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Algorithmic Issues in Non-cooperative (i.e., strategic) Distributed Systems

Algorithmic Issues in Non-cooperative (i.e., strategic) Distributed Systems. Two Research Traditions. Theory of Algorithms: computational issues What can be feasibly computed? How much does it take to compute a solution? Which is the quality of a computed solution?

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Algorithmic Issues in Non-cooperative (i.e., strategic) Distributed Systems

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  1. Algorithmic Issues in Non-cooperative (i.e., strategic) Distributed Systems

  2. Two Research Traditions • Theory of Algorithms: computational issues • What can be feasibly computed? • How much does it take to compute a solution? • Which is the quality of a computed solution? • Centralized or distributed computational models • Game Theory: interaction between self-interested individuals • What is the outcome of the interaction? • Which social goals are compatible with selfishness?

  3. Different Assumptions • Theory of Algorithms (in distributed systems): • Processors are obedient, faulty, or adversarial • Large systems, limited computational resources • Game Theory: • Players are strategic(selfish) • Small systems, unlimited computational resources

  4. The Internet World • Agents often autonomous (users) • Users have their own individual goals • Network components owned by providers • Often involve “Internet” scales • Massive systems • Limited communication/computational resources  Both strategic and computational issues!

  5. Fundamental Questions • What are the computational aspects of a game? • What does it mean to design an algorithm for a strategic (i.e., non-cooperative) distributed system? Algorithmic Game Theory Theory of Algorithms Game Theory = +

  6. Basics of Game Theory • A game consists of: • A set of players • A set of rules of encounter: Who should act when, and what are the possible actions (strategies) • A specification of payoffs for each combination of strategies • A set of outcomes • Game Theory attempts to predict the outcome of the game (solution) by taking into account the individual behavior of the players (agents)

  7. Equilibrium • Among the possible outcomes of a game, equilibria play a fundamental role. • Informally, an equilibrium is a strategy combination in which individuals are not willing to change their state. • When a player does not want to change his state? In the Homo Economicus model, when he has selected a strategy that maximizes his individual payoff, knowing that other players are also doing the same.

  8. Roadmap • Nash Equilibria (NE) • Does a NE always exist? • Can a NE be feasibly computed, once it exists? • Which is the “quality” of a NE? • How long does it take to converge to a NE? • Algorithmic Mechanism Design • Which social goals can be (efficiently) implemented in a non-cooperative selfish distributed system? • VCG-mechanisms and one-parameter mechanisms • Mechanism design for some basic network design problems

  9. FIRST PART: (Nash) Equilibria

  10. Formal representation of a game: Normal Form • Nrational players • Si=Strategy set of player i • The strategy combination (s1, s2, …, sN) gives payoff (p1, p2, …, pN) to the N players  S1S2 …  SN payoff matrix

  11. Types of games • Cooperativeversus non-cooperative • Symmetric versus asymmetric • Zero sum versus non-zero sum • Simultaneous versus sequential • Perfect informationversus imperfect information • One-shot versus repeated

  12. A famous one-shot game: the Prisoner’s Dilemma Strategy Set Payoffs Strategy Set

  13. Prisoner I’s decision • Prisoner I’s decision: • If II chooses Don’t Implicate then it is best to Implicate • If II chooses Implicate then it is best to Implicate • It is best to Implicate for I, regardless of what II does: Dominant Strategy

  14. Prisoner II’s decision • Prisoner II’s decision: • If I chooses Don’t Implicatethen it is best to Implicate • If I chooses Implicatethen it is best to Implicate • It is best to Implicate for II, regardless of what I does: Dominant Strategy

  15. Hence… • It is best for both to implicate regardless of what the other one does • Implicate is a Dominant Strategy for both • (Implicate, Implicate) becomes the Dominant Strategy Equilibrium • Note: If they might collude, then it’s beneficial for both to Not Implicate, but it’s not an equilibrium as both have incentive to deviate

  16. Dominant Strategy Equilibrium • Dominant Strategy Equilibrium: is a strategy combination s*= (s1*, s2*, …, sN*), such that si* is a dominant strategy for each i, namely, for each s= (s1, s2, …, si , …, sN): pi(s1, s2, …, si*, …, sN) ≥ pi(s1, s2, …, si, …, sN) • Dominant Strategy is the best response to any strategy of other players • It is good for agent as it needs not to deliberate about other agents’ strategies • Of course, not all games (only very few in the practice!) have a dominant strategy equilibrium

  17. A more relaxed solution concept: Nash Equilibrium [1951] • Nash Equilibrium: is a strategy combination s*= (s1*, s2*, …, sN*) such that for each i, si* is a best response to (s1*, …,si-1*,si+1*,…, sN*), namely, for any possible alternative strategy si pi(s*) ≥ pi(s1*, s2*, …, si, …, sN*)

  18. Nash Equilibrium • In a NE no agent can unilaterally deviate from its strategy given others’ strategies as fixed • Agent has to deliberate about the strategies of the other agents • If the game is played repeatedly and players converge to a solution, then it has to be a NE • Dominant Strategy Equilibrium  Nash Equilibrium (but the converse is not true)

  19. Nash Equilibrium: The Battle of the Sexes (coordination game) • (Stadium, Stadium) is a NE: Best responses to each other • (Cinema, Cinema) is a NE: Best responses to each other  but they are not Dominant Strategy Equilibria … are we really sure they will eventually go out together????

