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Characterizing distribution rules for cost sharing games. Thesis defense May 28, 2013. by Raga Gopalakrishnan Computing and Mathematical Sciences, Caltech. Distributed resource allocation problems.
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Characterizing distribution rules for cost sharing games Thesis defense May 28, 2013 by Raga GopalakrishnanComputing and Mathematical Sciences, Caltech
Distributed resource allocation problems • Allocate scarce resources to distributed agents, such that some objective function is optimized. • Several examples throughout this talk…
Example: Network formation [ Jackson 2003 ] D1 6 S1 1 1 6 1 1 S2 6 D2 • Problems: • NP-hard, not scalable, not reliable, … • Agents are people; not everyone may be happy with the outcome. • Centralized optimization: • Build the optimal network (cost 10). • Recover this cost from S1 and S2.
Example: Network formation [ Jackson 2003 ] D1 6 S1 1 1 6 1 1 S2 6 D2 • Distributed solution: • Let sources play a noncooperative game by choosing the edges they want and pay for them. • Q: How to share the cost of the common edge? Outcome depends on how this cost is shared!
Example: Network formation game [ Anshelevich et al. 2004 ] • Q: How to share the cost of the common edge? • Option 1: S1 pays 5 • S2 pays 1 • Option 2: S1 pays 3 • S2 pays 3 D1 D1 6 6 S1 S1 1 1 1 1 3+3 5+1 1 1 1 1 S2 S2 D2 6 6 D2 sub-optimal Nash equilibrium optimal network is a Nash equilibrium
Cost sharing games D1 ? S1 ? ? ? ? ? ? ? S2 D2 Multi-project management Network formation [ Anshelevich et al. 2004 ] Common Feature: The distribution rules used to share the global cost/revenue determine the players’ local utility functions, ? ? Facility location [ Vetta 2002 ]
Cost sharing games D1 ? S1 ? ? ? ? ? ? ? S2 D2 Multi-project management Network formation [ Anshelevich et al. 2004 ] Common Feature: The distribution rules used to share the global “welfare” determine the players’ local utility functions, and hence the outcome! ? ? Facility location [ Vetta 2002 ]
Cost sharing games D1 ? S1 ? ? ? ? ? ? ? S2 D2 Multi-project management Network formation [ Anshelevich et al. 2004 ] Goal: Design distribution rules that result in a “desirable” outcome. ? ? Facility location [ Vetta 2002 ]
Goal of the thesis: Characterize the space of all distribution rules that result in a “desirable” outcome for a broad class of cost sharing games. D1 ? S1 ? ? ? ? ? [ G., Marden, Wierman. NetGCooP 2011. ] [ G., Marden, Wierman. EC 2013. ] [ full version under submission to MOR. ] ? ? S2 D2 ? ? Multi-project management Network formation Facility location
Goal of the thesis: Characterize the space of all distribution rules that result in a stable outcome for a broad class of cost sharing games. D1 ? S1 ? ? ? ? ? [ G., Marden, Wierman. NetGCooP 2011. ] [ G., Marden, Wierman. EC 2013. ] [ full version under submission to MOR. ] ? ? S2 D2 “equilibrium” +efficiency, +tractability, … ? ? Multi-project management Network formation Facility location
Variations – distributed resource allocation 1 Scheduling games in service systems Focus: Designing dispatch policies [ G., Doroudi, Wierman. MAMA 2011. ] 2 Staffing games in service systems Focus: Investigating square-root staffing policy for large systems [ Working paper, in preparation for submission to OR. ] Joint work with Ward and Wierman. Scenario: Heterogeneous multi-server system m1 FCFS l m2 scheduling ? staffing ? mm
Variations – distributed resource allocation Content caching and replication Focus: Investigating for and computing pure Nash equilibria [ G., Kanoulas, Karuturi, Rangan, Rajaraman, Sundaram. LATIN 2012. ] Scenario: Content distribution network ? ? ? ? ? ? ? ? ?
