Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski My Thesis Repeated games can be an important and practical tool for the design of networked applications. Talk Overview Fundamental Motivations Background on Repeated Games Example: Incentive-Based Routing Research Overview and Concluding Thoughts 3 of 59 Initial Assumptions Networked applications are important Incentives are a concern for a large class of networked applications. Routing Peer-to-Peer Network application developers need tools to build systems robust to user incentives. 4 of 59 Properties Fundamental to Networked Applications Property #1: Multiple interacting self-interested parties Direct communication or shared network Motivates the use of game theory Property #2: Interactions are repeated. Causal relationship between one time period and the next Examples: ISPs in near identical BGP sessions Users in similar interactions with similar users (e.g., web, wireless, P2P) Suggests that the repeated context should be considered to use game theory effectively. Repeated Games are Important Repeated games are a well-studied area of game theory. The outcome of the repeated game can significantly differ from the outcome of the one-shot game. However, most relevant prior work considers only the one-shot game. This research is the first to consider repeated games as a tool for networked applications. A Practical Fit Importantly, in each example we derive practical results These practical results stem from further relationships between networked applications and repeated games. Networked Repeated Game Theory Applications 7 of 59 Repeated Games are Practical Property #3: Networked applications face multiple constraints Example Constraints: Need to realize system objectives Cost, privacy, shared network Impact of Constraints: May not be able to realize a one-shot solution Provides explanation for real-world phenomena Repeated games work well with practical models of networked applications. 8 of 59 Repeated Games are Practical Property #4: Actions in Networked Applications Are Highly Parameterized Parameter value is important More interestingly, parameter granularity is also important In repeated games, the granularity of the action qualitatively impacts the equilibrium The freedom permitted can be a first order concern 9 of 59 Properties Fundamental to Networked Applications Repeated games are important and practical Multiple Parties Repeated Dynamics Constraints Parameterized These four properties apply to a large class of networked applications Repeated games are an important and practical tool for the design of networked applications. Areas of Contribution Exposition of Thesis Introduce the concept of using repeated games Demonstration of a fundamental relationship between repeated games and networked applications Present approaches and techniques Application to Important Networked Problems 1. Inter-ISP Relationships with User-Directed Routing (Chapter 3) 2. Design of Incentive-Based Routing Systems (Chapter 4) 3. Application-Layer Multicast Overlays (Chapter 5) Later in this talk, I will present #2 in depth. Talk Overview Fundamental Motivations Background on Repeated Games Example: Incentive-Based Routing Research Overview and Concluding Thoughts 12 of 59 One-Shot Prisoner's Dilemma P2 Cooperate Defect (5,5) (0,9) P1 Cooperate Defect (9,0) (1,1) Static Equilibrium Outcome In the one-shot game, (D,D) is the outcome of the unique Nash Equilibrium. Repeated Prisoner's Dilemma Example Strategy: 1. Play C 2. If the other player defects, play D forever P2 Cooperate Defect $$$ P1 Outcome of the Repeated Game Cooperate (5,5) (0,9) Defect (9,0) (1,1) or $+$+$ + $+ $ +S Key Takeaway: The equilibrium of the repeated game may differ from the equilibrium of the corresponding one-shot game. Sample Analysis P2 Cooperate Defect $$$ P1 (5,5) (0,9) Defect (9,0) (1,1) $+$+$ + $+ $ + S Parameterized by discount factor () Cooperate or Patience Factor (infinite game) Probability of game ending (finite game with unknown horizon) Example: Strategy is an equilibrium of the game iff: (Playing forever) (One-time “defect”) + (Resulting payoffs) “Play C forever. If other plays D, play D forever” is an equilibrium iff: t 0 t 1 t t ½ 5 9 ( 1 ) 15 of 59 Repeated Equilibria Under General Conditions “Folk theorem” results show the feasibility of a large set of potential outcome payoffs Repeated equilibria feasible under a variety of practical assumptions: Imperfect Information [Green-Porter ’84, Fudenberg-Levine- Maskin ’94] Players of different horizons [Fudenberg-Levine ’94] Anonymous random matching [Ellison ’93] In practice, this means many repeated outcomes are possible under a broad class of restrictions. Talk Overview High Level Argument Background on Repeated Games Specific Example: Incentive-Based Routing Problem Overview The Problem of Repeated Dynamics Finding Key Protocol Parameters Generalizing the Results Summary Research Overview and Concluding Thoughts 17 of 59 The Context Incentive-Based Interdomain Routing A PriceA PriceB s PriceC C Routes as goods Applied specifically and deployed incrementally Well-motivated by: t Architecture Overview B Economic realities of today’s Internet Increasingly prevalent technology (User-Directed Routing) [A., Wroclawski ’04] This talk does not defend such an architecture. 18 of 59 Protocol Design Question We consider a single competitive interchange s t Our Question: How should one design a protocol for conveying pricing information for routes? Protocol Designer Does Control Protocol Designer Does Not Control Protocol period (time between updates) Number of networks Unit of Measure (Mbps vs. MBps) Network Cost Width of protocol fields (number of bits) Strategies used by Networks Our Analytical Framework: Repeated Games 1. Routing is inherently a repeated process 2. The outcome of the repeated game can differ qualitatively from that of the oneshot game Our research is the first to consider routing as a repeated game. Our Contributions Practical Conclusions Although routing is repeated, important properties of prior models do not hold in the repeated setting. We find newfound importance for several parameters 1. The length of the protocol period 2. The granularity of the unit-of-measure (e.g., Mbps, MBps, or Gbps) 3. The width of the price field These provide practical insight for protocol designers. It is possible to upper-bound prices using these parameters. This helps designers (to the extent desired) control the uncertainty presented by the repeated game. 21 of 59 Talk Overview High Level Argument Background on Repeated Games Specific Example: Incentive-Based Routing Problem Overview The Problem of Repeated Dynamics Finding Key Protocol Parameters Generalizing the Results Summary Research Overview and Concluding Thoughts 22 of 59 Problem of Repeated Routing An interconnect is A repeated game Between a small number of players (ISPs) s t The repeated game may cause artificially higher prices Standard pricing technique: Strategyproof Mechanisms Truthtelling is at least as good as any other strategy Benefits: Reduced strategizing and potential oscillation Standard mechanism: Vickrey-Clark-Groves (VCG) Feigenbaum, Papadimitriou, Sami, and Shenker (FPSS ’02) show how to apply this to an Internet-like network efficiently 23 of 59 Applying VCG to a Network [FPSS ’02] A 1 s B 1 1 t1 10 1 t2 10 Each node, i, on the Least Cost Path (LCP) paid: pi = (LCP avoiding i) – LCP + ci 24 of 59 Applying VCG to a Network [FPSS ’02] A 1 s B 1 1 t1 10 1 t2 10 Each node, i, on the Least Cost Path (LCP) paid: pi = (LCP avoiding i) – (LCP) + ci Example: s -> t1: A is paid (10 + 1) – (1 + 1) + 1 = 10 s -> t2: B is paid (10 + 1) – (1 + 1) + 1 = 10 In the one-shot game, this is strategyproof. The Repeated Version A 1 s B 1 1 t1 10 1 t2 10 In the repeated game A and B could both bid 20: A is paid (10 + 20) – (1 + 20) + 20 = 29 B is paid (10 + 20) – (1 + 20) + 20 = 29 Conclusion #1: Although Internet routing is a repeated setting, the VCG mechanism (and thus the FPSS implementation) is not strategyproof in the repeated routing game. 26 of 59 Questions 1. What determines the equilibrium price? 2.What can be done to control, bound, or influence prices (if so desirable)? 27 of 59 Talk Overview High Level Argument Background on Repeated Games Specific Example: Incentive-Based Routing Problem Overview The Problem of Repeated Dynamics Finding Key Protocol Parameters Generalizing the Results Summary Research Overview and Concluding Thoughts 28 of 59 A Full Model of Routing We: Prove that particular parameters may significantly impact price Formally analyze that impact (by looking at the derivatives) given a model with: Repeated interactions Asynchronous interactions Heterogeneous networks Multi-hop paths and multiple destinations Confluent (BGP-like) routing Large class of strategies This talk focuses on a simple model: Repeated Incentive Routing Game (RIRG) Intuition