Title: The Price of Stability for Network Design
1The Price of Stability
for Network Design
- Elliot Anshelevich
- Joint work with Dasgupta, Kleinberg, Tardos,
Wexler, Roughgarden
2Selfish Agents in Networks
- Traditional network design
problems are centrally controlled - What if network is instead built
by many self-interested agents? - Properties of resulting network may be very
different from the globally optimum one
3A Connection Game
- Given G (V,E),
- costs ce for all e ? E,
- k vertex pairs (si,ti)
- Each player wants to build a network in which his
nodes are connected. - Player strategy select a path connecting si to
ti.
4Sharing Edge Costs
- How should multiple players
- on a single edge split costs?
- One approach no restrictions...
- ...any division of cost agreed upon by players is
OK. - Near-Optimal Network Design with Selfish Agents
- STOC 03 Anshelevich, Dasgupta, Tardos, Wexler.
- Another approach try to ensure some sort of
fairness. - The Price of Stability for Network Design with
Fair Cost Allocation - FOCS 04 Anshelevich, Dasgupta, Kleinberg,
Tardos, Wexler, Roughgarden.
5Arbitrary Sharing Model
- Player i picks payments for each edge e.
- e is bought if total payments ce.
-
- Note any player can use bought edges
t2
t1
s3
t3
s1
s2
6Nash Equilibrium
- A Nash Equilibrium (NE) is a set of payments for
players such that no player wants to deviate. - Player i does not care whether other players
connect. - When considering deviations, player i assumes
that other players payments are fixed.
t2
t1
s3
t3
s1
s2
7Nash Equilibrium
- A Nash Equilibrium (NE) is a set of payments for
players such that no player wants to deviate. - Player i does not care whether other players
connect. - When considering deviations, player i assumes
that other players payments are fixed.
t2
t1
s3
t3
s1
s2
8A Simple Example
t1, t2, tk
t
1
k
s
s1, s2, sk
9A Simple Example
t1, t2, tk
t
t
1
k
1
k
s
s
s1, s2, sk
- One NE
- each player
- pays 1/k
10A Simple Example
t1, t2, tk
t
t
t
1
k
1
k
1
k
s
s
s
s1, s2, sk
- One NE
- each player
- pays 1/k
Another NE each player pays 1
11The Price of Stability
cost(worst NE) cost(OPT)
Price of Anarchy
s1sk
Koutsoupias, Papadimitriou Roughgarden, Tardos
(Min cost Steiner forest)
1
k
cost(best NE) cost(OPT)
Price of Stability
t1tk
Can think of latter as a network designer
proposing a
solution.
12Example 2 No Nash
s1
t2
a
all edges cost 1
b
d
c
t1
s2
13Example 2 No Nash
s1
t2
a
all edges cost 1
b
d
c
t1
s2
We know that any NE must be a tree WLOG assume
the tree is a,b,c.
14Example 2 No Nash
s1
t2
a
all edges cost 1
b
d
c
t1
s2
- We know that any NE must be a tree WLOG assume
the tree is a,b,c. - Only player 1 can contribute to a.
Only player 2 can
contribute to c.
15Example 2 No Nash
s1
t2
a
all edges cost 1
b
d
c
t1
s2
We know that any NE must be a tree WLOG assume
the tree is a,b,c. Only player 1 can contribute
to a. Only
player 2 can contribute to c.
Neither player can contribute to b,
since d is a tempting deviation.
16Related Work
- Generalized Steiner forest e.g. Goemans,
Williamson - Centralized problem connect pairs
- Price of Anarchy Koutsoupias, Papadimitriou
Roughgarden, Tardos - Cost sharing e.g. Jain, Vazirani
- Get players to pay for a tree
- Players dont specify edge payment
- Network creation game Fabrikant, Luthra, Maneva,
Papadimitriou, Shenker Bala and Goyal Heller
and Sarangi - Players always purchase adjacent edge
- Players care about distances
17Results for Arbitrary Sharing Model
- NE do not always exist
- Price of Stability O(k)
- Price of Stability 1 for single source
- Directed graphs
- max(i), a price beyond which player i would
rather not connect at all - OPT is an approx. NE
- Approx. NE can be found
18Single Source Games
- (si s for all
i) - Theorem In any single source game, there is
always a NE that buys OPT. - meaning 2 things
- There is always a NE
- The Price of Stability is 1!
19Simple Case MST
- Easy if all nodes are terminals
- Players buy edge above them in OPT.
- Claim This is a Nash Equilibrium.
- ( i unhappy gt can build cheaper tree )
- Typically we will have Steiner nodes.
