Access Network Synthesis Game in Next Generation Networks Josephina Antoniou a,∗, Ioannis Koukoutsidis b, Eva Jaho b, Andreas Pitsillides a, and Ioannis Stavrakakis b a University of Cyprus Dept. Computer Science 75 Kallipoleos Street, P.O. Box 20537, CY-1678 Nicosia, CYPRUS b National & Kapodistrian University of Athens Dept. Informatics & Telecommunications Ilissia, 157 84, Athens, GREECE Abstract In next generation communication networks, multiple access networks will coexist on a common service platform. In cases where network resource planning indicates that individual access network resources are insufficient to meet service demands, these networks can cooperate and combine their resources to form a unified network that satisfies these demands. We introduce and study the Network Synthesis game, in which individual access networks with insufficient resources form coalitions in order to satisfy service demands. The formation of stable coalitions in the core of the game is investigated, in both cases where payoffs are transferable or are attributed in proportion to the contribution of each member of the coalition. We also consider an alternative payoff allocation approach, according to the value of the well-known Shapley-Shubik, Banzhaf and Holler-Packel power indices, which represent the relative power each player has in the formation of coalitions. Using the knowledge attained from the coalition game analysis, we propose a new power index, called Popularity Power Index, which is based on the number of stable coalitions an access network would participates in if payoffs were assigned in a fair manner. Key words: next generation networks, access network synthesis, game theory, coalitions, power indices ∗ Corresponding author Email addresses: [email protected] (Josephina Antoniou), [email protected] (Ioannis Koukoutsidis), [email protected] (Eva Jaho), [email protected] (Andreas Pitsillides), [email protected] (Ioannis Stavrakakis). Preprint submitted to Elsevier 18 March 2009 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 1 Introduction Future communication networks, also called Next Generation Networks (NGNs), are envisioned to be based upon a common, flexible and scalable convergence platform, where different access networks, terminals and services can coexist [1,2]. Access networks may employ different wireless and mobile technologies, such as WLAN, WiMax, Ad-Hoc/Sensor as well as GSM and CDMA/WCDMA technologies and will be interconnected by an IP packet-switched core network [3]. This IP core network deals with all network functionality and coordinates the participating access networks, in order for the system to behave as a unified platform. This interconnection allows individual access network components to easily cooperate and share resources. Access networks in the NGN may need to cooperate in order to jointly meet service requirements 1 . The need for cooperation arises when traffic forecast indicates that no single network alone can handle the anticipated demand over a certain period (days, months, etc.). Potentially, many different combinations of access networks can jointly provide sufficient resources to meet service demands. The access networks participating in the selected combination are expected to receive a payment by the NGN platform administrator. Let’s consider a specific example of access network cooperation – as part of network resource planning – required to accommodate a service. Assume that a number of collocated NGN users (e.g. participating in a conference) have subscribed for the same multimedia multicast service, its starting time and duration known to the NGN. Each of the subscribed users have the same interfaces to the access networks participating in the NGN in their specific location (e.g. WiFi, WiMax and WCDMA). Considering that none of the participating access networks can alone support all the users subscribed to the multicast service, network cooperation can ensure a more efficient network resource planning and service support to all users. A user or application will be indifferent to this cooperation, as long as its Quality of Service (QoS) requirements are satisfied. In this paper, we consider that different access networks are under different administration authority or ownership. Consequently the decision of whether to participate in a certain resource combination (or network coalition) or not, would be shaped by the access network’s goal to maximize its benefits from the contributed resources. As a result, coalition games arise in this environment, with each access network aiming at participating in a “prevailing” coalition (the one that will win) and at yielding the largest possible benefit to itself. The 1 Non-cooperative solutions for meeting service requirements in NGN environments exist [4] 2 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 formation of coalitions depends on the available resources of each access network, as well as on the way payoffs are allocated to the participating networks. The formation of composite networking structures, through the contributions of resources from multiple independent networks, will be the outcome of a game referred to as the “Network Synthesis” (NS) game. As it is the case in games among rational players, the payoffs to the players will shape the outcome of the NS game. In this paper, we consider both transferable and non-transferable payoffs. In the transferable payoff case, individual access networks can transfer any portion of their payoff to other members of the coalition, as long as their final payoff remains greater than zero. In the nontransferable case, such side payments are not allowed and we will consider that access networks attain a payoff that is proportional to their resource contribution. We study the stability of coalitions according to the core and inner core concepts [5]. When payoffs are transferable, this leads to trivial solutions of minimal-sized coalitions. When payoffs are non-transferable, the proportional payoff allocation case is more interesting