Title: Near Optimal Network Design With Selfish Agents
1Near Optimal Network Design With Selfish Agents
- Eliot Anshelevich Anirban Dasupta Eva Tardos
Tom Wexler
Cornell University
Presented by Andrey Stolyarenko School of CS,
Tel-Aviv University
Some of the slides are taken from E.Anshelevich
and L.Kaiser presentations
2Selfish Agents in Networks
- Traditional network design
problems are centrally controlled - What if network is instead built by many
self-interested agents? - As we saw on previous lectures, properties of
resulting network may be very different from the
globally optimum one
3Connection Games
4The Connection Game A Story
Think of sea transport companies or broadband
internet providers. These are our agents
- each company needs to connect a few ports or
users - every connection has a constant cost
- connection is bought if all together pay for it
5The Connection Game Selfish as usual
- We do not consider negotiations, communication
- No external mechanism or regulation
- All desired users must be connected, no tradeoff
- Everyone will go for a cheaper price if possible
6The Connection Game Model
7The Connection Game Example
s1
t3
s2
t2
s3
t1
8The Connection Game Example
9Sharing 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
TODAY
NEXT WEEK
10What are we interested in?
- From Nashs Theorem (1950) we know that
mixed-strategy (non deterministic) Nash
Equilibria always exist - There for We are interested in pure-strategy
(deterministic) Nash Equilibria - From now and on Nash Equilibria (NE) will
mean - Deterministic Nash Equealibira
11What are we interested in?
- How bad can NE be? Price of Anarchy
- How good can NE be? Price of Stability
- (1 e)-approx. NE
12Nash Equilibrium
t2
- A NE is a set of payments for players such that
no player wants to deviate. - A player must connect his terminals
- A player does not care whether other players
connect. - When considering deviations, a player assumes
that other players payments are fixed.
t1
s3
t3
s1
s2
13Nash Equilibrium
- A NE is a set of payments for players such that
no player wants to deviate. - A player must connect his terminals
- A player does not care whether other players
connect. - When considering deviations, a player assumes
that other players payments are fixed.
14Nash Equilibria - Formal
15Three Observations
16Example 1 - Two Different NEs
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
17Reminder The POA and POS
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
Question What were the POA and POS in Example 1 ?
18NE Doesnt have to Exits!
Dont forget NEpure-NE for now
19Example 2 - No Nash
s1
t2
a
all edges cost 1
b
d
c
t1
s2
20Example 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.
21Example 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.
22Example 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.
23When NE exist, how bad can it be?
- In The Connection Game the POA is at most N - The
number of agents - If the worst NE p const more than N times OPT
then there must be a player i whose payments pi
are strictly more then OPT - Player i could deviate by purchasing the entire
optimal solution by himself
24When NE exist, how good can it be?
- In Exaple 1 we saw that POS was 1
NEXT!
25Single Source Games
26Simple 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?
27Attempts 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
28Greedy Algorithm
In both examples, players were limited by
possible deviations.
e
Given OPT, pay for edges in OPT from the
bottom up, greedily (openhanded) , as constrained
by deviations. If we buy all edges, were done!
29Single Source Games
30Notation
e
31The Greedy Algorithm
32Example
4
4
3
5
5
4
4
4
4
3
3
5
33We get NE!
If we buy all edges we are done!
34Proof 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
35Proof
36Path Lemma
37Path Lemma
38Proof Finale
e
39But, Wait!
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!
40Dont Worry, Everything is fine. Just,
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.
41(1 e)-approx. NE in Polytime
- Theorem 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.
- Proof Sketch
- Greedy algorithm from previous proof either
finds a NE or a cheaper tree than it was given. - Only take significant improvements.
42Multi Source Games
43Price 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.
44Result 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.
45Proof 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
46Connection 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
47Connection 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
48Main 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
49Tree 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
50Tree 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
51Tree 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
52Tree 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
53Payment Scheme
- Connection sets in each path P are paid for by
terminals associated with paths entering P.
2
2
1
3
4
54Payment Scheme
- Connection sets in each path P are paid for by
terminals associated with paths entering P.
2
2
1
3
4
55Payment 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
56Approximation Algorithm
Theorem For multi-source 2-terminal games, can
find a (3e)-approx. NE in polytime on an
1.55-approx. to OPT. For gt2 terminals, above
approximation becomes (4.65e), since need to use
best known approx for Steiner tree.
57Results and More
- Single Source
- POS 1
- Polytime NE approx
- What happens in directed graphs?
- What happens if we add a maximum payment that a
player is willing to may in order to stay
connected? -
58Results and More
- Multi Source
- The existence of NE is NPC if the number of
players is a part of the input. Show by 3-SAT
reduction - POS can be O(n)
- (3e)-NE approx. always exist
- (4.65e)-NE approx algorithm for 1.55OPT
- There are games which the best NE is 1.5-approx.
Lower bound is 1.5.
59THANK