Algorithmic Game Theoretic Perspectives in Networking Dr. Liane Lewin-Eytan 1 Prisoner’s Dilemma Scenario: Two suspects in a crime are put into separate cells. If they both confess, each will be sentenced into 3 years in prison. If only one of them confesses, he will be freed and used as a witness against the other, who will receive a sentence of 4 years. If neither confesses, they will both be convicted of a minor offense and spend one year in prison. don’t confess confess don’t confess 1,1 4,0 confess 0,4 3,3 1 equilibrium: (confess, confess) 2 Games in Networks Users with a multitude of diverse economic interests sharing a Network (Internet) browsers routers servers Selfishness: Parties deviate from their protocol if it is in their interest 3 Motivation 1. Networking Traditional networks – single entity with single control objective. Modern networking – interaction of many entities controlled by different parties. 4 Motivation 2. Games Users act according to their individual interests so as to maximize their own objective functions. A user makes selfish decisions based on the state of the network, which depends on the behavior of the other users. non-cooperative network games. 5 Motivation 3. Algorithms Computational and algorithmic issues arise in large and complex games motivated by large decentralized computer networks (the Internet). 6 Networking Algorithms Games Non-Cooperative Network Games Algorithmic Game Theory Algorithmic Perspectives of Game Theory in (Large Scale) Networks 7 A Simple Game: Load Balancing Each job wants to be on a lightly loaded machine. With coordination we can arrange them to minimize load 1 2 3 2 Example: load of 4 machine 1 machine 2 8 A Simple Game: Load Balancing Each job wants to be on a lightly loaded machine. • Without coordination? • Stable arrangement: No job has incentive to switch 2 1 3 2 • Example: some have load of 5 9 Games: Setup A set of players (in example: jobs) for each player, a set of strategies (which machine to choose) Game: each player picks a strategy For each strategy profile (a strategy for each player) a payoff to each player (load on selected machine) 10 Nash Equilibrium A set of actions (strategy choices), one per player, where no player can unilaterally improve its performance by changing its strategy. The Nash equilibrium solutions of a game are its stable operating points (stable strategy profile). 11 Quality of Outcome: Goal of the Game Personal objective for player i: min load Li Overall objective? • Social Welfare: i Li • Makespan: maxi Li 12 Load Balancing and Routing Load balancing: Delay as a function of load: ℓe(x) = x x unit of load causes delay ℓe(x) jobs machines Routing network: ℓe(x) = x s t Allow more complex networks s x 1 0 1 x t 13 Framework A network shared by selfish users. Each resource has a cost to be paid by its users. Performance of a user = its total payment = sum of payments for all the resources it uses. Two fundamental models: The congestion model. The cost sharing model. 14 Congestion Model Resource cost: Cost Sharing Model Modeled by a load dependent function. Non-decreasing in the load of the resource. Cost sharing mechanism determines how the cost is shared by the users. Each user has a negative effect on the performance of other users. Resource cost is fixed. Each user has a favorable effect on the performance of other users. 15 The Game Perspective Strategy space of each player: subsets of resources. Cost allocation method defines the rules of the game: determines the mutual influence among the players. Each player knows the rules of the underlying game. Players are rational: a player chooses a strategy that minimizes its total payment. 16 The Congestion Model 17 Routing with Delay Edge-delay is a function ℓe(•) of the load on the edge e Assume ℓe(x) continuous and non-decreasing in load x on edge e. x s 1 t 0 1 x 18 Example on two links One unit of flow sent from s to t x s Flow = .5 t 1 Traffic on upper edge is envious. Flow = .5 A stable solution: No-one is better off x s Flow = 1 1 t Flow = 0 Users control an infinitesimally small amount of flow. 19 Model of Routing Game A directed graph G = (V,E) source–sink pairs si,ti for i=1,..,k rate ri 0 of traffic between si and ti for each i=1,..,k s r1 =1 x .5 1 .5 .5 1 .5 x t • Load-balancing jobs wanted min load • Here want minimum delay: delay adds along path 20 Goal of the Game Personal objective: choose a path minimizing ℓP(f) = sum of latencies of edges along path P Overall objective: minimize C(f) = total latency of a flow f = e fe•ℓe(f) =social welfare 21 Network Routing Game Flow represents cars on highways packets on the Internet User goal: Find a path minimizing delay true for cars, packets?: users do not choose paths on the Internet: routers do! With delay as primary metric router protocols choose shortest path! 22 Braess’s Paradox Original Network s x .5 .5 1 Added edge: s Effect? .5 .5 x 1 .5 .5 1 x 0 t Cost of Nash flow =2(1.5*0.5)=1.5 .5 .5 1 x t 23 Braess’s Paradox Original Network s x .5 .5 .5 .5 1 Added edge: s x 1 1 1 1 x 0 t 1 Cost of Nash flow = 2(1.5*0.5)=1.5 1 x t Cost of Nash flow = 2 All the flow has increased delay! 