and requires the notion of a “by-least winning” coalition. In all cases, when access networks have more than one preferences for coalitions, the game results in a coordination game with conflicting preferences. We show that there exists at least one coalition which satisfies service requirements 2 and in which all its members attain their highest possible payoff. When there are multiple stable coalitions, we introduce the concept of stability under uncertainty of formation, to single out coalitions which are more likely to be formed. We also consider an alternative payoff allocation approach according to values of (normalized) power indices. In game theory, power indices are used to measure the influence of a player on the formation of coalitions and thus on the game itself. Such a payoff allocation is appropriate when we have a common pool of resources and access networks share their resources (i.e., as if the core administrator would select them from a common pool). Payoffs are thus determined based on the power of each access network in the game, i.e. its index. We consider well-known indices, such the Shapley-Shubik index [6], Banzhaf index [7] and the Holler-Packel index [8]. We compute values of these power indices – and hence payoff allocations – for different numbers of access networks and different distributions of available resources of the networks. Using the knowledge attained from the coalition game analysis we propose a new index, called the Popularity Power Index, which associates the popularity of each access network to the number of stable coalitions it participates in. This new index aims to achieve fairness, in the sense that it only considers the stable 2 We consider the case where the total available resources of the participating access networks are greater than the service resource requirements. 3 78 79 80 81 82 83 coalitions that would be formed if payoffs were assigned proportionally to the players’ contributions, i.e. in a fair manner. Summarizing, we consider either that access networks independently form coalitions and accordingly receive payoffs, or that they share their resources (as if the core administrator would select them from a common pool) and payoffs are determined based on the power of each access network in the game. 92 The paper is organized as follows. Section 2 discusses in more detail the motivation for this work. Section 3 describes the theoretical framework, while Section 4 elaborates on the payoff allocation for the network synthesis game. We discuss stable coalitions in Section 5. Section 6 goes through some resolutions for the coordination game that results when there are multiple stable coalitions, and offers a number of illustrative examples. Section 7 considers solutions based on power indices, elaborated through numerical results for the well-known power indices and the proposed power index in Section 8. Finally, Section 9 offers some conclusions. 93 2 84 85 86 87 88 89 90 91 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 Motivation of the game In a NGN system, the communication between two end-users, or a user and a service provider (in case of multicast communication), is likely to involve more than one wireless access network. This can be because of lack of resources (bandwidth, channels or coverage) of each network (e.g., a call originating in a certain network may end up being supported by multiple access networks, if the first for example is congested and experiences lack of resources to support the call). The goal is for diverse access network technologies to be integrated seamlessly and inter-operate to provide global connectivity, fully broadband access and adequate QoS. The integration of different technologies faces several challenges, resulting from the different bit rates, protocols, bandwidth allocation, channel characteristics, and handoff mechanisms [3]. A major role will be played by the integration architecture. It was common in early integration architectures to require multi-mode user devices, equipped with multiple interfaces to access different wireless networks. The devices would incorporate most of the functionality without requiring major interworking components between the different access networks. However, this approach is not consistent with the vision of a unified network where different access networks would cooperate and share resources, transparently to the end-user. It also has to deal with latencies during the handoff process, reconfiguration problems at the user devices and incoherent billing systems between different network operators. 4 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 In another architecture proposed in [9], a user accesses universal gateways, or Universal Access Points (UAPs) interconnected by an overlay network on the IP core. The UAPs, managed by the core administrator, are responsible for selecting an access network, or a combination of access networks, based on availability, QoS specifications, and user-defined choices. They must incorporate all different technologies and manage all functionalities for the integration of these technologies. They should also handle all QoS negotiations between a user and a network, as well as store user, network, and device capabilities and preferences. This architecture has the advantage of removing the integration burden from the mobile devices and can easier support single billing and subscription. It is also more in line with the ultimate goal of cooperation between different access networks. A similar role of a mediator between a user and multiple access networks is also played by virtual network operators in current cellular systems. A virtual network operator is a company that does not own any frequency spectrum or network infrastructure, but resells wireless services under its own brand name, using the network of one or more others. Given the opportunities presented, more virtual network operators are likely to sprout in a NGN environment, having as a task not only to interface the customer, but also to integrate