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The price of stochastic anarchy

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Price of Anarchy (POA) measures the cost of having no central authority. ... In our paper, we define the Price of Stochastic Anarchy (PSA) to be. 23 ... – PowerPoint PPT presentation

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Title: The price of stochastic anarchy


1
The price of stochastic anarchy
2
Load 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.

3
Load 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.

4
Load 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.

5
Load 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.

6
Unbounded 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
7
Drawbacks 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.

8
Evolutionary Game Theory
  • Young (1993) specified a model of adaptive play.

9
Evolutionary 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

10
Evolutionary 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.

11
Adaptive 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).

12
Adaptive 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).

13
Adaptive 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
14
Absorbing 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
15
Stochastic 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

16
Finding 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
17
Finding 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
18
Finding 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
19
Finding 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
20
Finding 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
21
Finding 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
22
Recap 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)

23
Stochastic 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

24
PSA 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)
25
Closing 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.

26
Conjecture
  • 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.
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