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The Price of Stability for Network Design

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Title: The Price of Stability for Network Design


1
The Price of Stability
for Network Design
  • Elliot Anshelevich
  • Joint work with Dasgupta, Kleinberg, Tardos,
    Wexler, Roughgarden

2
Selfish Agents in Networks
  • Traditional network design
    problems are centrally controlled
  • What if network is instead built
    by many self-interested agents?
  • Properties of resulting network may be very
    different from the globally optimum one

3
A Connection Game
  • Given G (V,E),
  • costs ce for all e ? E,
  • k vertex pairs (si,ti)
  • Each player wants to build a network in which his
    nodes are connected.
  • Player strategy select a path connecting si to
    ti.

4
Sharing Edge Costs
  • How should multiple players
  • on a single edge split costs?
  • One approach no restrictions...
  • ...any division of cost agreed upon by players is
    OK.
  • Near-Optimal Network Design with Selfish Agents
  • STOC 03 Anshelevich, Dasgupta, Tardos, Wexler.
  • Another approach try to ensure some sort of
    fairness.
  • The Price of Stability for Network Design with
    Fair Cost Allocation
  • FOCS 04 Anshelevich, Dasgupta, Kleinberg,
    Tardos, Wexler, Roughgarden.

5
Arbitrary Sharing Model
  • Player i picks payments for each edge e.
  • e is bought if total payments ce.
  • Note any player can use bought edges

t2
t1
s3
t3
s1
s2
6
Nash Equilibrium
  • A Nash Equilibrium (NE) is a set of payments for
    players such that no player wants to deviate.
  • Player i does not care whether other players
    connect.
  • When considering deviations, player i assumes
    that other players payments are fixed.

t2
t1
s3
t3
s1
s2
7
Nash Equilibrium
  • A Nash Equilibrium (NE) is a set of payments for
    players such that no player wants to deviate.
  • Player i does not care whether other players
    connect.
  • When considering deviations, player i assumes
    that other players payments are fixed.

t2
t1
s3
t3
s1
s2
8
A Simple Example
t1, t2, tk
t
1
k
s
s1, s2, sk
9
A Simple Example
t1, t2, tk
t
t
1
k
1
k
s
s
s1, s2, sk
  • One NE
  • each player
  • pays 1/k

10
A Simple Example
t1, t2, tk
t
t
t
1
k
1
k
1
k
s
s
s
s1, s2, sk
  • One NE
  • each player
  • pays 1/k

Another NE each player pays 1
11
The Price of Stability
cost(worst NE) cost(OPT)
Price of Anarchy
s1sk
Koutsoupias, Papadimitriou Roughgarden, Tardos
(Min cost Steiner forest)
1
k
cost(best NE) cost(OPT)
Price of Stability
t1tk
Can think of latter as a network designer
proposing a
solution.
12
Example 2 No Nash
s1
t2
a
all edges cost 1
b
d
c
t1
s2
13
Example 2 No Nash
s1
t2
a
all edges cost 1
b
d
c
t1
s2
We know that any NE must be a tree WLOG assume
the tree is a,b,c.
14
Example 2 No Nash
s1
t2
a
all edges cost 1
b
d
c
t1
s2
  • We know that any NE must be a tree WLOG assume
    the tree is a,b,c.
  • Only player 1 can contribute to a.
    Only player 2 can
    contribute to c.