the different wireless access technologies [10]. In such a unifying architecture, the way that different access networks will inter-operate (and co-operate) depends not only on technical, but also on economic factors. Different networks, especially if owned and operated by different companies, must acquire a revenue from such cooperation. Therefore, interoperation must be preceded by a process of negotiation or coalition formation between access network operators, in which the “form” of cooperation (i.e., the resources provided by each partner) and revenue allocation is determined. Our network synthesis game aims to examine dynamic coalition formation and payoff allocation in a NGN system with such an architecture. A practical application of such a synthesis would be in the case that a forecast of resource demands by users is available, based on which coalitions and payoffs will be determined. We consider either that access networks independently form coalitions and accordingly receive payoffs, or that they share their resources (as if the core administrator would select them from a common pool) and payoffs are determined based on the power of each access network in the game. 5 151 3 152 3.1 Network Synthesis Game: Definitions 153 154 155 156 157 158 159 Theoretical Framework The network synthesis game is described as follows. Let N = {1, 2, . . . , N} denote the set of players (access networks) and S the set of all possible coalitions, i.e., the set of all non-empty subsets of N . Let B denote the least amount of resources needed for accommodating service demands, and let bi denote the amount of available resources of the ith member of a coalition (members can be ordered arbitrarily). It will be assumed that the available resources of each member are known to all members of a coalition 3 . The characteristic function of the game is 1, P|S| if i=1 bi ≥ B v(S) = 0, otherwise . 160 161 162 163 164 165 166 167 168 169 170 171 172 173 (1) That is, a coalition has positive value only if the sum of available resources of its members is greater or equal to the resource threshold B. This definition corresponds to a simple (or 0-1) game; the game is also monotonic since v(S1 ) ≤ v(S2 ) for all S1 ⊆ S2 . A coalition S is said to be winning if v(S) = 1, otherwise it is said to be losing. A player i ∈ S is said to be a null player for coalition S if v(S) = v(S \ {i}). It is generally called a null player if this holds for every coalition S to which it may belong. To avoid trivialities, we will generally assume that bi < B ∀i ∈ N , and that PN i=1 bi ≥ B. As will be seen in Sect. 5, the so-called minimal winning coalitions are candidate solutions to the game. A winning coalition is said to be minimal if it becomes a losing one upon departure of any member. A related notion is that P|S| of a by-least winning coalition. 4 Denoting by W (S) = i=1 bi (the sum of the available resources of the members of S), a coalition S is said to be by-least 3 In any wireless environment there are certain constraints such as signal interference and user mobility that make the estimation of available resources a difficult task and furthermore, the competing nature of the participating access networks may urge them to withhold or distort this information. It will be assumed that appropriate mechanisms and policies are in place that make the available resources vector (b1 , . . . , bN ) known to all operators. A formal study of this is not part of this paper. 4 In [11], the authors define a coalition S to be “least-winning” if it is minimal winning and for any other minimal winning coalition S 0 it holds that W (S) ≤ W (S 0 ). We introduce a related definition here from the point of view of each player i ∈ S. 6 176 winning with (or for) player i, if it is a minimal winning coalition, it contains i, and for any other minimal winning coalition S 0 containing i it holds that W (S) ≤ W (S 0 ). 177 3.2 Equivalence to the Weighted Voting Game 174 175 178 179 180 This section demonstrates the equivalence of the network synthesis game to the weighted voting game, a well-studied paradigm from which many useful conclusions can directly apply. Definition 1 A weighted voting game consists of N players and a weight vector w = (w1 , w2 , . . . , wN ), where wi reflects the “voting weight” of player i. P Let W = N i=1 wi . For a coalition S, the characteristic function of the game is 1, P|S| if i=1 wi > v(S) = 0, otherwise . 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 W 2 (2) We assume wi ≤ W/2 ∀i ∈ N . To prove the equivalence, it suffices to show that there exists a one-to-one P mapping between vectors w and b = (b1 , . . . , bN ) so that i∈S wi > W/2 iff P i∈S bi ≥ B ∀S ⊆ N . A mapping satisfying these requirements is readily obtained by setting wi = bi /2 and W to a number B ∗ arbitrarily close to B P P such that i∈S bi ≥ B iff i∈S bi > B ∗ . (It is straightforward that such a number exists, since we have discrete bi values.) 4 Payoff Allocation Networks, i.e. players, participate in a coalition and offer their resources in return for some benefit (payoff). For example, the NGN platform administrator may have a fixed amount of money to distribute to access networks in a coalition, as a reward for reserving their resources to handle the specific service(s). It is considered that all players are independent and rational, and that the objective of each player is to maximize its payoff. Clearly, which coalition(s) will finally be formed depends on how payoffs are allocated. Let the total payoff allocated to the set of players be P and the payoff allocation vector be p = (p1 , p2 , . . . , pN ), such that pi ≥ 0 ∀i = 1, . . . , N and PN i=1 pi = P ; an allocation satisfying the above conditions is said to be feasible. We consider two cases: a) non-transferable payoffs, and b) transferable payoffs between the access networks. In the first case the access networks get a fixed 7 payoff, which is based on their resource contribution relative to the other members of the coalition. More specifically, we consider in this case