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Caching Game

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Title: Exploiting Routing Redundancy via Structured Peer-to-Peer Overlays Author: EECS Last modified by: EECS Created Date: 9/16/2003 6:20:35 PM Document presentation ... – PowerPoint PPT presentation

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Title: Caching Game


1
Caching Game
  • Dec. 9, 2003
  • Byung-Gon Chun, Marco Barreno

2
Contents
  • Motivation
  • Game Theory
  • Problem Formulation
  • Theoretical Results
  • Simulation Results
  • Extensions

3
Motivation
Wide-area file systems, web caches, p2p caches,
distributed computation
4
Game Theory
  • Game
  • Players
  • Strategies S (S1, S2, , SN)
  • Preference relation of S represented by a payoff
    function (or a cost function)
  • Nash equilibrium
  • Meets one deviation property
  • Pure strategy and mixed strategy equilibrium
  • Quantification of the lack of coordination
  • Price of anarchy C(WNE)/C(SO)
  • Optimistic price of anarchy C(BNE)/C(SO)

5
Caching Model
  • n nodes (servers) (N)
  • m objects (M)
  • distance matrix that models a underlying network
    (D)
  • demand matrix (W)
  • placement cost matrix (P)
  • (uncapacitated)

6
Selfish Caching
  • N the set of nodes, M the set of objects
  • Si the set of objects player i places
  • S (S1, S2, , Sn)
  • Ci the cost of node i

7
Cost Model
  • Separability for uncapacitated version
  • we can look at individual object placement
    separately
  • Nash equilibria of the game is the crossproduct
    of nash equilibria of single object caching game.


8
Selfish Caching (Single Object)
  • Si 1, when replicating the object
  • 0, otherwise
  • Cost of node i

9
Socially Optimal Caching
  • Optimization of a mini-sum facility location
    problem
  • Solution configuration that minimizes the total
    cost
  • Integer programming NP-hard

10
Major Questions
  • Does a pure strategy Nash equilibrium exist?
  • What is the price of anarchy in general or under
    special distance constraints?
  • What is the price of anarchy under different
    demand distribution, underlying physical
    topology, and placement cost ?

11
Major Results
  • Pure strategy Nash equilibria exist.
  • The price of anarchy can be bad. It is O(n).
  • The distribution of distances is important.
  • Undersupply (freeriding) problem
  • Constrained distances (unit edge distance)
  • For CG, PoA 1. For star, PoA ? 2.
  • For line, PoA is O(n1/2 )
  • For D-dimensional grid, PoA is O(n1-1/(D1))
  • Simulation results show phase transitions, for
    example, when the placement cost exceeds the
    network diameter.

12
Existence of Nash Equilibrium
  • Proof (Sketch)

13
Price of Anarchy Basic Results
14
Inefficiency of a Nash Equilibrium
?-1
n/2 nodes
n/2 nodes
15
Special Network Topology
  • For CG, PoA 1
  • For star, PoA ? 2

16
Special Network Topology
  • For line, PoA O(n1/2)

17
Simulation Methodology
  • Game simulations to compute Nash equilibria
  • Integer programming to compute social optima
  • Underlying topology transit-stub (1000 physical
    nodes), power-law (1000 physical nodes), random
    graph, line, and tree
  • Demand distribution Bernoulli(p)
  • Different placement cost and read-write ratio
  • Different number of servers
  • Metrics PoA, Latency, Number of replicas

18
Varying Placement Cost
(Line topology, n 10)
19
Varying Demand Distribution
(Transit-stub topology, n 20)
20
Different Physical Topology
(Power-law topology (Barabasi-Albert model), n
20)
21
Varying Read-write Ratio
Percentage of writes
(Transit-stub topology, n 20)
22
Questions?
23
Different Physical Topology
(Transit-stub topology, n 20)
24
Extensions
  • Congestion
  • d d ? (access) ? PoA ? ?/?
  • Payment
  • Access model
  • Store model
  • Kamalika Chaudhuri/Hoeteck Wee
  • gt Better price of anarchy from cost sharing?

25
Ongoing and future work
  • Theoretical analysis under
  • Different distance constraints
  • Heterogeneous placement cost
  • Capacitated version
  • Demand random variables
  • Large-scale simulations with realistic workload
    traces

26
Related Work
  • Nash Equilibria in Competitive Societies, with
    Applications to Facility Location, Traffic
    Routing and Auctions Vetta 02
  • Cooperative Facility Location Games
    Goemans/Skutella 00
  • Strategyproof Cost-sharing Mechanisms for Set
    Cover and Facility Location Games
    Devanur/Mihail/Vazirani 03
  • Strategy Proof Mechanisms via Primal-dual
    Algorithms Pal/Tardos 03
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