1 / 18

Selfish Behavior and Stability of the Internet: A Game-Theoretic Analysis of TCP

Selfish Behavior and Stability of the Internet: A Game-Theoretic Analysis of TCP. Presented by Shariq Rizvi CS 294-4: Peer-to-Peer Systems. The Issue. Bulk of bytes transferred on the internet is TCP TCP offers “socially responsible” congestion control

Download Presentation

Selfish Behavior and Stability of the Internet: A Game-Theoretic Analysis of TCP

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Selfish Behavior and Stability of the Internet: A Game-Theoretic Analysis of TCP Presented by Shariq Rizvi CS 294-4: Peer-to-Peer Systems

  2. The Issue • Bulk of bytes transferred on the internet is TCP • TCP offers “socially responsible” congestion control • Network end-points free to play selfish (tweak TCP parameters) • “Players” want to maximize throughput for their TCP flows How does the internet perform under Nash equilibrium?

  3. Nash Equilibrium “A Nash equilibrium, named after John Nash, is a set of strategies, one for each player, such that no player has incentive to unilaterally change her action. Players are in equilibrium if a change in strategies by any one of them would lead that player to earn less than if she remained with her current strategy.”

  4. Why model as a game? • Aggressive congestion control => higher loss rates • Loss recovery incurs some “cost” • Aggressive congestion control not always beneficial • Specific parameter settings give maximum “gain” to an end-point given settings for other end-points

  5. The TCP Game • TCP flows F1, …, Fn • Additive Increase Multiplicative Decrease (AIMD) algorithm for congestion control and avoidance • Each flow Fi can tweak its αi (≥1) and βi (0≤βi≤1)

  6. Simplifying Assumptions • Common loss recovery strategies (timeout, fast retransmission etc.) • All flows are endless • Single common bottleneck (dumb-bell topology for simulations) • Identical round trip times • Symmetric Nash equilibrium

  7. Factors Affecting The Game • Congestion control parameters • Nature of loss recovery algorithm • Loss assignment at bottleneck router

  8. End-point behavior • Rounds of transmission, RTT long • Nit – Number of outstanding packets of Fi in round t • Lit – Number of lost packets for Fi in round t • Nit+1 – Depends on • Congestion control parameters • Penalty function – loss recovery

  9. Penalty Models Slow-start Restransmission without timeouts Timeout and slow-start

  10. Queue Management • Simple FIFO drop-tail • Over-flow point spanning one round • At overflow point, Li = αi • RED • All flows experience common packet loss rate p • p is a function of congestion control parameters

  11. Simulation Methodology • Fix values of α and β for flows F1, …, Fn-1 • Vary parameter values for Fn “around” these values • Find the local maximum for the average value of goodput Gn • Use these as new values of α and β; continue • Stop when chosen α and β offer the local maximum • This is the Nash equilibrium

  12. Results: Gentle Penalty andDrop-Tail Desirable Undesirable Both allowed to vary: (α=15, β=0.98) (Goodput=0.95 MbPS, Loss Rate=26%)

  13. Other Drop-tail results • With severe penalty – undesirably low goodput • With hybrid penalty – Efficient Nash equilibrium (old internet)

  14. RED Gateways • Severe penalty – Low goodput, undesirable • Gentle penalty – Equilibrium is unfair (highly aggressive) • Hybrid penalty – Better than above two but worse compared to default parameter setting

  15. Conclusion • All schemes employing RED queue management result in inefficient Nash equilibria • Solution: Modify queue management • Fair queueing is complex (per-flow info) • Attempt preferential dropping of packets (greater loss to aggressive flows)

  16. CHOKe • A preferential dropping scheme • Maintains a FIFO buffer • When queue occupancy is more than some threshold, drop packets from same flow • High loss rate and possible under-utilization • Improve CHOKe!

  17. CHOKe+ • Less aggressive packet-dropping • Drop packets of a flow, only if their number in buffer exceeds some threshold • Isolates aggressive flow from the rest • Ensures that increase in loss rate is just sufficient to discourage aggression • More desirable Nash equilibria

  18. Related Paper “TCP Congestion Control with a Misbehaving Receiver” Computer Comm. Review, 1999

More Related