that payoffs are allocated to members of a winning coalition proportionally to their contributions in the coalition. If this winning coalition is K consisting of K ≤ N access networks with available resources b1 , b2 , . . . , bK , then PKbi pi = 199 (It holds that PK j=1 bj b j=1 j P, if i ∈ K 0, otherwise . (3) ≥ B.) 214 In the second case, we are not interested in how exactly the payoff is allocated to the members of the winning coalition; this allocation can be made in any way, as long as all members get a payoff greater than zero. Considering transferable payoffs accounts for cases where the members of a coalition make side-payments, transferring any part of their payoff to other members of their coalition. Side-payments can be used as a means to “attract” other players in a specific coalition. They can also be made in situations where there are dynamic changes in the resources contributed by the members. As a realistic example of the latter situation, consider the case that the NS game is performed for an online service, e.g. multicast. A network that participates in fulfilling the service may experience a sudden increase in workload, due e.g. to mobility and subsequent re-distribution of users. Such a change might force the network to “subcontract”, i.e. to transfer part of its payoff to another network in the same coalition during the service session, in order to handle part of the workload. 215 5 200 201 202 203 204 205 206 207 208 209 210 211 212 213 Stable coalitions 222 We will use the well-known concept of the core (see, e.g. [5]) to examine the stability of coalitions formed according to the payoff allocations. Descriptively, a payoff allocation to a set of N players is in the core of a coalitional game if there is no coalition wherein each member can get a strictly higher payoff than dictated by the allocation. Such an allocation, as well as the coalitions that it induces, can be called stable, since there would not be a consensus to break these coalitions and form other ones. 223 The following definitions have been taken from [5] and adapted to our game. 216 217 218 219 220 221 In order to apply the core concept, we slightly modify (1) in the transferable 8 payoff case to the following: v(S) = 224 225 226 227 228 229 P, P|S| if i=1 bi ≥ B otherwise . 0, (4) That is, when the minimum necessary resources are available, the value of the characteristic function equals the total payoff. For an allocation to be in the core of the transferable-payoff game – since we are not interested in how the payoff is divided among the members of the coalition – we only require that the worth of the coalition does not exceed the sum of the payoff allocations. Definition 2 An allocation p = (p1 , p2 , . . . , pN ) is said to be in the core of the access network synthesis game with transferable payoffs iff X i∈N 230 231 232 pi = P and X pi ≥ v(S), ∀S ⊆ N . i∈S Since v(S) takes either the value 0 or P in our game, this trivially reduces to the requirement that for every winning coalition that could be formed by the networks, the sum of payoff allocations should always equal P . 236 This implies that there is no coalition S such that the players in S could all do strictly better than as dictated by p by dividing the payoff v(S) among themselves. (In transferable payoff games we are not interested in how the payoff is divided among the members of the coalition.) 237 For the non-transferable payoff case, we have the following definition: 233 234 235 238 239 240 241 242 243 Definition 3 An allocation p = (p1 , p2 , . . . , pN ) is said to be in the core of the P access network synthesis game with non-transferable payoffs iff i∈N pi = P and there exists no other payoff allocation y = (y1 , y2 , . . . , yN ) derived according to (3) for which yi > pi , ∀i ∈ S ⊆ N , for any S ⊆ N . That is, the allocation must be feasible and there should exist no other allocation which gives strictly higher payoff to all members of a coalition. 249 A single winning coalition can be mapped to an allocation in the core. In the non-transferable payoff case, this is defined to be the coalition K, based on which the payoff vector is derived. In the transferable payoff case, this is defined as {i ∈ N : pi > 0}, the set of players with positive payoff. We can then speak about “coalitions in the core”, as the set of winning coalitions for which their corresponding allocations are in the core. 250 Not all winning coalitions are in the core. In fact, we have the following: 244 245 246 247 248 9 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 Theorem 4 In both the transferable and non-transferable payoff cases defined above, only minimal winning coalitions are in the core. PROOF. In the transferable payoff case, notice that for any non-minimal winning coalition, a corresponding minimal one can be formed by the players that are non-null (in the coalition). Then for any payoff allocation to players in the non-minimal winning coalition, the players in the minimal one can divide the excess payoff in such a way that they all get strictly higher payoff. In the non-transferable payoff case, the statement of the theorem follows directly from (3). 2 Remark 5 This theorem is an adaptation of Riker’s size principle [12] to this game, which was also shown for weighted voting games in [13]. Hence it is reasonable to direct our attention to minimal winning coalitions. Let M(N, v) denote the set of all minimal winning coalitions. 