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Approximation Algorithms and Games on Networks

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va Tardos, Cornell University. 4. Solution Concept? What happens when selfish users interact? ... va Tardos, Cornell University. 6. Algorithmic Mechanism Design ... – PowerPoint PPT presentation

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Title: Approximation Algorithms and Games on Networks


1
Approximation Algorithms and Games on Networks
  • Éva Tardos
  • Cornell University

2
Interacting selfish users
  • Internet
  • Users with a multitude of diverse economic
    interests
  • browsers
  • routers
  • servers
  • Selfishness
  • Parties will deviate from their protocol if it is
    in their interest
  • Study resulting issues
  • Algorithmic game theory
  • algorithms game theory

3
Few Algorithmic Issues
  • Price of Anarchy
  • Measure degradation of performance caused by lack
    of cooperation (selfishness)
  • Mechanism Design
  • How to design games so that selfish behavior
    leads to desired outcome
  • Coalitional Games
  • E.g., how to share cost incurred by a group of
    users,

4
Solution Concept?
  • What happens when selfish users interact?
  • Nash equilibrium (randomized)
  • or double best response
  • if everyone plays Nash equilibrium no incentive
    to deviate
  • Theorem Nash 1952 Always exists
  • Critique
  • can users learn the best behavior? Greenwald,
    Friedman and Shenker
  • There can be many Nash equilibriums

. . .
5
Other concepts of rationality
  • (weakly) dominating strategy
  • ( duh?)
  • problem too strong, rarely exists
  • Example
  • Vickery Auction (second prize)
  • Revealing the true value is a dominating strategy!

. . .
6
Algorithmic Mechanism Design
  • agents have utilities (or values) but these
    utilities are known only to them
  • game designer prefers certain outcomes depending
    on players utilities
  • Mechanism DesignDesign game (mechanism) so that

  • players have (weakly) dominating strategies
  • selfish behavior leads to outcome desired by
    designer

7
Algorithmic Mechanism Design
  • Strong results for social welfare maximization
    (VCG)
  • Auctions
  • Buy edges to form a spanning tree
  • Buy edges to form an (s,t)-paths

shortest alternate
s
t
  • VCG mechanism often breaks the bank
  • e.g. for (s,t)-paths
  • Archer and Tardos SODA 02

8
Price of Anarchy
  • Papadimitriou-Koutsoupias 99
  • This talk price of anarchy in routing
    Roughgarden-Tardos FOCS00
  • Also Spirakis and Mavronikolas 01,
  • Roughgarden 01-02,
  • Koutsoupias and Spirakis 01,
  • Czumaj and Vöcking 02
  • Friedman 02

9
Traffic in Congested Networks
  • Mathematical model
  • A directed graph G (V,E)
  • sourcesink pairs si,ti for i1,..,k
  • rate ri ? 0 of traffic between si and ti for each
    i1,..,k
  • For each edge e, a latency function le()

r1 1
le(x)x
s1
t1
le(x)1
10
Flows and Their Cost
  • Traffic and Flows
  • A flow vector f specifies a traffic pattern
  • fP amount routed on si-ti path P

lP(f) .5 0 1
  • The Cost of a Flow
  • lP(f) sum of latencies of edges along P
    (w.r.t. flow f)
  • C(f) cost or total latency of a flow f ?P fP
    lP(f)

11
Example
Traffic rate r 1, k 1
x
Cost of flow .5.5 .51 .75
Flow .5
s
t
1
Flow .5
But traffic on lower edge is envious.
An envy free flow
Cost of flow 11 01 1
x
Flow 1
s
t
1
Flow 0
  • Agents are selfish want to
  • minimize personal latency,
  • do not care about welfare of others

12
Flows and Game Theory
  • Flow represents routes of many noncooperative
    agents
  • each agent controlling infinitesimally small
    amount
  • cars in a highway system
  • packets in a network
  • the cost (total latency) of a flow represents
    social welfare
  • agents are selfish want to
  • minimize personal latency,
  • do not care about social welfare

13
Flows at Nash Equilibrium
  • A flow is at Nash equilibrium (or is a Nash flow)
    if no agent can improve its latency by changing
    its path
  • Assumption edge latency functions are
    continuous, and non-decreasing
  • Lemma a flow f is at Nash equilibrium if and
    only if all flow travels along minimum-latency
    paths between its source and destination (w.r.t.
    f)
  • Theorem Beckmann et al 56 The Nash equilibrium
    exits and is essentially unique