15
Example 2 No Nash
s1
t2
a
all edges cost 1
b
d
c
t1
s2
We know that any NE must be a tree WLOG assume
the tree is a,b,c. Only player 1 can contribute
to a. Only
player 2 can contribute to c.
Neither player can contribute to b,
since d is a tempting deviation.
16
Related Work
  • Generalized Steiner forest e.g. Goemans,
    Williamson
  • Centralized problem connect pairs
  • Price of Anarchy Koutsoupias, Papadimitriou
    Roughgarden, Tardos
  • Cost sharing e.g. Jain, Vazirani
  • Get players to pay for a tree
  • Players dont specify edge payment
  • Network creation game Fabrikant, Luthra, Maneva,
    Papadimitriou, Shenker Bala and Goyal Heller
    and Sarangi
  • Players always purchase adjacent edge
  • Players care about distances

17
Results for Arbitrary Sharing Model
  • NE do not always exist
  • Price of Stability O(k)
  • Price of Stability 1 for single source
  • Directed graphs
  • max(i), a price beyond which player i would
    rather not connect at all
  • OPT is an approx. NE
  • Approx. NE can be found

18
Single Source Games
  • (si s for all
    i)
  • Theorem In any single source game, there is
    always a NE that buys OPT.
  • meaning 2 things
  • There is always a NE
  • The Price of Stability is 1!

19
Simple Case MST
  • Easy if all nodes are terminals
  • Players buy edge above them in OPT.
  • Claim This is a Nash Equilibrium.
  • ( i unhappy gt can build cheaper tree )
  • Typically we will have Steiner nodes.
    Who buys the edge above these?

20
Attempts to Buy Edges
1) Can we get a single player to pay?
Both players must help buy top edge.
3
5
5
3
3
2) Can we split edge costs evenly?
Second node wont pay more than 5 in total.
4
4
4
4
4
4
5
21
Greedy Algorithm
In both examples, players were limited by
possible deviations.
e
Given OPT, pay for edges in OPT from the
bottom up, greedily, as constrained by
deviations. If we buy all edges, were done!
22
Proof Idea
  • If greedy fails to pay for e, we will show that
    the tree is not OPT.
  • All players have possible deviations.
  • Deviations and current payments must be equal.
  • If all players deviate, all connect, but pay
    less.

e
23
A Possible Pitfall
Suppose greedy algorithm cannot pay for e.
e
e
1 2 3 4
  • Further, suppose 1 2 share cost(e)
  • Consider 1 2 both deviating
  • Player 1 stops contributing to e
  • Danger 2 still needs this edge!

24
Safely Selecting Paths
e
e
1 2 3 4
Shouldnt allow player 1 to deviate If
only 2 deviates, all players reach the
source. Idea should use the highest deviating
paths first.
25
Safely Selecting Paths
e
We may have to select multiple alternate
paths. Not trying to find NE, just form
contradiction.
26
Single Source in Polytime
  • Thm For single source, can find a (1e)-approx.
    NE in polytime on an a-approx. Steiner tree.
  • a best Steiner tree approx. (1.55)
  • e gt 0, running time depends on e.
  • Pf Sketch
  • Greedy algorithm from previous proof either
    finds a NE or a cheaper tree than it was given.
  • Only take significant improvements.

27
The Fair Connection Game
  • Can view restricting allowable
  • payments as mechanism design
  • What sharing rules induce
  • players to form good solutions?
  • Natural choice is fair sharing, or Shapley cost
    sharing
  • Players using e pay for it evenly ci(P) S
    ce/ke

e ? P
28
The Fair Connection Game
  • Can view restricting allowable
  • payments as mechanism design
  • What sharing rules induce
  • players to form good solutions?
  • Natural choice is fair sharing, or Shapley cost
    sharing
  • Players using e pay for it evenly ci(P) S
    ce/ke
  • Each player tries to minimize his cost.

e ? P
29
Congestion Games
  • This is a congestion game!
  • Usual congestion games have latency/delay/load
  • cost per player increases as the number of
    players sharing an edge increases.
  • Fair Connection Game has edge costs
  • cost per player decreases as the number of
    players sharing an edge increases.