  20. A big game theoretic issue: the existence of a NE • Unfortunately, for pure strategies games (as those seen so far), it is easy to see that we cannot have a general result of existence • In other words, there may be no, one, or many NE, depending on the game

  21. A conflictual game: Head or Tail • Player I (row) prefers to do what Player II does, while Player II prefer to do the opposite of what Player I does!  In any configuration, one of the players prefers to change his strategy, and so on and so forth…thus, there are no NE!

  22. On the existence of a NE (2) • However, when a player can select his strategy stochastically by using a probability distribution over his set of possible strategies (mixed strategy), then the following general result holds: • Theorem (Nash, 1951): Any game with a finite set of players and a finite set of strategies has a NE of mixed strategies (i.e., the expectedpayoff cannot be improved by changing unilaterally the selected probability distribution). • Head or Tail game: if each player sets p(Head)=p(Tail)=1/2, then the expected payoff of each player is 0, and this is a NE, since no player can improve on this by choosing a different randomization!

  23. Three big computational issues • Finding a NE, once it does exist • Establishing the quality of a NE, as compared to a cooperative system, i.e., a system in which agents can cooperate (recall the Prisoner’s Dilemma) • In a repeated game, establishing whether and in how many steps the system will eventually converge to a NE (recall the Battle of the Sex)

  24. On the computability of a NEfor pure strategies • By definition, it is easy to see that an entry (p1,…,pN) of the payoff matrix is a NE if and only if pi is the maximum ith element of the row (p1,…,pi-1,{p(s):sSi},pi+1,…,pN), for each i=1,…,N. • Notice that, with N players, an explicit (i.e., in normal form) representation of the payoff functions is exponential in N brute-force search for pure NE is then exponential in the number of players (even if it is still linear in the input size, but the normal form representation needs not be a minimal-space representation of the input!)  Alternative cheaper methods are sought (we will see that for some categories of games of our interest, a NE can be found in poly-time w.r.t. to the number of players)

  25. On the computability of a NEfor mixed strategies • How do we select the probability distribution? It looks like a problem in the continuous… …but it’s not, actually! It can be shown that such a distribution can be found by checking for all the (exponentially large) possible combinations for each player of the underlying pure strategies! • In the practice, the problem is solved by using a simplex-like technique called the Lemke–Howson algorithm, which however is exponential in the worst case

  26. Is finding a NE of MS NP-hard? • W.l.o.g., we restrict ourself to the 2-NASH problem: Given a finite 2-player game, find a mixed NE. QUESTION: Is 2-NASH NP-hard? • Reminder: a problem P is NP-hard if one can reduce in poly-time every problem P’ in NP to it in such a way that: “yes”-instance of P’ “yes”-instance of P • “no”-instance of P’ “no”-instance of P But each instance of 2-NASH is a “yes”-instance (since every game has a mixed NE), and so if 2-NASH is NP-hard, then NP = coNP (hard to believe!)

  27. The complexity class PPAD • Definition (Papadimitriou, 1994): roughly speaking, PPAD (Polynomial Parity Argument – Directed case) is the class of all problems whose solution space can be set up as the set of all sinks in a suitable directed graph (generated by the input instance), having an exponential number of vertices in the size of the input, though. • Remark: It could very well be that PPAD=PNP… …but several PPAD-complete problems are resisting for decades to poly-time attacks (e.g., finding Brouwer fixed points)

  28. 2-NASH is PPAD-complete! • 3D-BROUWER is PPAD-complete (Papadimitriou, JCSS’94) • 4-NASH is PPAD-complete (Daskalakis, Goldberg, and Papadimitriou, STOC’06) • 3-NASH is PPAD-complete (Daskalakis & Papadimitriou, ECCC’05, Chen & Deng, ECCC’05) • 2-NASH is PPAD-complete !!!(Chen & Deng, FOCS’06)

  29. On the quality of a NE • How inefficient is a NE in comparison to an idealized situation in which the players would strive to collaborate selflessly with the common goal of maximizing the social welfare? • Recall: in the Prisoner’s Dilemma game, the DSE  NE means a total of 10 years in jail for the players. However, if they would not implicate reciprocally, then they would stay a total of only 2 years in jail!

  30. The price of anarchy • Definition (Koutsopias & Papadimitriou, 1999): Given a game G and a social-choice minimization (resp., maximization) function f (i.e., the sum of all players’ payoffs), let S be the set of NE, and let OPT be the outcome of G optimizing f. Then, the Price of Anarchy (PoA) of G w.r.t. f is: • Example: in the PD game, G(f)=-10/-2=5

  31. A case study for the existence and quality of a NE: selfish routing on Internet • Internet components are made up of heterogeneous nodes and links, and the network architecture is open-based and dynamic • Internet users behave selfishly: they generate traffic, and their only goal is to download/upload data as fast as possible! • But the more a link is used, the more is slower, and there is no central authority “optimizing” the data flow… • So, why does Internet eventually work is such a jungle???