24 Some Results Theorem (Roughgarden-Tardos’00) In a network with linear latency functions i.e., of the form ℓe(x)=aex+be the cost of a Nash flow is at most 4/3 times that of the minimum-latency flow Price of Anarchy = 3/4 25 Some Results Theorem 1 (Roughgarden-Tardos’00) In a network with linear latency functions i.e., of the form ℓe(x)=aex+be the cost of a Nash flow is at most 4/3 times that of the minimum-latency flow x s Flow = .5 1 t Flow = .5 Nash cost 1 optimum 3/4 s x 1 0 1 x r=1 t Nash cost 2 optimum 1.5 26 The Price of Anarchy Typically, Nash equilibrium outcomes do not optimize the overall network performance. Price of Anarchy: The ratio between the cost of the worst Nash equilibrium and the (social) optimum. Quantifies the penalty incurred by lack of cooperation. 27 The Cost Sharing Model 28 Multicast • A source simultaneously transmits the same data to a group of destinations. • Messages are transmitted over each link of the network only once. • Multicast nodes create copies when the links to the destinations split. • Multicast routing increases network efficiency. r t1 t2 t4 t5 t6 t3 29 A Cost Sharing Multicast Game A special source node (root) r, and a set N of n receivers (players). A player’s strategy is a routing decision – the choice of a route from its terminal to r. Egalitarian cost sharing mechanism: the cost of each edge is evenly split among its downstream receivers. cei(s) = ce / ne(s) 30 Egalitarian Cost Sharing Mechanism c1 Payment of t1: c1/4 Payment of t2: c1/4 + c2 Payment of t3: c1/4 + c3/2 Payment of t4: c1/4 + c3/2 + c4 c2 t1 t2 c3 t3 t4 r c4 t5 t6 31 Goal of the Game Personal objective: choose a path to the root minimizing payment. Overall objective: minimize C(T) = total cost of T = eT ce = social welfare = Steiner tree ! 32 Potential Function Multicast game admits a potential function. Potential function Φ of a solution T [Rosenthal `73]: ne (T ) ce (T ) eT k 1 k Exact potential: Change in potential = change in payoff of player making a move Global / Local optimum of Φ corresponds to a NE. 33 Price of Anarchy Price of anarchy can be as bad as (n). OPT (= Best NE) all players use cheap edge each pays 1/n total cost = 1 Worst NE all players use expensive edge each pays n/n=1 total cost = n 1 s n t 1 s n t 34 The Price of Stability Price of anarchy: Can be unbounded. Also captures “non-interesting” equilibria. Price of Stability: The ratio between the cost of the best Nash solution and the cost of OPT. Outcome of scenarios in the ‘middle ground’ between centrally enforced solutions and selfish behavior. E.g.: central entity can enforce the initial operating point. 35 Price of Stability Price of stability – upper bound is O(log n). c(TNash) Φ(TNash) Φ(Tinitial) log n ∙c(Tinitial) proof: ce with ne > 0 users edge cost edge potential with ne > 0 users e =ce·(1+1/2+1/3+…+1/ne) Ratio at most Hn=O(log n) 36 Example: Bound is Tight t 1 1+ 1 1 2 1 2 0 1 3 3 0 0 ... 0 n-1 n-1 1 n n 0 37 Example: Bound is Tight cost(OPT) = 1+ε t 1 1+ 1 1 2 1 2 0 1 3 3 0 0 ... 0 n-1 n-1 1 n n 0 38 Example: Bound is Tight t 1 1+ 1 1 2 1 2 0 1 3 3 0 0 ... 0 n-1 0 n-1 1 n cost(OPT) = 1+ε …but not a NE: player n pays (1+ε)/n, n could pay 1/n 39 Example: Bound is Tight t 1 1+ 1 1 2 1 2 0 1 3 3 0 0 ... 0 n-1 n-1 1 so player n would deviate n n 0 40 Example: Bound is Tight t 1 1+ 1 1 2 1 3 2 0 1 3 0 0 ... 0 n-1 n-1 1 n n now player n-1 pays (1+ε)/(n-1), could pay 1/(n-1) 0 41 Example: Bound is Tight t 1 1+ 1 1 2 1 2 0 1 3 3 0 0 ... 0 n-1 n-1 1 n n so player n-1 deviates too 0 42 Example: Bound is Tight Continuing this process, all players defect. t 1 1+ 1 1 2 1 2 0 1 3 3 0 0 ... 0 n-1 0 n-1 1 n n This is a NE! (the only Nash) 1 1 cost = 1 + 2 + … + n Price of Stability is Hn = Θ(log n) ! 43 Best Response Dynamics Best response dynamics : each player, in its turn, selects a strategy minimizing its cost (or maximizing its profit). Natural game course continues until a NE is reached. PoA may depend on the initial game configuration. A natural starting point: empty configuration. 44 NE Cost of user 1: c (r, x, 1) = 1+ε c (r , 1) = 1 OPT r Greedy cost of 3, … ,n = 1 Cost of user 2: c (r , x, 2) = 1+ε c (r, 1, x, 2 ) = 1+2ε c (r, 2) = 1 1 1 1 3/4 1 1 1 x ¼+ε 1 2 ¼+ε 3 ¼+ε ¼+ε … n-2 n-1 n Price of anarchy = 4 Can a good equilibrium be achieved as a consequence of best-response dynamics, starting from an empty configuration? 45 Some Results (Chuzhoy et al. ‘06) Upper bound of O( n log 2 n) on the PoA of best-response dynamics in case players join the game sequentially starting from an ‘empty’ configuration. was improved to O(log3 n) by Charikar et al. log n Lower bound of log log n on the PoA of this game. Computing a NE minimizing Rosenthal’s potential function is NP-hard. 46 Thank You 47
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