30
Related Work
  • Shapley value cost sharing
  • Feigenbaum, Papadimitriou, Shenker
    Herzog, Shenker, Estrin
  • Price of anarchy in routing and congestion games
  • Roughgarden, Tardos
  • Potential games
  • Monderer, Shapley

31
A Simple Example
t1, t2, tk
t
t
t
1
k
1
k
1
k
s
s
s
s1, s2, sk
  • One NE
  • each player
  • pays 1/k

Another NE each player pays 1
32
Contrast with Unfair Cost Sharing
  • Unrestricted Sharing Fair Sharing
  • NE dont always exist NE always exist
  • P.o.S. O(k) P.o.S.
    O(log(k))
  • P.o.S. 1 for P.o.S. O(log(k)) for
  • single source single source
  • OPT is an approx. NE OPT may be far from NE
  • NE are forests NE can be cyclic
  • Approx. NE can be found ???

33
Example High Price of Stability
t
1
1
1
1
1
k
2
3
k-1
. . .
1?
1
2
3
k
k-1
0
0
0
0
0
34
Example High Price of Stability
cost(OPT) 1e
t
1
1
1
1
1
k
2
3
k-1
. . .
1?
1
2
3
k
k-1
0
0
0
0
0
35
Example High Price of Stability
cost(OPT) 1e but not a NE player k
pays (1e)/k, could pay 1/k
t
1
1
1
1
1
k
2
3
k-1
. . .
1?
1
2
3
k
k-1
0
0
0
0
0
36
Example High Price of Stability
so player k would deviate
t
1
1
1
1
1
k
2
3
k-1
. . .
1?
1
2
3
k
k-1
0
0
0
0
0
37
Example High Price of Stability
now player k-1 pays (1e)/(k-1),
could pay 1/(k-1)
t
1
1
1
1
1
k
2
3
k-1
. . .
1?
1
2
3
k
k-1
0
0
0
0
0
38
Example High Price of Stability
so player k-1 deviates too
t
1
1
1
1
1
k
2
3
k-1
. . .
1?
1
2
3
k
k-1
0
0
0
0
0
39
Example High Price of Stability
Continuing this process, all players defect.
This is a NE! (the only Nash) cost 1

t
1
1
1
1
1
k
2
3
k-1
. . .
1?
1
2
3
k
k-1
0
0
0
0
0
1 1
2 k
Price of Stability is Hk T(log k)!
40
To Show
  • The Hk Price of Stability is worst case possible.
  • Proof uses the idea of a Potential Game
  • Monderer and Shapley.
  • Extend results to many natural generalizations of
    the Fair Connection Game.

41
Potential Games
  • A game is a potential game if there exists a
  • function ?(S) mapping the current game state S
  • to a real value s.t.
  • If player i moves, is improvement change in
    ?(S).
  • Such games have pure NE just do Best Response!
  • The Fair Connection Game is a potential game!
  • We extend analysis to bound Price of Stability.

42
A Potential Function
  • Define ?e(S) ce1 1/2 1/3 1/ke
  • where ke is players using e in S. Hk
  • Let ?(S) S ?e(S)
  • Consider some solution S (a path for each
    player).
  • Suppose player i is unhappy and decides to
    deviate.
  • What happens to ?(S)?

e
e ? S
43
Tracking Player Happiness
  • ?e(S) ce1 1/2 1/3 1/ke
  • Suppose player is new path includes e.
  • i pays ce/(ke1) to use e.
  • ?e(S) increases by the same amount.
  • Likewise, if player i leaves an edge e,
  • ?e(S) exactly reflects the change in
    is payment.

ce1 1/2 1/ke
e
i
e
ce1 1/2 1/ke
44
Tracking Player Happiness
  • ?e(S) ce1 1/2 1/3 1/ke
  • Suppose player is new path includes e.
  • i pays ce/(ke1) to use e.
  • ?e(S) increases by the same amount.
  • Likewise, if player i leaves an edge e,
  • ?e(S) exactly reflects the change in
    is payment.

ce1 1/2 1/kece/(ke1)
e
i
e
ce1 1/2 1/ke -ce/ke
45
Bounding Price of Stability
  • Consider starting from OPT (central optimum).
  • From OPT, players will settle on some Nash NE.