14
Cost of Selfishness
  • Cost of flow (total latency) of a flow
    represents social welfare
  • Our Question To what extent does a Nash flow
    optimize social welfare?
  • Papadimitriou-Koutsoupias 99

x
1
.5
s
t
1
0
.5
Cost of Nash flow 11 01 1
Cost of optimal (min-cost) flow .5.5
.51 .75
15
Braesss Paradox
Traffic rate r 1
Cost of Nash flow 1.5
Cost of Nash flow 2 All the flow has increase
d delay!
16
Our Results
  • Theorem 1
  • In a network with linear latency functions
  • i.e., of the form le(x)aexbe
  • the cost of a Nash flow is at most 4/3 times that
    of the minimum-latency flow

17
General Latency Functions
  • Question what about more general edge latency
    functions?
  • Bad Example (r 1, i large)

xi
1
1-?
s
t
1
0
?
A Nash flow can cost arbitrarily more than the
optimal (min-cost) flow
18
Our Results
  • Theorem 2
  • In any network with continuous, nondecreasing
    latency functions
  • the cost of a Nash flow with rates ri for
    i1,..,k
  • is at most the cost of an optimal flow with rates
    2ri for i1,..,k

19
Characterizing the Min-Cost Flow
  • Min-latency flow
  • for one s-t pair for simplicity
  • minimize C(f) ?e fe le(fe)
  • subject to f is an s-t flow
  • carrying r units
  • By summing over edges rather than paths where fe
    amount of flow on edge e
  • Convex program if le(fe) convex
  • For example, if le(fe) ae fe be then
  • C(f) ?e fe (ae fe be) convex quadratic

20
Characterizing the Optimal Flow
  • Optimality condition moving a tiny flow from one
    path to another cannot decrease the cost
  • gradient of a path P marginal cost of
    increasing flow along P

flow f is optimal if and only if all flow travels
along minimum-gradient paths
Recall a flow f is at Nash equilibrium if and
only if all flow travels along minimum-latency
paths
21
Consequence for Linear Latency Fns
  • Observation if le(fe) ae fe be
  • (latency functions are linear) ? gradient of P
    w.r.t. f is
  • ? 2ae fe be
  • latency of P w.r.t. f is
  • ? ae fe be
  • Corollary
  • f a Nash flow with rate r ? f/2 is optimal with
    rate r/2

e?P
e?P
22
Bounding the Nash
  • Goal prove that a Nash flow f costs at most 4/3
    an opt flow in networks with linear latency.
  • We prove
  • opt at rate r/2 is f/2 ? cost
    ? ¼ C(f)
  • cost of augmenting from
  • rate r/2 to r ? ½ C(f)

23
Cost of Augmentation
  • Consider the Nash flow f
  • let L be the s-t latency in f
  • ? Cost of flow f is C(f) rL

L 2
  • Recall opt flow at rate r/2 is flow f/2,
    gradient along flow paths in flow is L
  • ? the marginal cost of increasing flow from
    flow f/2 is L
  • ? Cost of increasing flow amount by r/2 at
    least (r/2) L ½ C(f)

24
Nonlinear Latency
  • Theorem 2 In any network with continuous,
    nondecreasing latency functions, the cost of a
    Nash flow with rate r is at most the cost of the
    optimal flow with rate 2r
  • Analogous proof sketch??

Troubles
Can be close to zero
What opt at rate r is, and what is its gradient?
25
Proof Sketch for Nonlinear Latency
  • Augmenting Nash to Opt?
  • Idea
  • Gradient is at least the latency!!
  • Marginal cost to increase Nash?
  • But Nash can be improved!
  • Idea Separate effects of increased and decreased
    flow

26
Other Models?
  • An approximate version of Theorem for non-linear
    latency with imprecise evaluation of path
    latency
  • Analogue for the case of finitely many agents
    (splittable flow)
  • Extends to other nonatomic congestion games
  • Impossibility results for finitely many agents,
    unsplittable flow, i.e.,
  • if each agent i controls a positive amount of
    flow ri ? 0
  • flow of a single agent has to be routed on a
    single path

27
Algorithmic Game Theory
  • The main ingredients
  • Lack of central control
  • like distributed computing
  • Selfish participants
  • game theory
  • Common in many settings e.g., Internet
  • Exciting new area with many open problems
  • Cost of anarchy in other network games
  • Design networks with low cost of anarchy
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