Variations – distributed resource allocation • No people involved! Objective function is not cost/revenue. • pretend that agents are people, model them as players in a “cost” sharing game. Game theoretic control Focus: Designing the entire game [ G., Marden, Wierman. HotMetrics 2010. ] Scenario: Distributed control frequency frequency ? F2 F2 F1 F3 F1 F3 ? ? Wireless access point assignment Wireless frequency selection Sensor coverage
Variations – distributed resource allocation Bandwidth allocation in multi-tenant datacenters Focus: Designing a robust bandwidth allocation scheme [ working paper ] Joint work with Attar, Jeyakumar, Narayana, Prabhakar. ? VM VM ? VM VM Scenario: Bandwidth allocation in datacenter networks ? ? VM VM ? VM VM
Goal of the thesis: Characterize the space of all distribution rules that result in a stable outcome for a broad class of cost sharing games. D1 ? S1 ? ? ? ? ? [ G., Marden, Wierman. NetGCooP 2011. ] [ G., Marden, Wierman. EC 2013. ] [ full version under submission to MOR. ] ? ? S2 D2 ? ? Multi-project management Network formation Facility location
Model players (researchers)
Model players (researchers) resources (projects)
Model Global welfare: Denote the set of all (distinct) local welfare functions:
Model Scalability assumption: Denote by
Model Scalability assumption: Denote by
Model Scalability assumption: Denote by
Model An allocation Players’ overall utility is the sum of their shares across all the resources they choose Example:
Model Design! An allocation Players’ overall utility is the sum of their shares across all the resources they choose Example:
Model a broad model that includes: • Multi-project management • Network formation games • Facility location games • Multicast games • Congestion games • Routing games • Coverage games • … [ Anshelevich et al. 2004 ] [ Vetta 2002 ] [ Chekuri et al. 2007 ] [ Rosenthal 1973 ] [ Roughgarden and Tardos 2002 ] [ Marden and Wierman 2008,2013 ]
Goal: Given the set of players
Goal: Given the set of players and the local welfare functions,
Goal: Given the set of players and the local welfare functions, design local distribution rules
Goal: • Given the set of players and the local welfare functions, design local distribution rules that result in a “desirable” outcome
Goal: • Given the set of players and the local welfare functions, design local distribution rules • that result in a “desirable” outcome regardless of the set of resources and players’ action sets.
Class of all games with set of players , set of local welfare functions , corresponding local distribution rules Goal: • Given the set of players and the local welfare functions, design local distribution rules • that result in a “desirable” outcome regardless of the set of resources and players’ action sets.
Class of all games with set of players , set of local welfare functions , corresponding local distribution rules Goal: Given any and , design • such that all games in are “desirable”.
“desirable” properties for a game • Static: • Stability • Equilibrium concepts • Efficiency • Price of anarchy • Price of stability • Budget-balance • Tractability • Poly-time computable • Locality • Separable • … • Dynamic: • Existence of distributed learning rules that converge to one of the stable outcomes • Existence of distributed learning rules that converge to the most efficient stable outcome • Good convergence rates • Simple, intuitive learning dynamics perform well, e.g., “best-response” • …
“desirable” properties for a game • Static: • Stability • Equilibrium concepts • Efficiency • Price of anarchy • Price of stability • Budget-balance • Tractability • Poly-time computable • Locality • Separable • … • Dynamic: • Existence of distributed learning rules that converge to one of the stable outcomes • Existence of distributed learning rules that converge to the most efficient stable outcome • Good convergence rates • Simple, intuitive learning dynamics perform well, e.g., “best-response” • …
“desirable” properties for a game • Static: • Stability • Equilibrium concepts
“desirable” properties for a game • Static: • Stability • pure Nash equilibrium • dominant strategy equilibrium • mixed Nash equilibrium • correlated equilibrium • coarse-correlated equilibrium • … An allocation/outcome that satisfies:
“desirable” properties for a game • Static: • Stability • pure Nash equilibrium • Efficiency An allocation/outcome that satisfies: • Price of Anarchy (PoA) • Ratio of the optimum welfare to the welfare of the worst Nash equilibrium. • Price of Stability (PoS) • Ratio of the optimum welfare to the welfare of the bestNash equilibrium. Goal: Given any and , design such that all games in are “desirable”.
“desirable” properties for a game • Static: • Stability • pure Nash equilibrium • Efficiency An allocation/outcome that satisfies: • Price of Anarchy (PoA) • Ratio of the optimum welfare to the welfare of the worst Nash equilibrium. • Price of Stability (PoS) • Ratio of the optimum welfare to the welfare of the bestNash equilibrium. Goal: Given any and , design such that all games in possess a pure Nash equilibrium.