1
1
3/2
1
1
1
OPT
46
Bounding Price of Stability
  • Consider starting from OPT (central optimum).
  • From OPT, players will settle on some Nash NE.
  • We have argued that
  • ?(NE) lt ?(OPT)

1
_
3/2
1
1
NE
47
Bounding Price of Stability
  • Consider starting from OPT (central optimum).
  • From OPT, players will settle on some Nash NE.
  • We have argued that
  • ?(NE) lt ?(OPT)
  • We also know for any S,
  • cost(S) lt ?(S) lt Hk cost(S).
  • So cost(NE) lt ?(NE) lt ?(OPT) lt Hk cost(OPT).

_
_
_
NE
_
_
_
48
Extensions Set Systems
  • ground set E of elements with costs.
  • player i has allowable set Si of subsets from E.
  • player i picks subset, evenly shares element
    costs.
  • For networking, can model players who want..
  • to connect multiple terminals.
  • higher connectivity guarantees.

ce
E
sets
i
j
49
Extensions Buy-at-Bulk Costs
  • Total cost of edge may increase with of users,
    but marginal cost decreases.
  • (Economies of Scale)
  • If edge cost is ce(j) for j users
  • define ?e(S) S ce(j)/j.
  • Like before, ? tracks improvement,
  • within log factor of cost gt
  • Price of
    Stability lt log(k).

edge cost
ke
j1
users
50
Extensions
  • All results hold if edges have capacities.
  • Incorporate distance
  • cost to player i ci(Pi)
    length(Pi)
  • Utility function of player i can depend on both
    cost and the set Si picked by i
  • cost to player i S ce(ke)/ke fi(Si)
  • PoS is still within log(k) if ce is concave

e ? Si
51
More Questions
  • Cost and Latency
  • Only Latency
  • Nash exist (same potential argument)
  • Best NE costs at most OPT w/ twice as many
    players.
  • For large class of functions, worst case Price of
    Stability is realized on 2 parallel links.
  • Best Response Dynamics
  • Can construct games with k players so that a
    certain ordering of moves takes 2O(k) time.
  • Weighted Game

52
Thank you.
53
Three Observations
  • 1) The bought edges in a NE form a forest.
  • 2) Players only contribute to edges on their
    si-ti path in this forest.
  • 3) The total payment for any edge e is either
    c(e) or 0.

54
Price of Anarchy in Multi-Source Games
s1
O(k)
s3sk
e
e
t2
s2
1
e
e
t3tk
O(k)
t1
OPT costs 1, but its not a NE. The only NE
costs O(k), so optimistic price of anarchy is
almost k.
55
Result for Multi Source Games
2
1
We know a NE may not exist, so settle for
approximate NE. How bad an approximation must we
have if we insist on buying OPT?
3
1
3
2
  • Theorem For any game, there exists a
    3-approx NE that buys OPT.
  • Note this is true even for games where players
    may have more than 2 terminals.

56
Proof Idea
  • Break up OPT into chunks.
  • Use optimality of OPT to show that any player
    buying a single chunk has no incentive to
    deviate.
  • Each chunk is paid for by a single player.
  • Each player pays for at most 3 chunks.

2
1
3
1
3
2
57
Connection Sets
1
  • A connection set C of player i is a set of edges
    such that
  • C only includes edges on the path Pi from si to
    ti in OPT.
  • If OPT is bought, and i pays only for C, then i
    has no incentive to deviate.
  • Connection set chunk

b
a
1
58
Connection Sets
1
  • A connection set C of player i is a set of edges
    such that
  • C only includes edges on the path Pi from si to
    ti in OPT.
  • If OPT is bought, and i pays only for C, then i
    has no incentive to deviate.
  • Connection set chunk

b
a
1
59
Main Challenge
  • Form a payment scheme where each player pays for
    at most 3 connection sets.
  • i pays for edges that no other players would pay
    for in OPT.
  • Another connection set for each terminal of i.