and analysis is similar for more general models Will later briefly discuss generalizations (more details in thesis) Repeated Incentive Routing Game (RIRG): Topology Direction of Traffic Strategic Player s … t A particular interchange: Single Source Single Destination Multiple homogenous networks offering connectivity Networks compete for traffic on price (Bertrand competition) Route is the market good 30 of 59 RIRG: Key Assumptions Key Assumption #1: The game is played via a networked protocol. Key Assumption #2: The game is not infinite. Protocol runs in a series of synchronized rounds (of length d) There is a minimum bid granularity size (b). Players only know length in expectation (D) Note: D and d define : = 1- d/D Additional Assumptions that can be Relaxed Traffic is fixed Networks have fixed per unit cost FPSS-like network Networks have infinite capacity Minimum bid becomes common knowledge Traffic is splittable 31 of 59 RIRG: Play of the Game In each round: 1. All N players announce their bids 2. Traffic is evenly split among the provider(s) with the lowest price 3. Provider is paid for the volume of traffic at the price bid (1st price auction) Key Decision: In each round, each network can either: 1. Try to be the low-price provider 2. Split the market with other firms at a higher price Equilibrium Notion The potential strategy space is quite large An equilibrium notion refines the strategy space Subgame perfect equilibrium (SPE) is natural and standard for repeated games A strategy is subgame perfect if i) is a Nash equilibrium for the entire game and ii) is a Nash equilibrium for each subgame. 33 of 59 Price Matching For the purposes of this talk, I will focus on Price Matching (PM) Strategies Informally: “Bid the lowest price seen in the prior period” Results generalize, for example: “Match price and then raise later” “Punish by doubling initial deviation” Price Matching Strategy: 1. 2. At t0, offer p* t 1 max c , min p For all t>t0, pi = j j p* is the largest p such that PM is SPE 34 of 59 Defining Price Matching Solving for p* One Stage Deviation Principle (Abridged): is subgame perfect if and only if no player can gain by deviating from in a single stage and conforming to thereafter. t (1) i p, p i p b, p i p b, p b t t 1 t 1 (2) i p, p 1 i p b, p i p b, p b p* is the maximum p such that the inequality holds. Term Meaning (pi, p-i) Profit function Period probability of game ending (discount factor) Solving for Equilibrium (2’) i p, p 1 i p b, p i p b, p b (3) Tp T p b 1 T p b N N (4) p 1 N p b p b Theorem: In the RIRG, the unique equilibrium price from Price Variable Matching is: bN N b p N (1 N )(1 ) Meaning Minimum bid size Number of players Period probability of game ending (discount factor) Deriving Practical Intuition Theorem: When playing Price Matching: p 0 d where d is the length of the protocol period. Conclusion #2: A longer period may lead to lower prices “A longer period may lead to lower prices” Lowering price leads to: Higher payoffs later Big payoff now $$$ or $+$+$ + $+ $ $ 1sec $ +S $ Period of protocol $ $ 1 month “A longer period may lead to lower prices” Longer protocol period Longer time before competitors react More benefit to deviating Lower prices 39 of 59 More Practical Intuition Theorem: When playing PM: p 0 b where b is the minimum bid size. “Minimum bid size” is not a protocol parameter. But: Unit-of-measure (Megabits, Megabytes, Terabits) Width of price field (number of bits in protocol) are protocol parameters Conclusion #3: A wider price field and a more granular unit of measure may reduce price. Sensitivity to Parameters Profit Margin vs Delta (N=2) 1 b=0.01 Profit Margin 0.8 b=0.05 b=0.1 0.6 0.4 0.2 0 0 0.2 0.4 Delta 0.6 0.8 1 Observations: 1. Sensitivity to delta is large, especially in the relevant range 2. Impact of b is qualitative, not just precision Result Summary As [Variable] Increases… Prices # of players Decreases Width of price field Increases Unit-of-Measure Granularity Decreases Protocol period Decreases Topology Stability Increases Example Takeaways: 1) 2) Using Megabytes instead of Megabits can lead to lower prices. A system that runs faster may lead to higher prices. A priori, some of these parameters seem benign or at most only having impact as “rounding error.” Constraining Prices Sensitivity to parameters means: This insight must be considered They can help “solve the problem” of the repeated dynamics (to the extent desirable) Theorem: For all >0, there exists protocol parameter settings such that pR pS + , where: pR is the equilibrium price in the repeated game pS is the equilibrium price of the stage game. 43 of 59 Talk Overview High Level Argument Background on Repeated Games Specific Example: Incentive-Based Routing Problem Overview The Problem of Repeated Dynamics Finding Key Protocol Parameters Generalizing the Results Generalizing the Strategy Space Generalizing the Game Multiple Destinations and Confluent Flows Heterogeneous Costs Summary Research Overview and Concluding Thoughts 44 of 59 Proportional Punishment (PP) Strategies Price Matching has two weaknesses: 1. Prices never rise 2. Punishment limited to matching price Proportional Punishment Strategies are SPE Punishment is bound by some constant k Class is very large (perhaps too large) If ĥ is a one-stage deviation from h when playing at t0, then for PPk iff: k p' t h t hˆ t0 hˆ 45 of 59 Visualizing PPk Price Match then Raise p Price Matching p’ Punish by Doubling p-k(p-p’) t0 Time 46 of 59 Analyzing PPk Theorem 3: For any PPk, the maximal price obtained by is bound by bN k p (1 N )(1 ) Further, this bound is tight. Other results follow similar to the simple Price Matching case Impact of b and Bounds on pR 47 of 59 A More General Model Multiple Destinations and Confluent Flows A c s A wins traffic for t1 B wins traffic for t2 B c t1 t2 Multiple Destinations Multiple goods, multiple markets Provides for cooperation even with confluent flows 48 of 59 A More General Model Heterogeneous Networks A c s t2 Assume c > c’ A wins traffic for t1 B wins traffic for t2 B c’ t1 Potential for a repeated equilibrium at p*(c’) Requires that |c – c’| is sufficiently small Equilibria may involve only a subset of the N players Does not necessarily imply repeated equilibria More general graph presents more options A robust protocol must consider such conditions 49 of 59 Talk Overview High Level Argument Background on Repeated Games Specific Example: Incentive-Based Routing Problem Overview The Problem of Repeated Dynamics Finding Key Protocol Parameters Generalizing the Results Summary Research Overview and Concluding Thoughts 50 of 59 Summary The repeated setting is a vitally important setting to consider. 2. Our analysis provides insight into the importance of several protocol parameters 3. These parameters are: 1. Under the control of the protocol designer Unavoidable Consideration of these parameters can help build a robust system 5. Suggests that repeated game analysis can be important and practical 4. 51 of 59 Talk Overview Fundamental Motivations Background on Repeated Games Example: Incentive-Based Routing Research Overview and Concluding Thoughts 52 of 59 Benefits and Feasibility of Incentive Based Routing (Chapter 3) Business Relationships Traffic Policies Traffic Patterns Problem: User-directed routing (e.g., overlays) transforms inter-domain routing into a meaningfully repeated game Sample Contributions: Exposition of the problem Consideration of principles for why and how incentives (i.e., prices) should be integrated to various routing architectures 53 of 59 Application-Layer Multicast Overlays (Chapter 5) …… …… Faithful Nodes create an efficient tree Selfish Nodes able to alter the topology Problem: Selfish users can degrade system performance Contribution: A repeated model of cooperation Contribution: Use model and simulation to descry practical techniques and parameters that can aid in building more robust systems 54 of 59 Meaningful Themes For each problem considered: The repeated dynamic plays a vital role in defining the system equilibrium Our model is the first to capture the repeated dynamic We are able to derive practical insight into how to build more robust systems. 55 of 59 Exogenous Types vs Endogenous Motivations Some models use exogenous types: Network type: business relationships (e.g, [GaoRexford00]) Node type: cheater/not [Mathy et al ‘04], generosity parameter [Feldman et al ‘04] Repeated game models can capture these factors in an endogenous fashion 56 of 59 Concluding Thoughts The repeated dynamic must be considered in modeling networked applications. Repeated Games can provide practical results Relevance of repeated games stems from properties fundamental to networked applications 57 of 59 Thank you for coming! Questions? Thesis (and slides) will be available at http://www.mit.edu/~afergan/thesis/ 58 of 59
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