5 One could argue that every minimal winning coalition could potentially be a solution of the game. However, simple arguments show that the set of possible solutions can be further reduced. In the case of transferable payoffs, only minimal winning coalitions which are also minimal in size for at least one of their members will be in the core. A coalition S is said to be minimal in size for i ∈ S, iff |S| ≤ |S 0 | ∀S 0 3 i, where S, S 0 ∈ M(N, v). This is evident because since we insist that no member of a coalition in the core gets zero payoff, no player would want to transfer part of its payoff to an additional member. For later usage, we shall let Zi (N, v) be the set of coalitions which are minimal in size for player i. In non-transferable payoff games, only coalitions that are by-least winning for at least one player are solutions in the core of the game. This is a consequence of the proportional payoff allocation rule: if a player i belongs to two P P minimal winning coalitions S and S 0 , then (bi / j∈S bj )P > (bi / j∈S 0 bj )P P P if j∈S bj < j∈S 0 bj , and hence it would get a higher payoff in the by-least winning coalition. The set of all by-least winning coalitions for player i will be denoted by Li (N, v), or simply by Li . We further proceed to study which coalitions are in the inner core of the game. The inner core [5] is a subset of the core that contains coalitions that are “more stable”, in the sense that there exists no randomized plan that could prevent their formation. 5 Although the characteristic function v is defined only for transferable payoff games, it is also used in this paper in notations concerning the non-transferable payoff game such as M (N, v) and Li (N, v), since, along with (3), it can be used to define the latter game. 10 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 Definition 6 A randomized plan is any pair (η(S), y(S)), S ⊆ N , where η is a probability distribution on the set of coalitions, and y is the vector of payoff allocations for the members of coalition S, y(S) = (yi(S))i∈S . For non-transferable payoff games, the inner core is composed of all allocations p P P (or corresponding coalitions) for which S⊇{i} η(S)yi(S) < S⊇{i} η(S)pi, for some i ∈ N , in all randomized plans (η(S), y(S)). The inner core concept is used in cases where there is a mediator that invites individual players to form a coalition which is not known deterministically, but only with a certain probability distribution. Consider for example that in the NS game, the platform administrator (mediator) informs the networks that, in case they don’t arrive to an agreement by themselves, then a coalition of its choice will be selected, which will be S1 with probability p1 , or S2 with probability p2 = 1 − p1 . Then, in order for a coalition to be stable, the payoff given to each network should not be smaller than the mean payoff anticipated in the coalition of the platform administrator’s choice. In the NS game, if an access network participates in several coalitions that are by-least winning with it, then in the non-transferable payoff case it would get the highest possible reward in every one of these coalitions. This reward would further be the same in every randomized plan among these coalitions, and lower for randomized plans containing coalitions other than the by-least winning. Since, for a player i, the allocation in a by-least winning coalition is the maximum it can get, there exists no randomized plan that could block these coalitions from forming and hence the latter are in the inner core of the game. We summarize this in the following theorem. Theorem 7 In the access network synthesis game with non-transferable payoffs proportional to the available resources of the participating networks, all coalitions which are by-least winning for at least one of their members are in the inner core of the game. 317 Of all by-least winning coalitions which are in the inner core, we may informally state that those that are by-least winning for all their members are “most stable”. This will be made formal by defining a new concept of “stability under uncertainty of formation” in the next section. 318 A nice property of the game is formulated in the following 314 315 316 319 320 321 322 323 Theorem 8 In the access network synthesis game with non-transferable payoffs proportional to the available resources of the participating networks, there exists at least one coalition which is by-least winning for all its members. Further, regardless of the payoff allocation, there exists at least one coalition that is minimal in size for all its members. 11 324 325 326 327 328 329 330 331 332 333 334 335 336 PROOF. We demonstrate the theorem only for by-least winning coalitions. The proof for minimal in size coalitions – which of course, shouldn’t depend on payoff allocations – is similar and is omitted here. The proof is straightforward when there exists a coalition S, such that i∈S bi = P B, since then S is by-least winning for all its members. When i∈S bi > B for some S ∈ ∪N / Lj , then necessarily i=1 Li , and there exists j ∈ S such that S ∈ P P another coalition S1 6= S exists such that S1 ∈ Lj and i∈S1 bi < i∈S bi . Similarly now, if there exists k ∈ S1 , k 6= j, such that S1 ∈ / Lk , then there exP P ists another coalition S2 ∈ / {S1 , S} such that S2 ∈ Lk and i∈S2 bi < i∈S1 bi . Continuing this procedure, since we have a finite number of players, a fiP nite sequence of coalitions S, S1 , S2 , . . . , Sm is produced, for which i∈S bi > P P P i∈Sm bi > B and Sm is by-least winning for all i∈S2 bi > · · · > i∈S1 bi > its members. 2 P 338 Hence, in both transferable and non-transferable payoff cases studied, interests of at least some players coincide. 339 6 337 340 341 342 343 344 345 The Coordination Game We have established that each access network i would maximize its payoff and hence prefer one of the coalitions in Zi (N, v) (transferable payoff case) or T Li (N, v) (proportional payoff case) to eventually be formed. Unless N i=1 Zi 6= ∅ TN in the former, or i=1 Li 6= ∅ in the latter case, there is no mutually preferred coalition and we are led to a coordination game where at least one player has conflicting preferences with one or more of the others. 351 In the next subsection, we shall present a possible resolution of such a coordination game, based on the idea of calculating the probability that these coalitions would randomly form. The analysis applies equally to the transferable and non-transferable payoff cases, and in what follows we shall use Gi (N, v) (or simply Gi ) to denote either Zi (N, v) or Li (N, v), depending on which case we study. 