  32. Modelling the flow problem Internet can be modelled by using game theory players users strategies paths over which users can route their traffic Non-atomic Selfish Routing: • There is a large number of (selfish) users; • All the traffic of a user is routed over a single path simultaneously; • Every user controls a tiny fraction of the traffic.

  33. Mathematical model • A directed graph G = (V,E) • A set of source–sink pairs si,ti for i=1,..,k • A rate ri  0 of traffic between si and ti for each i=1,..,k • A set Pi of paths between si and ti for each i=1,..,k • The set of all paths Π=Ui=1,…,k Pi • A flow vector f specifying a traffic routing: fP = amount of traffic routed on si-ti path P • A flow is feasible if for everyi=1,..,k PPifP =ri

  34. Mathematical model (2) • For each eE, the amount of flow absorbed by e is: fe=P:ePfP • For each edge e, a latency function le(fe) • Cost or total latency of a path P: C(P)=ePfe •le(fe) • Cost or total latency of a flow f (social welfare): C(f)=PΠC(P)

  35. Flows and NE QUESTION: Does it exist a NE for the non-atomic selfish routing over a given instance(G,r,l) of the min-latency flow problem(i.e., a flow – named Nash flow - such thatno agent can improve its latency by changing unilaterally its path)? And in the positive case, what is the PoA of such Nash flow?

  36. Example: Pigou’s game [1920] Latency depends on the congestion (x is the fraction of flow using the edge) Rate: 1 s t Latency is fixed • What is the NE of this game? Trivial: all the fraction of flow tends to travel on the upper edge  the cost of the flow is 1·1+0·1 =1 • What is the PoA of this NE? The optimal solution is the minimum of C(x)=x·x +(1-x)·1  C ’(x)=2x-1  OPT=1/2  C(OPT)=1/2·1/2+(1-1/2)·1=0.75  G(C) = 1/0.75 = 4/3

  37. The Braess’s paradox • Does it help adding edges to improve the PoA? • NO!Let’s have a look at the Braess Paradox (1968) Latency of each path= 0.5·0.5+0.5·1 =0.75 v 1 x 1/2 s t 1/2 1 x Latency of the flow= 2·0.75=1.5 (notice this is optimal) w

  38. The Braess’s paradox (2) To reduce the latency of the flow, we try to add a no-latency road between v and w. Intuitively, this should not worse things! v 1 x 0 s t 1 x w

  39. The Braess’s paradox (3) However, each user is incentived to change its route now, since the route s→v→w→thas less latency (indeed, x≤1) If only a single user changes its route, then its latency decreases approximately to 0.5. v x 1 0 s t 1 x w But the problem is that all the users will decide to change!

  40. The Braess’s paradox (4) • So, the new latency of the flow is now: 1·1+1·0+1·1=2>1.5 • Even worse, this is a NE! • The optimal min-latency flow is equal to that we had before adding the new road! So, the PoA is Notice 4/3, as in the Pigou’s example

  41. Existence of a Nash flow • Theorem (Beckmann et al., 1956): If x·l(x) is convex and continuously differentiable, then the Nash flow of (G,r,l(x)) exists and is unique, and is equal to the optimal min-latency flow of the following instance: (G,r, λ(x)=[∫0 l(t)dt]/x). • Remark: The optimal min-latency flow can be computed in polynomial time through convex programming methods. x

  42. Flows and Price of Anarchy • Theorem 1:In a network with linear latency functions, the cost of a Nash flow is at most 4/3 times that of the minimum-latency flow. • Theorem 2:In a network with general latency functions, the cost of a Nash flow is at most n/2 times that of the minimum-latency flow. (Roughgarden & Tardos, JACM’02)

  43. A bad example for non-linear latencies Assume i>>1 xi 1- 1 s t 1  0 A Nash flow (of cost 1) is arbitrarily more expensive than the optimal flow (of cost close to 0)

  44. Convergence towards a NE(in pure strategies games) • Ok, we know that selfish routing is not so bad at its NE, but are we really sure this point of equilibrium will be eventually reached? • Convergence Time: number of moves made by the players to reach a NE from an initial arbitrary state • Question:Is the convergence time (polynomially) bounded in the number of players?

  45. The potential function method • (Rough) Definition: A potential function for a game (if any) is a real-valued function, defined on the set of possible outcomes of the game, such that the equilibria of the game are precisely the local optima of the potential function. • Theorem: In any finite game admitting a potential function, best response dynamics always converge to a NE of pure strategies. • But how many steps are needed to reach a NE? It depends on the combinatorial structure of the players' strategy space…

  46. Convergence towards the Nash flow Negative result: It is possible to show that there exist instances of the non-atomic selfish routing game for which the convergence time is exponential (unless finding a local optimum in any Polynomial Local Search (PLS class) problem can be done in polynomial time, against the common belief)  Positive result: The non-atomic selfish routing game is a potential game (and moreover, for many instances, the convergence time is polynomial).

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