Who buys the edge above these?
20Attempts to Buy Edges
1) Can we get a single player to pay?
Both players must help buy top edge.
3
5
5
3
3
2) Can we split edge costs evenly?
Second node wont pay more than 5 in total.
4
4
4
4
4
4
5
21Greedy Algorithm
In both examples, players were limited by
possible deviations.
e
Given OPT, pay for edges in OPT from the
bottom up, greedily, as constrained by
deviations. If we buy all edges, were done!
22Proof Idea
- If greedy fails to pay for e, we will show that
the tree is not OPT. - All players have possible deviations.
- Deviations and current payments must be equal.
- If all players deviate, all connect, but pay
less.
e
23A Possible Pitfall
Suppose greedy algorithm cannot pay for e.
e
e
1 2 3 4
- Further, suppose 1 2 share cost(e)
- Consider 1 2 both deviating
- Player 1 stops contributing to e
- Danger 2 still needs this edge!
24Safely Selecting Paths
e
e
1 2 3 4
Shouldnt allow player 1 to deviate If
only 2 deviates, all players reach the
source. Idea should use the highest deviating
paths first.
25Safely Selecting Paths
e
We may have to select multiple alternate
paths. Not trying to find NE, just form
contradiction.
26Single Source in Polytime
- Thm For single source, can find a (1e)-approx.
NE in polytime on an a-approx. Steiner tree. - a best Steiner tree approx. (1.55)
- e gt 0, running time depends on e.
- Pf Sketch
- Greedy algorithm from previous proof either
finds a NE or a cheaper tree than it was given. - Only take significant improvements.
27The Fair Connection Game
- Can view restricting allowable
- payments as mechanism design
- What sharing rules induce
- players to form good solutions?
- Natural choice is fair sharing, or Shapley cost
sharing - Players using e pay for it evenly ci(P) S
ce/ke
e ? P
28The Fair Connection Game
- Can view restricting allowable
- payments as mechanism design
- What sharing rules induce
- players to form good solutions?
- Natural choice is fair sharing, or Shapley cost
sharing - Players using e pay for it evenly ci(P) S
ce/ke - Each player tries to minimize his cost.
e ? P
29Congestion Games
- This is a congestion game!
- Usual congestion games have latency/delay/load
- cost per player increases as the number of
players sharing an edge increases. - Fair Connection Game has edge costs
- cost per player decreases as the number of
players sharing an edge increases.
30Related Work
- Shapley value cost sharing
- Feigenbaum, Papadimitriou, Shenker
Herzog, Shenker, Estrin - Price of anarchy in routing and congestion games
- Roughgarden, Tardos
- Potential games
- Monderer, Shapley
31A Simple Example
t1, t2, tk
t
t
t
1
k
1
k
1
k
s
s
s
s1, s2, sk
- One NE
- each player
- pays 1/k
Another NE each player pays 1
32Contrast with Unfair Cost Sharing
- Unrestricted Sharing Fair Sharing
- NE dont always exist NE always exist
- P.o.S. O(k) P.o.S.
O(log(k)) - P.o.S. 1 for P.o.S. O(log(k)) for
- single source single source
- OPT is an approx. NE OPT may be far from NE
- NE are forests NE can be cyclic
- Approx. NE can be found ???
33Example High Price of Stability
t
1
1
1
1
1
k
2
3
k-1
. . .
1?
1
2
3
k
k-1
0
0
0
0
0
34Example High Price of Stability
cost(OPT) 1e
t
1
1
1
1
1
k
2
3
k-1
. . .
1?
1
2
3
k
k-1
0
0
0
0
0
35Example High Price of Stability
cost(OPT) 1e but not a NE player k
pays (1e)/k, could pay 1/k
t
1
1
1
1
1
k
2
3
k-1
. . .
1?
1
2
3
k
k-1
0
0
0
0
0
36Example High Price of Stability
so player k would deviate
t
1
1
1
1
1
k
2
3
k-1
. . .
1?
1
2
3
k
k-1
0
0
0
0
0
37Example High Price of Stability
now player k-1 pays (1e)/(k-1),
could pay 1/(k-1)
t
1
1
1
1
1
k
2
3
k-1
. . .
1?
1
2
3
k
k-1
0
0
0
0
0
38Example High Price of Stability
so player k-1 deviates too
t
1
1
1
1
1
k
2
3
k-1
. . .
1?
1
2
3
k
k-1
0
0
0
0
0
39Example High Price of Stability
Continuing this process, all players defect.