352 6.1 Resolution of the game 346 347 348 349 350 (i) For i = 1, . . . , N, we define the probability of formation Pf (S) to be the probability that player i would anticipate coalition S to be formed, if player i participated in it and all other players j ∈ S, j 6= i would independently choose to participate in one of their preferred coalitions with equal probability. 12 That is, (i) Pf (S) 353 354 355 356 357 358 359 Q j∈S, = j6=i 1 , |Gj | if S ∈ 0, j∈S,j6=i Gj T otherwise . (5) Then it is reasonable that a player would ultimately prefer to participate in the coalition which has the highest probability of formation, and hence, under such uncertainty, would offer it the greatest expected payoff. To appoint a name to this concept of stability, we define a coalition S to be stable under uncertainty of formation if and only if there exists no other coalition S 0 with a common member with S that anticipates a higher probability of formation for S 0 . Definition 9 In the access network synthesis game with transferable or nontransferable payoffs, a coalition S is stable under uncertainty of formation iff (i) Pf (S) > 0 ∀i ∈ S and 6 (j) (j) @S 0 6= S s.t Pf (S 0 ) > Pf (S) for j ∈ S ∩ S 0 . 360 361 362 363 364 365 This notion would help to refine solutions of the coordination game. It also creates a formal ground to confine solutions to coalitions which are minimal in size (transferable payoff case) or by-least winning (proportional payoff case) for all their members: by definition, only such coalitions are stable under uncertainty of formation (in view of (5), other coalitions have zero probability of formation for at least one member). 367 In the following we present two examples of games with non-transferable payoff, to illustrate these ideas. 368 6.1.1 Examples 366 371 These examples consider 6 players (Pi, i = 1, . . . , 6) aiming to form coalitions in order to satisfy a demand request of 1 unit. Their normalized available resources are indicated in the tables below. 372 Example 1. 369 370 373 374 375 player P1 P2 P3 P4 P5 P6 bi /B 0.65 0.53 0.48 0.39 0.24 0.18 We have 9 minimal winning coalitions: {P1,P2}, {P1,P3}, {P1,P4}, {P1,P5,P6}, {P2,P3}, {P2,P4,P5}, {P2,P4,P6}, {P3,P4,P5}, and {P3,P4,P6}. Of these, {P1,P4} is by-least winning for P1, P4; {P2,P3} for P2, P3; {P1,P5,P6} for 6 s.t means “such that”. 13 381 P5 and {P3,P4,P6} for P6. The two coalitions {P1,P4} and {P2,P3} are byleast winning for all their members and both have probability of formation 1 for all their members, since there are no alternative by-least winning coalitions for them. Hence they are both stable under uncertainty of formation, and constitute candidate solutions of the game. Based on (5) and Definition 9, it is easy to calculate that the other coalitions are not. 382 Example 2. 376 377 378 379 380 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 player P1 P2 P3 P4 P5 P6 bi /B 0.6 0.5 0.4 0.3 0.2 0.1 We have 9 minimal winning coalitions: {P1,P2}, {P1,P3}, {P1,P4,P5}, {P1,P4, P6}, {P2,P3,P4}, {P2,P3,P5}, {P2,P3,P6}, {P2,P4,P5}, and {P3,P4,P5,P6}. Of these, {P1,P3}, {P1,P4,P6}, {P2,P3,P6}, {P2,P4,P5}, and {P3,P4,P5,P6} are by-least winning for all their members. However, only coalitions {P1,P3} and {P2,P4,P5} are stable under uncertainty of formation. This can be easily shown by calculating all probabilities according to (5). For example, to (P2) see that the remaining coalitions are not: Pf ({P2,P3,P6}) = 1/9 < 1/6 = (P2) (P1) (P1) Pf ({P2,P4,P5}), Pf ({P1,P4,P6}) = 1/9 < 1/3 = Pf ({P1,P3}), and (P3) (P3) Pf ({P3,P4,P5,P6}) = 1/18 < 1/2 = Pf ({P1,P3}). 7 Solutions with Power Indices So far we have studied payoff allocation when coalitions are explicitly formed by access networks. For simple (0-1) games, a popular alternative method is by using power indices. A power index (or value) is commonly used to measure the influence of a player on the formation of coalitions and most importantly on the outcome of the game. The notion of power indices can be used as a naive solution concept for the game itself. One can postulate that, if no specific payoff allocation rule (e.g., proportional payoff allocation) is specified a priori, then normalized power indices can be used to allocate payoffs. Alternatively, it can be used for payoff allocation when there is a common pool in which access networks share their resources and there is no coalition formation process by the networks themselves. Widely used power indices are the Shapley-Shubik value φ (abbreviated here as SSPI) [6], and the Banzhaf value β (abbreviated here as BPI) [7]. These are generally sums of the marginal contributions (v(S) − v(S \ {i})) of a player i to each coalition, weighted by different probability distributions over the set of coalitions. We say that player i is critical to coalition S if its marginal contribution is 1, otherwise it is non-critical. 14 The SSPI assumes all permutations of the order that members form a coalition are equally likely, and is defined by: φi (N, v) = X S⊆N (S3i) (|S| − 1)!(N − |S|)! (v(S) − v(S \ {i})) . N! (6) The BPI assumes, on the other hand, that all possible coalitions that contain i are equally likely and is defined by: βi (N, v) = 410 1 2N −1 X (v(S) − v(S \ {i})) , (7) S⊆N (S3i) for i = 1, . . . , N. Another popular power index based on minimal winning coalitions is the Holler-Packel index η (HPI) [8]. For simple games, the HPI is defined as: ηi (N, v) = X (v(S) − v(S \ {i})) S∈M (N,v) (8) = |{S ∈ M(N, v) : i ∈ S}| , 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 for i = 1, . . . , N, where M(N, v) is the set of all minimal winning coalitions. P We define also the normalized Holler-Packel value η̄i = ηi / N i=1 ηi , which represents the proportion of minimal winning coalitions player i is in. An important property of both the SSPI and the BPI indices in monotonic simple games is that players with greater weight (contribution) also get a greater index. This is evident here since if a player i is critical to a coalition S ∪ {i}, then a player i0 with bi0 > bi is also critical to coalition S ∪ {i0 }. This is also referred to as “monotonicity of the players’ power indices to the weights”. Also, based on the equivalence of the game to the weighted voting one, two useful observations made in [13,11] about the behaviour of the power indices can be transferred here: First, that restricting our attention to minimal winning coalitions as with the HPI results in weaker players (in our case, players with relatively smaller available resources) getting higher power, compared to the measurement with the SSPI and the BPI. Secondly, that with the HPI the monotonicity of the players’ power indices to their weights may not be preserved: a player with smaller weight may get a higher HPI ranking than a player with greater weight. 