, x_2, \ldots, x_n) on a network with route latencies 1,,n\ell_1, \ldots, \ell_n is at Wardrop user equilibrium (UE) if there exists a common value LL such that, for every route ii:

i(xi)=Lwhen xi>0,\ell_i(x_i) = L \quad \text{when } x_i > 0, i(0)Lwhen xi=0.\ell_i(0) \geq L \quad \text{when } x_i = 0.

In words: every used route shares the same travel time LL, and every unused route would be at least as slow. No flight can save time by switching.

Suppose 10 flights/hr fly between two airports along a northern corridor NN or a southern corridor SS, with latencies (in minutes)

N(xN)=2xN+4,S(xS)=xS+12.\ell_N(x_N) = 2x_N + 4, \qquad \ell_S(x_S) = x_S + 12.

If the flow splits as (xN,xS)=(6,4)(x_N, x_S) = (6, 4), then

N(6)=16,S(4)=16.\ell_N(6) = 16, \qquad \ell_S(4) = 16.

Both used routes share latency L=16L = 16, so this flow is at user equilibrium.

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