This is a NE! (the only Nash) cost 1
t
1
1
1
1
1
k
2
3
k-1
. . .
1?
1
2
3
k
k-1
0
0
0
0
0
1 1
2 k
Price of Stability is Hk T(log k)!
40To Show
- The Hk Price of Stability is worst case possible.
- Proof uses the idea of a Potential Game
- Monderer and Shapley.
- Extend results to many natural generalizations of
the Fair Connection Game. -
41Potential Games
- A game is a potential game if there exists a
- function ?(S) mapping the current game state S
- to a real value s.t.
- If player i moves, is improvement change in
?(S). - Such games have pure NE just do Best Response!
- The Fair Connection Game is a potential game!
- We extend analysis to bound Price of Stability.
42A Potential Function
- Define ?e(S) ce1 1/2 1/3 1/ke
- where ke is players using e in S. Hk
- Let ?(S) S ?e(S)
- Consider some solution S (a path for each
player). - Suppose player i is unhappy and decides to
deviate. - What happens to ?(S)?
e
e ? S
43Tracking Player Happiness
- ?e(S) ce1 1/2 1/3 1/ke
- Suppose player is new path includes e.
- i pays ce/(ke1) to use e.
- ?e(S) increases by the same amount.
- Likewise, if player i leaves an edge e,
- ?e(S) exactly reflects the change in
is payment.
ce1 1/2 1/ke
e
i
e
ce1 1/2 1/ke
44Tracking Player Happiness
- ?e(S) ce1 1/2 1/3 1/ke
- Suppose player is new path includes e.
- i pays ce/(ke1) to use e.
- ?e(S) increases by the same amount.
- Likewise, if player i leaves an edge e,
- ?e(S) exactly reflects the change in
is payment.
ce1 1/2 1/kece/(ke1)
e
i
e
ce1 1/2 1/ke -ce/ke
45Bounding Price of Stability
- Consider starting from OPT (central optimum).
- From OPT, players will settle on some Nash NE.
1
1
3/2
1
1
1
OPT
46Bounding Price of Stability
- Consider starting from OPT (central optimum).
- From OPT, players will settle on some Nash NE.
- We have argued that
- ?(NE) lt ?(OPT)
1
_
3/2
1
1
NE
47Bounding Price of Stability
- Consider starting from OPT (central optimum).
- From OPT, players will settle on some Nash NE.
- We have argued that
- ?(NE) lt ?(OPT)
- We also know for any S,
- cost(S) lt ?(S) lt Hk cost(S).
- So cost(NE) lt ?(NE) lt ?(OPT) lt Hk cost(OPT).
_
_
_
NE
_
_
_
48Extensions Set Systems
- ground set E of elements with costs.
- player i has allowable set Si of subsets from E.
- player i picks subset, evenly shares element
costs. - For networking, can model players who want..
- to connect multiple terminals.
- higher connectivity guarantees.
ce
E
sets
i
j
49Extensions Buy-at-Bulk Costs
- Total cost of edge may increase with of users,
but marginal cost decreases. - (Economies of Scale)
- If edge cost is ce(j) for j users
-
- define ?e(S) S ce(j)/j.
- Like before, ? tracks improvement,
- within log factor of cost gt
- Price of
Stability lt log(k).
edge cost
ke
j1
users
50Extensions
- All results hold if edges have capacities.
- Incorporate distance
- cost to player i ci(Pi)
length(Pi) - Utility function of player i can depend on both
cost and the set Si picked by i - cost to player i S ce(ke)/ke fi(Si)
- PoS is still within log(k) if ce is concave
e ? Si
51More Questions
- Cost and Latency
- Only Latency
- Nash exist (same potential argument)
- Best NE costs at most OPT w/ twice as many
players. - For large class of functions, worst case Price of
Stability is realized on 2 parallel links. - Best Response Dynamics
- Can construct games with k players so that a
certain ordering of moves takes 2O(k) time. - Weighted Game
52Thank you.
53Three Observations
- 1) The bought edges in a NE form a forest.
- 2) Players only contribute to edges on their
si-ti path in this forest. - 3) The total payment for any edge e is either
c(e) or 0.
54Price of Anarchy in Multi-Source Games
s1
O(k)
s3sk
e
e
t2
s2
1
e
e
t3tk
O(k)
t1
OPT costs 1, but its not a NE. The only NE
costs O(k), so optimistic price of anarchy is
almost k.
55Result for Multi Source Games
2
1
We know a NE may not exist, so settle for
approximate NE. How bad an approximation must we
have if we insist on buying OPT?