15 428 429 430 431 432 433 434 435 436 7.1 A New Power Index For cases where payoffs are attributed to players proportionally to their contributions in the coalition, the analysis in Section 5 has established that all minimal winning coalitions are not equally likely. Rather, each player has specific preferences to be in one or more coalitions, which are by-least winning with it. In this section we use the stability analysis in Section 5 to motivate the introduction of a new index, based on the popularity of all coalitions which are in ∪N i=1 Li (N, v) (a subset of M(N, v)), and hence in the inner core of the game. For each minimal winning coalition S ∈ M(N, v), we define as its preference index ω(S) the total number of preferences it gathers by all players: ω(S) = |{i ∈ N : S ∈ Li (N, v)}| . (9) We define a new index, ζ , which we will call the Popularity Power Index (PPI), as X ω(S) IiS , (10) ζi (N, v) = P k∈M (N,v) ω(k) S∈M (N,v) 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 where IiS equals 1 if i ∈ S and 0 otherwise. In plain words, the index ζi equals the probability that, if we were to pick a coalition by asking one player in N randomly (and further, if when this player had multiple equal preferences, he would select one of them with equal probability), then a winning coalition would be selected that contains player i. Hence, this index relates the popularity of minimal winning coalitions a player belongs in, to this player’s power. As with the other indices, we can also define a normalized form of this index: P ζ̄i = ζi / N i=1 ζi . 8 Behaviour of power indices This section examines the numerical behaviour of all power indices described in the previous section. Power index values are examined for different numbers of players and different distributions of available resources. Even though the theory extends to many players, we have selected game instances of a few players only (three, four and five players) for illustrative purposes. Individual resources for each test instance presented sum up to the same total resource amount; this is done in order to better compare results between the different cases for the same number of players. 16 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 For each set of players we consider different distributions Di (i = 0, . . . , 5) of available resources, from the case i = 0 where resources are uniformly distributed between access networks, i.e. each network has equal available resources, to non-uniform cases (i = 1, . . . , 5), carefully selected to exhibit varying values of the power indices when available resources are about the same, or resources are concentrated in only a few of the networks. Specifically, the following distributions have been selected: - D0 is a uniform distribution of resources, i.e. where all networks have an equal amount of resources. - D1 represents a distribution of resources where the largest amount is concentrated in one “big” network, and all other networks have small and equal resources. It is worth noting that no coalition satisfies the resource demand without the contribution of the player with the highest resources. - D2 to D5 represent distributions in which all players have unequal resources. In distributions D2 and D3 , there exists again one network that has the largest portion of required resources, while all the other networks are “small” players that have small amounts of resources. In the situations considered in D4 and D5 , the differences in amounts of resources are smaller, and the distinction between “big” and “small” players is less explicit. In the cases of 4 and 5 players, it can be seen that there exist winning coalitions that do not include the player with the highest amount of resources. To avoid taking absolute values, we have considered available resources of each player i normalized with respect to the minimum resource requirement B, i.e., bi /B. Then, a winning coalition is formed only if the sum of their resources exceeds one. We have only considered examples where the sum of available resources of all members is greater than one. For each of the power indices BPI, SSPI, HPI and PPI, we have examined both the values of the indices as well as their rankings. The values of normalized available resources are shown in Tables 1, 3, and 5, for the cases of three, four, and five players respectively. For each one of these cases the three power indices are generated also in a normalized form so that they add up to one. This is done so that we may intuitively relate the power index of each network to its payoff allocation. The values of indices for these cases are shown in Tables 2, 4, and 6. Differences between the indices’ values become more pronounced as the number of players increases (the increased number of possible coalitions allows such differences to show). In general, the SSPI and BPI give similar values, favoring the players with greater available resources. (A closer inspection reveals that SSPI systematically does that to a slightly greater extent than BPI). On the other hand, the HPI and PPI give a higher power to relatively weaker players. This is because weaker players have smaller contributions and hence are more 17 Table 1 Instance 1: 3 players Distribution b1 B b2 B b3 B D0 0.4 0.4 0.4 D1 0.8 0.2 0.2 D2 0.8 0.3 0.1 D3 0.9 0.2 0.1 D4 0.6 0.35 0.25 D5 0.55 