Title: The price of stochastic anarchy
1The price of stochastic anarchy
2Load Balancing on Unrelated Machines
- n players, each with a job to run, chooses one of
m machines to run it on - Each players goal is to minimize her jobs
finish time. - NOTE finish time of a job is equal to load on
the machine where the job is run.
3Load Balancing on Unrelated Machines
- n players, each with a job to run, chooses one of
m machines to run it on - Each players goal is to minimize her jobs
finish time. - NOTE finish time of a job is equal to load on
the machine where the job is run.
4Load Balancing on Unrelated Machines
- n players, each with a job to run, chooses one of
m machines to run it on - Each players goal is to minimize her jobs
finish time. - NOTE finish time of a job is equal to load on
the machine where the job is run.
5Load Balancing on Unrelated Machines
- n players, each with a job to run, chooses one of
m machines to run it on - Each players goal is to minimize her jobs
finish time. - NOTE finish time of a job is equal to load on
the machine where the job is run.
6Unbounded Price of Anarchy in the Load Balancing
Game on Unrelated Machines
- Price of Anarchy (POA) measures the cost of
having no central authority. - Let an optimal assignment under centralized
authority be one in which makespan is minimized. - POA (makespan at worst Nash)/(makespan at OPT)
- Bad POA instance 2 players and 2 machines (L
and R). - OPT here costs d.
- Worst Nash costs 1.
- Price of Anarchy
1
d
7Drawbacks of Price of Anarchy
- A solution characterization with no road map.
- If there is more than one Nash, dont know which
one will be reached. - Strong assumptions must be made about the
players e.g., fully informed and fully
convinced of one anothers rationality. - Nash are sometimes very brittle, making POA
results feel overly pessimistic.
8Evolutionary Game Theory
- Young (1993) specified a model of adaptive play.
9Evolutionary Game Theory
9
- Young (1993) specified a model of adaptive play
that allows us to predict which solutions will be
chosen in the long run by self-interested
decision-making agents with limited info and
resources.
- I dispense with the notion that people fully
understand the structure of the games they play,
that they have a coherent model of others
behavior, that they can make rational
calculations of infinite complexity, and that all
of this is common knowledge. Instead I postulate
a world in which people base their decisions on
limited data, use simple predictive models, and
sometimes do unexplained or even foolish things. - P. Young, Individual Strategy and Social
Structure, 1998
10Evolutionary Game Theory
10
- Young (1993) specified a model of adaptive play.
- Adaptive play allows us to predict which
solutions will be chosen in the long run by
self-interested decision-making agents with
limited info and resources.
11Adaptive Play Example
- In each round of play, each player uses some
simple, reasonable dynamics to decide which
strategy to play. E.g., - imitation dynamics
- Sample s of the last mem strategies I played
- Play the strategy whose average payoff was
highest (breaking ties uniformly at random) - best response dynamics
- Sample the other players realized strategy in s
of the last mem rounds. - Assume this sample represents the probability
distribution of what the other player will play
the next round, and play a strategy that is a
best response (minimizes my expected cost).
12Adaptive Play Example
- In each round of play, each player uses some
simple, reasonable dynamics to decide which
strategy to play. E.g., - imitation dynamics
- Sample s of the last mem strategies I played
- Play the strategy whose average payoff was
highest (breaking ties uniformly at random) - best response dynamics
- Sample the other players realized strategy in s
of the last mem rounds. - Assume this sample represents the probability
distribution of what the other player will play
the next round, and play a strategy that is a
best response (minimizes my expected cost).
13Adaptive Play Example a Markov process
- Let mem 4.
- If s 3, each player randomly samples three past
plays from the memory, and picks the strategy
among them that worked best (yielded the highest
payoff).
(Then there are 28 256 total states in the
state space.)
player 1
...
player 2
1/4
3/4
1
1
14Absorbing Sets of the Markov Process
- An absorbing set is a set of states that are all
reachable from one another, but cannot reach any
states outside of the set. - In our example, we have 4 absorbing sets
- But which state we end up in depends on our
initial state. Hence we perturb our Markov
process as follows - During each round, each player, with probability
e, does not use imitation dynamics, but instead
chooses a machine at random.