3
1
3
2
- Theorem For any game, there exists a
3-approx NE that buys OPT. - Note this is true even for games where players
may have more than 2 terminals.
56Proof Idea
- Break up OPT into chunks.
- Use optimality of OPT to show that any player
buying a single chunk has no incentive to
deviate. - Each chunk is paid for by a single player.
- Each player pays for at most 3 chunks.
2
1
3
1
3
2
57Connection Sets
1
- A connection set C of player i is a set of edges
such that - C only includes edges on the path Pi from si to
ti in OPT. - If OPT is bought, and i pays only for C, then i
has no incentive to deviate. - Connection set chunk
b
a
1
58Connection Sets
1
- A connection set C of player i is a set of edges
such that - C only includes edges on the path Pi from si to
ti in OPT. - If OPT is bought, and i pays only for C, then i
has no incentive to deviate. - Connection set chunk
b
a
1
59Main Challenge
- Form a payment scheme where each player pays for
at most 3 connection sets. - i pays for edges that no other players would pay
for in OPT. - Another connection set for each terminal of i.
2
1
3
1
3
2
60Tree Decomposition
- Decompose OPT into hierarchical paths, where each
path begins at a terminal and ends at a path of
higher level.
4
1
3
2
2
3
1
5
5
4
61Tree Decomposition
- Decompose OPT into hierarchical paths, where each
path begins at a terminal and ends at a path of
higher level.
4
1
3
2
2
3
1
5
5
4
62Tree Decomposition
- Decompose OPT into hierarchical paths, where each
path begins at a terminal and ends at a path of
higher level.
4
1
3
2
2
3
1
5
5
4
63Tree Decomposition
- Decompose OPT into hierarchical paths, where each
path begins at a terminal and ends at a path of
higher level.
4
1
3
2
2
3
1
5
5
4
64Payment Scheme
- Connection sets in each path P are paid for by
terminals associated with paths entering P.
2
2
1
3
4
65Payment Scheme
- Connection sets in each path P are paid for by
terminals associated with paths entering P.
2
2
1
3
4
66Payment Scheme
- Connection sets in each path P are paid for by
terminals associated with paths entering P.
4
3
1
3
2
3
2
5
2
2
3
1
1
5
5
4
67Approximation Algorithm
Theorem For multi-source 2-terminal games, can
find a (3e)-approx. NE in polytime on an
2-approx. to OPT. For gt2 terminals, above
approximation becomes (4.65e), since need to use
best known approx for Steiner tree.
68Adding Latency
- What if we want to model congestion?
- marginal cost increases, so not buy-at-bulk.
- Every edge has increasing delay function de(ke).
- Cost of edge e for player i is
-
ce(ke)/kede(ke). - Total cost of edge is
- ce(ke) ke?de(ke).
-
69Cost Latency
- From earlier proof, we know that if for all S,
- cost(S) lt A??(S) lt AB?cost(S),
- then the price of stability is lt AB.
- E.g. if ce is concave, de is polynomial with
degree m, - then Price of Stability is lt (m1)?log(k).
- With only latency and no edge costs,
- we have PoS lt m1 for polynomial delays
-
-
-
70Only Latency
- Similar to routing games Roughgarden, Tardos
- Comparison between these two games
- atomic vs. non-atomic
- Price of Stability vs. Price of Anarchy
-
NE is unique
t
t
t
xm
xm
.5/0
.5/0
1/1
0/0
s
s
s
71Latency
- In this case Nash Equilibria can be computed.
Convert all edges
d(1)
All edges capacity 1
d(x)
d(2)
d(3)
- Claim A min cost flow corresponds to a NE.
- Idea Since d is increasing, flow will use d(1),
then d(2), etc, mirroring a potential function. - Fabrikant, Papadimitriou,
Talwar
72Latency
- Results (with single source)
- Nash exist (same potential argument)
- Best NE costs at most OPT w/ twice as many
players. - For large class of functions, worst case Price of
Stability is realized on 2 parallel links.
73Best Response Dynamics
- How long before players settle on a NE?
- In games with 2 players, O(n) time,
- since shared segment grows monotonically.
- Can construct games with k players so that a
certain ordering of moves takes 2O(k) time. - Can 3-player games run for exponential time?
- Can k-player games be scheduled to be polytime?
74Weighted Game
- If some player has more traffic, should pay more
- In a weighted game, player i has weight w(i).
- Players pay for edges proportionally to their
weight. - No potential function exists. Do NE always
exist? - Best Response converges for single commodity.
- Games with at most 2 players per edge have NE.
- If NE do exist, Price of Stability will be gtgt
log(k)