2
1
3
1
3
2
60
Tree Decomposition
  • Decompose OPT into hierarchical paths, where each
    path begins at a terminal and ends at a path of
    higher level.

4
1
3
2
2
3
1
5
5
4
61
Tree Decomposition
  • Decompose OPT into hierarchical paths, where each
    path begins at a terminal and ends at a path of
    higher level.

4
1
3
2
2
3
1
5
5
4
62
Tree Decomposition
  • Decompose OPT into hierarchical paths, where each
    path begins at a terminal and ends at a path of
    higher level.

4
1
3
2
2
3
1
5
5
4
63
Tree Decomposition
  • Decompose OPT into hierarchical paths, where each
    path begins at a terminal and ends at a path of
    higher level.

4
1
3
2
2
3
1
5
5
4
64
Payment Scheme
  • Connection sets in each path P are paid for by
    terminals associated with paths entering P.

2
2
1
3
4
65
Payment Scheme
  • Connection sets in each path P are paid for by
    terminals associated with paths entering P.

2
2
1
3
4
66
Payment Scheme
  • Connection sets in each path P are paid for by
    terminals associated with paths entering P.

4
3
1
3
2
3
2
5
2
2
3
1
1
5
5
4
67
Approximation Algorithm
Theorem For multi-source 2-terminal games, can
find a (3e)-approx. NE in polytime on an
2-approx. to OPT. For gt2 terminals, above
approximation becomes (4.65e), since need to use
best known approx for Steiner tree.
68
Adding Latency
  • What if we want to model congestion?
  • marginal cost increases, so not buy-at-bulk.
  • Every edge has increasing delay function de(ke).
  • Cost of edge e for player i is

  • ce(ke)/kede(ke).
  • Total cost of edge is
  • ce(ke) ke?de(ke).

69
Cost Latency
  • From earlier proof, we know that if for all S,
  • cost(S) lt A??(S) lt AB?cost(S),
  • then the price of stability is lt AB.
  • E.g. if ce is concave, de is polynomial with
    degree m,
  • then Price of Stability is lt (m1)?log(k).
  • With only latency and no edge costs,
  • we have PoS lt m1 for polynomial delays

-
-
-
70
Only Latency
  • Similar to routing games Roughgarden, Tardos
  • Comparison between these two games
  • atomic vs. non-atomic
  • Price of Stability vs. Price of Anarchy

NE is unique
t
t
t
xm
xm
.5/0
.5/0
1/1
0/0
s
s
s
71
Latency
  • In this case Nash Equilibria can be computed.

Convert all edges
d(1)
All edges capacity 1
d(x)
d(2)
d(3)
  • Claim A min cost flow corresponds to a NE.
  • Idea Since d is increasing, flow will use d(1),
    then d(2), etc, mirroring a potential function.
  • Fabrikant, Papadimitriou,
    Talwar

72
Latency
  • Results (with single source)
  • Nash exist (same potential argument)
  • Best NE costs at most OPT w/ twice as many
    players.
  • For large class of functions, worst case Price of
    Stability is realized on 2 parallel links.

73
Best Response Dynamics
  • How long before players settle on a NE?
  • In games with 2 players, O(n) time,
  • since shared segment grows monotonically.
  • Can construct games with k players so that a
    certain ordering of moves takes 2O(k) time.
  • Can 3-player games run for exponential time?
  • Can k-player games be scheduled to be polytime?

74
Weighted Game
  • If some player has more traffic, should pay more
  • In a weighted game, player i has weight w(i).
  • Players pay for edges proportionally to their
    weight.
  • No potential function exists. Do NE always
    exist?
  • Best Response converges for single commodity.
  • Games with at most 2 players per edge have NE.
  • If NE do exist, Price of Stability will be gtgt
    log(k)
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