Title: Preliminary Result in Routing Games
1Preliminary Result in Routing Games
- Joao P. Hespanha Stephan Bohacek
- Presented by Weiying Dai
2Layout
- Motivation of the Routing Game
- Introduction of data transmission network
- Maximum Flow
- Routing game
- online game
- offline game
- Conclusion
3Motivation
- What have been done before this paper?
- flow control, allocation of link capacities,
server allocation, the trade-off between delay
and throughput along virtual circuits,
competitive routing. - what is this paper doing?
- security routing policies where packets are
under threat of being intercepted by an adversary.
4Notation of data transmission network
- Nodes N 1,2,, n.
- Set of links L a link from node j to
node i
- bl bandwidth of link l in packets per second.
- Tl the time it takes for a packet to traverse
the link l.
- xl the number of packets per second along the
link l.
- percentage of all the packets arriving at
node i are routed through link ? L .
- probability of a packet arriving at
node i is routed through link ? L .
5Maximum Flow
- Objective maximum number of packets per second
can flow in a network.
- Deterministic multi-path routing policies
- l ? L , where 1.
1
6Maximum throughput
- Assume that ? packets per second are sent from
node 1 to node n without any drops. By
conservation law, we have
-
is the maximum throughput of
7Maximum bandwidth
- Maximum throughput depends on the routing policy
R, how about the maximum throughput obtained by
any routing policy?
Thm1
8Routing Games
- Who is playing the game?
- the network designer that specifies the
routing algorithm.
- An adversary that attempts to intercept data
in the network.
- what are their purpose?
- the designer wants to minimize the time it
takes for a packet to be sent from node 1 to node
n.
- the adversary wants to maximize the time. He
will scan link l ? L when he tries to intercept
the packet at that link.
9Several version of game definition
- Offline Online
- Effectiveness
- Delay resend
10Online Game
- Assumption intercepting a packet simply results
in a fixed extra delay T.
- pl the probability of intercepting a packet
traveling in link l ? L . L is the link being
scanned by adversary.
- at ? L , the next link determined by the routing
algorithm. bt ? L , the link scanned by the
adversary. The transition probability function
can be described as
11Online Games(continued)
- The cost to be optimized is the average time it
takes to send the package from node 1 to node n.
12Online Games(continued)
- Vi the average time it takes to send a packet
from node I to node n.
Suppose that a packet just arrived at node i ?
N . The Designer decides to route it through th
e link ? L , the adversary decides to scan l
? L . For the particular choice,
The average cost will be
13MinMax Model
- The average cost is .
- a(i) ak ? L , the distribution of links
with which the designer decides to route the
packet out of node i.
- b(i)bl l ? L , the distribution of the
links to be scanned.
- MiV is a matrix defined by
14Solution of MinMax
- Define two operators Tminmax and Tmaxmin.
-
-
Theses two operators satisfy the regularity
assumption. MinMax Theorem proved that they are e
qual
Thm2 Tminmax (which is same as Tmaxmin) has a
fixed point V, and .
And the fixed point V is the value of V at
the saddle solution.
15One more case for online game
- An intercepted packet is sent back to node 1
after a delay T.
-
the cost for the designer choosing link ? L
and the adversary choosing to scan link l ? L is
Again, the average cost is
16Offline Game
- The adversary selects which link to be scanned
before routing starts, but the player responsible
for designing the routing policy does not know
which link selected. - Two methods to solve the offline game.
- build a matrix M with one row for each
possible path from node 1 to node n and one
column for each possible link that adversary can
scan. - convert it into a Markov chain to memorize
its state (qt , st), where qt denotes the node
where the packet is before the tth hop and st is
the link being scanned by the adversary.
17Stochastic routing policy
- Define the cost of zero-sum game as
- where 1 if the packet is intercepted and 0
otherwise.
When a packet arrives at node k ? N , is
the probability that it will be routed through t
he link
.
L
rl l? L . Where
For a stochastic routing policy R and a link l
? L to be scanned by adversary, the cost JRlPRl
( 1).
18Offline game Model
- Assume that once the packet is caught it will not
routed any more.
- Xl(t) denotes the probability that the packet
will be sent to link l for the hop t ? 1,2,,.
-
pl denotes the probability that a packet is
caught in the tth hop if the packet is sent to l
ink l in the hop. Then the
Cost is
19Matrix form of offline game
- Write the probability that the packet will be
sent to link l for hop t in a matrix form
Write the cost in matrix form.
Suppose that dl is the probability that
adversary scans Link l ? L . Then for fixed routi
ng policy R, and the distribution Ddll ? L ,
the cost is
20Solution of Offline game
- Consider two operators Tminmax and Tmaxmin .
The saddle solution exists in case
Conjecture the saddle solution exists?
The security policy R is defined by
21Cycle-free routing
- What is Cycle-free routing policy?
- there is no sequence of links S
- Rnocycle denotes set of cycle-free routing
policies.
- Lemma1. For cycle-free routing policies
then the optimization will become
Unique solution to
Maximum flow problem(LP)
22Bias Towards shortest Path
- Remember so far the cost is . The
cost doesnt favor shorter path.
- Bias routing towards shorter path
-
More hops result in larger costs since
increases with t.
As it converges to minimum hop
routing. As it converges to maximum
flow routing.
23Conclusion
- Determined routing policies for a data
transmission network that are robust with respect
to packet interception/eavesdropping.
- Formulated the problem as a zero-sum game between
the router and an attacker.
- Considered the several versions of the game
- online game reduced to shortest path and
solved through dynamic programming.
- offline game reduced to max-flow problem and
solved through linear programming.
- Future Work
- investigate if policies found for the offline
game are saddle solution.
study the interaction between stochastic
routing and
TCP congestion control.