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Cashing In On the Caching Game. Replica Management in P2P Networks with Payments. By Kamalika Chaudhuri Hoeteck Wee CS252 Final Project. The Replica Management Problem. Consider: Replicating a proteins or genomics database Distributing video clips of the CS252 lectures
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Cashing In On the Caching Game Replica Management in P2P Networks with Payments By Kamalika Chaudhuri Hoeteck Wee CS252 Final Project
The Replica Management Problem • Consider: • Replicating a proteins or genomics database • Distributing video clips of the CS252 lectures • Given a network graph: • Choose a subset of nodes which replicate the file • Objective: Minimize Cost • Placement : Cost of replicating/caching • Access: Network latency in obtaining a copy
Overview • The Caching Game Model [C03] • Our approach : Introduce Payments • Results • Comparison with the Caching Game Model • Conclusion
1 1 1 1 1 1 M - 2 1 1 1 1 Caching Game Model [C03] Fixed Replication Cost : M Access Cost : d(i, nn(i)) Social Cost: Σ d(i, nn(i)) + kM Find replica placement that minimizes the social cost
1 1 1 1 1 1 M - 2 1 1 1 1 What if People are Selfish ? • All nodes are selfish • Each node decides whether to replicate the file • “Nash Equilibria” • When no one wants to switch, given what the others are doing
1 1 1 1 1 1 1 1 1 1 1 1 M - 2 M - 2 1 1 1 1 1 1 1 1 Selfishness can lead to Inefficiency Optimum: Selfish: Placement Cost: 2M Access Cost: 10 x 1 = 10 Social Cost: 2M + 10 Placement Cost : M Access Cost : 5 + 5 x (M – 1) + M - 2 Social Cost : 7M - 2
Cost of Selfishness • Measure of the cost of selfishness: • Price of Anarchy (PoA) = Cost at N.E / Optimal Cost • PoA determines how efficient the Nash Equilibrium configuration is • Caching Game: worst-case PoA = O(N)
Introducing Payments • Each node makes a bid and chooses a threshold • A node replicates ifbid received > threshold • Access and Placement Costs as before • Each node pays access cost + placement + net payment • Social cost as before
An Example with Payments 1 1 1 1 1 1 M - 2 1 1 1 1
An Example with Payments 0.4 0.4 1 1 0.4 1 M - 2 0.4 1 0.4 1
An Example with Payments 0.4 0.4 1 1 0.4 1 M - 2 0.4 1 0.4 1
Finally, in NE 0.4 0.4 0.4 0.4 0.4 0.4 M - 2 0.4 0.4 0.4 0.4 Threshold: 2.0 Threshold: M
1 1 1 1 1 1 1 1 1 1 1 1 M - 2 M - 2 1 1 1 1 1 1 1 1 Pricing Helps! Without Payments: With Payments: Placement Cost: M Access Cost: 6M - 2 Social Cost: 7M – 2 PoA : 3.5 Placement Cost : 2M Access Cost : 10 Social Cost : 2M + 10 PoA : 1
But not in the worst case! • Any N.E in Caching Game is also a N.E in the payment model • Threshold = 0, for people caching the file • Threshold = M, for people not caching the file • All bids are 0 • Worst Case PoA (Payment Model) ≥ Worst Case PoA (Caching Game) • Can do better in the best case
Pricing Helps ! Line Graph - No Payments Line Graph – with Payments
Pricing Helps! Transit Stub – No Payments Transit Stub – with Payments
Pricing Helps! Power Law Graph – with Payments Power Law Graph – no Payments
Variants of Our Model • Facility-client model • Bounded optimistic PoA (under certain conditions) • Other relevant parameters: • Nodes of limited capacity • Varying demands • Multiple files
Conclusion • Presented a payment model for replica management • Observations on the payment model: • Lower mean PoA for mid-range placement costs • Matches previous work for very high and very low placement costs • A step towards analyzing possible payment schemes in P2P network applications
Acknowledgements • Byung Gon Chun • John Kubiatowicz • Christos Papadimitriou • Kathryn Everett • All others who gave us comments, suggestions and encouragement
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