OPT
1
1
1
1
NASH
15Stochastic Stability
- The perturbed process has only one big absorbing
set (any state is reachable from any other
state). - Hence we have a unique stationary distribution µe
(where µeP µe). - The probability distribution µe is the
time-average asymptotic frequency distribution of
Pe. - A state z is stochastically stable if
16Finding Stochastically Stable States
- Theorem (Young, 1993) The stochastically stable
states are those states contained in the
absorbing sets of the unperturbed process that
have minimum stochastic potential.
1
1
1
1
17Finding Stochastically Stable States
- Theorem (Young, 1993) The stochastically stable
states are those states contained in the
absorbing sets of the unperturbed process that
have minimum stochastic potential.
1
3
LR
LR
LR
RRRRRRRR
LR
LL
LL
LL
LLLLRRRR
LL
18Finding Stochastically Stable States
- Theorem (Young, 1993) The stochastically stable
states are those states contained in the
absorbing sets of the unperturbed process that
have minimum stochastic potential.
cost of min spanning tree rooted there
6
2
1
3
19Finding Stochastically Stable States
- Theorem (Young, 1993) The stochastically stable
states are those states contained in the
absorbing sets of the unperturbed process that
have minimum stochastic potential.
cost of min spanning tree rooted there
6
6
1
2
3
20Finding Stochastically Stable States
- Theorem (Young, 1993) The stochastically stable
states are those states contained in the
absorbing sets of the unperturbed process that
have minimum stochastic potential.
cost of min spanning tree rooted there
6
6
1
1
5
3
21Finding Stochastically Stable States
- Theorem (Young, 1993) The stochastically stable
states are those states contained in the
absorbing sets of the unperturbed process that
have minimum stochastic potential.
cost of min spanning tree rooted there
6
6
1
1
5
2
Stochastically Stable!
4
22Recap Adaptive Play Model
- Assume the game is played repeatedly by players
with limited information and resources. - Use a decision rule (aka learning behavior or
selection dynamics) to model how each player
picks her strategy for each round. - This yields a Markov Process where the states
represent fixed-sized histories of game play. - Add noise (players make mistakes with some
small positive probability and dont always
behave according to the prescribed dynamics)
23Stochastic Stability
23
- The states in the perturbed Markov process with
positive probability in the long-run are the
stochastically stable states (SSS). - In our paper, we define the Price of Stochastic
Anarchy (PSA) to be
24PSA for Load Balancing
- Recall bad instance POA 1/d (unbounded)
- But the bad Nash in this case is not a SSS. In
fact, OPT is the only SSS here. So PSA 1 in
this instance. - Our main result
- For the game of load balancing on unrelated
machines, while POA is unbounded, PSA is bounded.
- Specifically, we show PSA m(Fib(n)(mn1)),
which is m times the (mn1)th n-step Fibonacci
number. - We also exhibit instances of the game where PSA gt
m.
O(m) PSA mFib(n)(mn1)
(m is the number of machines, n is the number of
jobs/players)
25Closing Thoughts
- In the game of load balancing on unrelated
machines, we found that while POA is unbounded,
PSA is bounded. - Indeed, in the bad POA instances for many games,
the worst Nash are not stochastically stable. - Finding PSA in these games are interesting open
questions that may yield very illuminating
results. - PSA allows us to determine relative stability of
equilibria, distinguishing those that are brittle
from those that are more robust, giving us a more
informative measure of the cost of having no
central authority.
26Conjecture
- You might notice in this game that if players
could coordinate or form a team, they would play
OPT. - Instead of being unbounded, AFM2007 have shown
the strong price of anarchy is O(m). - We conjecture that PSA is also O(m), i.e., that a
linear price of anarchy can be achieved without
player coordination.