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Power and Stability in Network Connectivity Games

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CGs are increasing coalitional games. Adding servers only helps you connect more primary vertices ... Test connectivity between all primary servers ... – PowerPoint PPT presentation

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Title: Power and Stability in Network Connectivity Games


1
Power and Stability in Network Connectivity Games
  • Yoram Bachrach
  • Jeffrey S. Rosenschein
  • Ely Porat

2
Outline
  • Network Reliability
  • Motivation
  • Reliability hotspots
  • Distributing profits
  • Game Theoretic Solution Concepts
  • Power indices
  • Stability the Core
  • Power, stability and network reliability
  • Vertex Connectivity Games (CGs)
  • The Banzhaf power index in CGs
  • P-Completeness
  • Polynomial algorithm for trees
  • The core in CGs
  • Related work
  • Conclusions and future directions

3
Network Reliability
  • Servers connected to each other via network links
  • Within a time unit, links have a certain
    probability of failure
  • Typically networks have some redundancy
  • Classical network reliability works
  • Each link has a survival probability, of
    remaining in the graph
  • Compute the probability of obtaining the goal in
    the surviving graph
  • Various network goals
  • Source target connectivity (STC-P), full
    connectivity (FC-P), full connectivity given a
    backbone infrastructure, connectivity of specific
    servers, allowing a certain bandwidth between the
    source and target,
  • Complexity
  • Valiant STC-P is P-hard
  • Provan and Ball FC-P is P hard

4
Network Reliability Hotspots
  • Servers and links may fail
  • Maintenance may allow improving the survival
    probability of a link
  • Or even eliminate failures altogether
  • Maintenance resources are limited
  • Which link / server should be allocated these
    resources first?
  • Remove single points of failure
  • What about more complex failure types (pairs,
    triplets, k-subsets)
  • Maximize probability of obtaining goal
  • Power indices allow finding such reliability
    hotspots

5
Networks and Self-Interested Companies
  • Servers and links are owned by self interested
    companies (agents)
  • Companies care about their own profit
  • Promise a certain reward for achieving the goal
  • Some companies may form a coalition to achieve
    the goal
  • The companies must decide how the rewards should
    be distributed among them
  • The Core would constitute a stable allocation

6
TU Coalitional Games
  • Agents
  • Coalition
  • Characteristic function
  • Simple coalitional games
  • Coalitions either win or lose
  • Increasing games gt
  • The more agents you have, the more money you make
  • Super-additive
  • It is always worthwhile for coalitions to merge
  • The Grand Coalition would form

7
Payoffs
  • Define how the total utility is distributed
  • A payoff vector such that
  • Individual rationality
  • Otherwise, an agent can do better alone
  • The payoff of a coalition C is
  • A coalition C is blocking if p(C) lt v(C)

8
The Core (Stability)
  • The set of all payment vectors that are not
    blocked by any coalition
  • For any coalition C, p(C) v(C)
  • No coalition has an incentive to split off from
    the grand coalition
  • Proposed by Gillies (1953) and von Neumann
    Morgenstein (1947)

9
Simple Games, Cores and Veto Agents
  • The core is a difficult requirement for simple
    games
  • Give something to a non veto agent
  • Some coalition C wins without him, and thus is
    blocking
  • The core is empty if there are no veto agents
  • Give all the reward to the veto agents
  • Suppose some coalition C blocks
  • C must contain all the veto agents, so it gets
    all the reward
  • C gets all the reward, which is exactly what it
    can do by itself
  • Thus C cannot block
  • The core of a simple game is the set of all
    payoff vectors that give everything to the veto
    agents an nothing to non-veto agents

10
The Banzhaf Index Power
  • Measures real power in weighted voting systems
  • Suitable to any simple coalitional game
  • Counts the number of coalition when an agent is
    pivotal out of all wining coalitions containing
    that agent
  • Fulfils the dummy axiom and symmetry axiom
  • Can be normalized to fulfill the efficiency axiom
    as well
  • Doesnt fulfill the additivity axiom

11
Example Network (1)
12
Example Network (2)
13
Vertex Connectivity Games
  • Games played on a graph GltV,Egt representing a
    communication network
  • Focus on server failures
  • Rather than network link failures
  • Servers are vertices, network links are edges
  • Different types of servers
  • Standard vertices the network servers
  • Backbone vertices servers that are guaranteed
    to never fail
  • Primary vertices important servers required to
    be connected
  • Simple characteristic function
  • Agents are the standard vertices
  • A coalition wins if its servers as well as the
    backbone allow connectivity between any two
    primary servers

14
Example CG
15
Example CG
16
Example CG (Winning)
17
Example CG
18
Example CG
19
Example CG (Winning)
20
Example CG
21
Example CG (Losing)
22
Power and Network Reliability
  • Suppose a failure for every unmaintained server
    is equally probable
  • We have limited maintenance resources
  • Which servers should be maintained first?
  • Powerful servers are more critical
  • Server failure is more likely to cause a failure
    in maintaining the required connectivity
  • Assuming failure probability is 0.5, maintained
    severs never fail
  • Suppose we can only maintain one server
  • Each subset of servers is equally likely to
    remain
  • Probability of connectivity give that we maintain
    a server is its Banzhaf power index

23
CG Banzhaf
  • Computing the Banzhaf index of a server in a
    vertex connectivity game is P-complete
  • Reduction from SET-COVER
  • Count the number of different set covers
  • Request connectivity of b and the tis
  • No backbone vertices
  • Query regarding as Banzhaf index
  • Vertex a is critical for all set covers, and only
    them

24
CG Banzhaf
  • Polynomial algorithm for the Banzhaf index in
    trees
  • A standard vertex in a simple path between two
    primaries is veto agent
  • Coalitions containing all standard vertices
    between two primaries connects them
  • Polynomial to test if a vertex is on a path
    between two primaries
  • If not it is a dummy and has a power index of 0
  • If so, it is critical in all winning coalitions
    that contain it, and has a Banzhaf index of 1

25
Stability in CGs the Core
  • Given a certain reward for maintaining
    connectivity in a CG domain, how should we divide
    it among the companies owning the servers?
  • The Core constitutes a stable allocation
  • A distribution not in the core would break down
    the grand coalition
  • Companies would split away, and form smaller
    coalitions
  • InternetA, InternetB, InternetC
  • Can we compute the core in a CG?

26
CG Core
  • CGs are simple games
  • The core can be represented as a list of veto
    agents
  • CGs are increasing coalitional games
  • Adding servers only helps you connect more
    primary vertices
  • An agent is veto if and only if the coalition of
    all the agents except that aget, , is losing
  • Veto agents can be found in polynomial time
  • Remove tested vertex and all the connected edges
  • Test connectivity between all primary servers
  • The core of CGs can be computed in polynomial
    time

27
Conclusion Future Directions
  • Suggested a game theoretic model for network
    reliability, based on server failures
  • Computing the Banzhaf index in CGs is P-complete
  • Polynomial algorithm for Banzhaf in tree CGs
  • Polynomial algorithm for computing the core of
    CGs
  • Possible future work
  • Other power indices
  • Approximation for general CGs
  • Power indices in other network domains
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