0.45 0.25 Table 2 Instance 1 Indices Distribution Index D0 D1 D2 D3 D4 D5 Player 1 Player 2 Player 3 BPI 0.33 0.33 0.33 SSPI 0.33 0.33 0.33 HPI 0.33 0.33 0.33 PPI 0.33 0.33 0.33 BPI 0.6 0.2 0.2 SSPI 0.67 0.17 0.17 HPI 0.5 0.25 0.25 PPI 0.5 0.25 0.25 BPI 0.5 0.5 0 SSPI 0.67 0.33 0 HPI 0.5 0.5 0 PPI 0.5 0.5 0 BPI 0.6 0.2 0.2 SSPI 0.67 0.17 0.17 HPI 0.5 0.25 0.25 PPI 0.5 0 0.5 BPI 0.33 0.33 0.33 SSPI 0.33 0.33 0.33 HPI 0.33 0.33 0.33 PPI 0.33 0.33 0.33 BPI 0.5 0.5 0 SSPI 0.67 0.33 0 HPI 0.5 0.5 0 PPI 0.5 0.5 0 18 Table 3 Instance 2: 4 players Distribution b1 B b2 B b3 B b4 B D0 0.4 0.4 0.4 0.4 D1 0.85 0.25 0.25 0.25 D2 0.8 0.55 0.15 0.1 D3 0.95 0.45 0.1 0.1 D4 0.6 0.4 0.35 0.25 D5 0.55 0.5 0.3 0.25 Table 4 Instance 2 Indices Distribution Index D0 D1 D2 D3 D4 D5 Player 1 Player 2 Player 3 Player 4 BPI 0.25 0.25 0.25 0.25 SSPI 0.25 0.25 0.25 0.25 HPI 0.25 0.25 0.25 0.25 PPI 0.25 0.25 0.25 0.25 BPI 0.7 0.1 0.1 0.1 SSPI 0.75 0.083 0.083 0.083 HPI 0.5 0.17 0.17 0.17 PPI 0.5 0.17 0.17 0.17 BPI 0.5 0.3 0.1 0.1 SSPI 0.75 0.17 0.042 0.042 HPI 0.4 0.2 0.2 0.2 PPI 0.33 0 0.33 0.33 BPI 0.7 0.1 0.1 0.1 SSPI 0.75 0.083 0.083 0.083 HPI 0.5 0.17 0.17 0.17 PPI 0.5 0 0.25 0.25 BPI 0.33 0.33 0.17 0.17 SSPI 0.33 0.33 0.17 0.17 HPI 0.25 0.25 0.25 0.25 PPI 0.2 0.4 0.2 0.2 BPI 0.33 0.33 0.17 0.17 SSPI 0.33 0.33 0.17 0.17 HPI 0.25 0.25 0.25 0.25 PPI 0.2 0.4 0.2 0.2 19 Table 5 Instance 3: 5 players Distribution b1 B b2 B b3 B b4 B b5 B D0 0.3 0.3 0.3 0.3 0.3 D1 0.7 0.2 0.2 0.2 0.2 D2 0.85 0.2 0.15 0.15 0.15 D3 0.9 0.25 0.15 0.15 0.05 D4 0.5 0.3 0.3 0.2 0.2 D5 0.45 0.35 0.3 0.25 0.15 Table 6 Instance 3 Indices Distribution Index D0 D1 D2 D3 D4 D5 Player 1 Player 2 Player 3 Player 4 Player 5 BPI 0.2 0.2 0.2 0.2 0.2 SSPI 0.2 0.2 0.2 0.2 0.2 HPI 0.2 0.2 0.2 0.2 0.2 PPI 0.2 0.2 0.2 0.2 0.2 BPI 0.48 0.13 0.13 0.13 0.13 SSPI 0.8 0.05 0.05 0.05 0.05 HPI 0.33 0.17 0.17 0.17 0.17 PPI 0.33 0.17 0.17 0.17 0.17 BPI 0.79 0.05 0.05 0.05 0.05 SSPI 0.8 0.05 0.05 0.05 0.05 HPI 0.5 0.125 0.125 0.125 0.125 PPI 0.5 0 0.17 0.17 0.17 BPI 0.54 0.15 0.15 0.15 0 SSPI 0.8 0.067 0.067 0.067 0 HPI 0.5 0.17 0.17 0.17 0 PPI 0.5 0 0.25 0.25 0 BPI 0.31 0.22 0.22 0.125 0.125 SSPI 0.33 0.18 0.18 0.18 0.15 HPI 0.33 0.2 0.2 0.13 0.13 PPI 0.33 0.17 0.17 0.17 0.17 BPI 0.3 0.22 0.22 0.22 0.04 SSPI 0.33 0.18 0.18 0.18 0.15 HPI 0.23 0.23 0.23 0.23 0.08 PPI 0.33 0 0.33 0.33 0 20 496 497 often found in coalitions which are minimal winning, or by-least winning for some players. 511 The HPI and PPI are more appropriate indices for the game, since they exclude a number of coalitions which are not stable and hence would not appear if access networks formed coalitions independently. Comparing these two indices, we can argue that the PPI is more fair, in the sense that it only considers stable coalitions in the inner core that would be formed if payoffs were allocated proportionally to players’ contributions, i.e. in a fair manner. In Tables 2, 4, 6, we may note that often a player is allocated zero payoff with the PPI, whereas non-zero with the HPI. These are cases where this player participates in minimal winning coalitions, but not in any of the by-least winning coalitions. For example, in Table 2, case D3 , player 2 is allocated 0.25 value with the HPI, whereas 0 with the PPI, since it does not participate in the by-least winning coalition. The monotonicity of index values to players’ contributions also does not hold for the PPI in this example. Table ?? summarizes the performance of different indices. 512 9 498 499 500 501 502 503 504 505 506 507 508 509 510 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 Conclusions In this paper, we have introduced and studied the Network Synthesis game which may arise in a NGN system, when individual access networks have insufficient resources and must form coalitions in order to satisfy service demands. We have considered both transferable and non-transferable payoff games. The stability analysis has shown that, in transferable payoff games, only winning coalitions that are minimal in size for at least one player are in the core. In the case of non-transferable payoffs allocated proportionally to the players’ contributions, we have shown that all coalitions which are by-least winning for at least one player are in the inner core. Using the new concept of formation probability, we finally argued that out of these coalitions, those that are minimal in size or by-least winning for all their members are most likely to form in the transferable and non-transferable payoff cases respectively. Furthermore, we argued that payoffs could be allocated according to the normalized values of power indices of the players in the game. The stability analysis has led to the proposal of a new index, called Popularity Power Index, which associates a player’s value to the number of stable coalitions it participates in; the higher this number, the greater the index value. Compared to the well-known Shapley-Shubik, Banzhaf and Holler-Packel indices, this index is more fair in the sense that it only considers stable coalitions that would be formed if payoffs were assigned in a proportional manner to players’ contributions. Although we have not associated such fairness with any specific metric, 21 534 535 stability of the underlying coalitions under proportional payoff allocation is a natural qualitative property that a fair index should satisfy. 546 In conclusion, despite the fact that the integration architecture of a NGN environment is yet unknown, our paper constitutes a first step in studying the economics and cooperation relationships of such an environment with multiple access networks. This work can be extended by studying factors which may influence the coalition-formation process. Such are the order in which members are invited in a coalition (e.g., in the proportional payoff case, it is reasonable to anticipate that a player would participate in the by-least winning coalition in which it is first invited) or explicit user preferences for operators or QoS parameters. 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