Existing distribution rules • The Shapley value[ Shapley 1953 ] • A player’s share of the welfare should depend on their“average” marginal contribution • Intuition: • Imagine the players in arriving one at a time to the resource, according to some order. • When player arrives, depending on when he arrived, he sees some subset of players already present. • Player can be thought of as contributing . • The Shapley value is his expected marginal contribution over all possible orders, assuming each order is equally likely. • Example: when all players are ‘identical’, .
Properties of the Shapley value • Static: • Stability • pure Nash equilibrium • Efficiency • Price of anarchy • Price of stability • Budget-balance • Tractability • Poly-time computable • Locality • Separable • … • Dynamic: • Existence of distributed learning rules that converge to one of the stable outcomes • Existence of distributed learning rules that converge to the most efficient stable outcome • Good convergence rates • Simple, intuitive learning dynamics perform well, e.g., “best-response” • …
Properties of the Shapley value • Static: • Stability • pure Nash equilibrium • Efficiency • Price of anarchy • Price of stability • Budget-balance • Tractability • Poly-time computable • Locality • Separable • … • Dynamic: • Existence of distributed learning rules that converge to one of the stable outcomes • Existence of distributed learning rules that converge to the most efficient stable outcome • Good convergence rates • Simple, intuitive learning dynamics perform well, e.g., “best-response” • …
Properties of the Shapley value • Static: • Stability • pure Nash equilibrium • Efficiency • Price of anarchy • Price of stability • Budget-balance • Tractability • Poly-time computable • Locality • Separable • … • Dynamic: • Existence of distributed learning rules that converge to one of the stable outcomes • Existence of distributed learning rules that converge to the most efficient stable outcome • Good convergence rates • Simple, intuitive learning dynamics perform well, e.g., “best-response” • …
“desirable” properties for a game • Static: • Stability • pure Nash equilibrium • Dynamic: • Existence of distributed learning rules that converge to one of the stable outcomes • Existence of distributed learning rules that converge to the most efficient stable outcome • Good convergence rates • Simple, intuitive learning dynamics perform well, e.g., “best-response” Potential game There exists a player-independent function , called the potential function, which encodes utility differences due to unilateral deviations by any player.
Properties of the Shapley value • Potential game • guarantees stability (pure Nash equilibrium), good dynamic properties • Efficiency • Price of anarchy • Price of stability • Budget-balance • Tractability • Poly-time computable • Locality • Separable • …
Properties of the Shapley value • Potential game • guarantees stability (pure Nash equilibrium), good dynamic properties • Efficiency • Price of anarchy • Price of stability • Budget-balance • Tractability • Poly-time computable • Locality • Separable • … • Optimal in many specific settings, e.g., network coding, network formation. [ Marden and Effros 2009 ] [ Roughgarden 2009] • Lower bound of 2 for submodular welfare functions. [ Marden and Wierman 2013 ]
Properties of the Shapley value • Potential game • guarantees stability (pure Nash equilibrium), good dynamic properties • Efficiency • Price of anarchy • Price of stability • Budget-balance • Tractability • Poly-time computable • Locality • Separable • …
Properties of the Shapley value • Potential game • guarantees stability (pure Nash equilibrium), good dynamic properties • Efficiency • Price of anarchy • Price of stability • Budget-balance • Tractability • Poly-time computable • Locality • Separable • … • Requires computing exponentially many marginal contributions • Intractable in general [ Matsui and Matsui 2000 ]
Existing distribution rules • Extensions of the Shapley value • Weighted Shapley value : : • Parameterized by a vector of strictly positive player weights • Expected marginal contribution according to a probability distribution (that depends on ) with full support on all orders. • Generalized weighted Shapley value : : • Parameterized by a weight system , where is a vector of strictly positive player weights, and is an ordered partition of the set of players. • Expected marginal contribution according to a probability distribution (that depends on ) with support only on those orders that respect : players in arrive before players in when . • They lead to weighted/generalized weighted potential games. Their properties are similar to those of the Shapley value.
Existing distribution rules • The marginal contribution • [ Wolpert and Tumer 1999 ] • A player’s share of the welfare is their • marginal contribution to the welfare • Similar extensions:weighted marginal contribution ( ) and generalized weighted marginal contribution ( ) can be defined.