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Near Optimal Network Design With Selfish Agents

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Title: Near Optimal Network Design With Selfish Agents


1
Near Optimal Network Design With Selfish Agents
  • Eliot Anshelevich Anirban Dasupta Eva Tardos
    Tom Wexler

Cornell University
Presented by Andrey Stolyarenko School of CS,
Tel-Aviv University
Some of the slides are taken from E.Anshelevich
and L.Kaiser presentations
2
Selfish Agents in Networks
  • Traditional network design
    problems are centrally controlled
  • What if network is instead built by many
    self-interested agents?
  • As we saw on previous lectures, properties of
    resulting network may be very different from the
    globally optimum one

3
Connection Games
4
The Connection Game A Story
Think of sea transport companies or broadband
internet providers. These are our agents
  • each company needs to connect a few ports or
    users
  • every connection has a constant cost
  • connection is bought if all together pay for it

5
The Connection Game Selfish as usual
  • We do not consider negotiations, communication
  • No external mechanism or regulation
  • All desired users must be connected, no tradeoff
  • Everyone will go for a cheaper price if possible

6
The Connection Game Model
7
The Connection Game Example
s1
t3
s2
t2
s3
t1
8
The Connection Game Example
9
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

TODAY
NEXT WEEK
10
What are we interested in?
  • From Nashs Theorem (1950) we know that
    mixed-strategy (non deterministic) Nash
    Equilibria always exist
  • There for We are interested in pure-strategy
    (deterministic) Nash Equilibria
  • From now and on Nash Equilibria (NE) will
    mean
  • Deterministic Nash Equealibira

11
What are we interested in?
  • How bad can NE be? Price of Anarchy
  • How good can NE be? Price of Stability
  • (1 e)-approx. NE

12
Nash Equilibrium
t2
  • A NE is a set of payments for players such that
    no player wants to deviate.
  • A player must connect his terminals
  • A player does not care whether other players
    connect.
  • When considering deviations, a player assumes
    that other players payments are fixed.

t1
s3
t3
s1
s2
13
Nash Equilibrium
  • A NE is a set of payments for players such that
    no player wants to deviate.
  • A player must connect his terminals
  • A player does not care whether other players
    connect.
  • When considering deviations, a player assumes
    that other players payments are fixed.

14
Nash Equilibria - Formal
15
Three Observations
16
Example 1 - Two Different NEs
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
17
Reminder The POA and POS
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
Question What were the POA and POS in Example 1 ?
18
NE Doesnt have to Exits!
Dont forget NEpure-NE for now
19
Example 2 - No Nash
s1
t2
a
all edges cost 1
b
d
c
t1
s2
20
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.
21
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.

22
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.
23
When NE exist, how bad can it be?
  • In The Connection Game the POA is at most N - The
    number of agents
  • If the worst NE p const more than N times OPT
    then there must be a player i whose payments pi
    are strictly more then OPT
  • Player i could deviate by purchasing the entire
    optimal solution by himself

24
When NE exist, how good can it be?
  • In Exaple 1 we saw that POS was 1

NEXT!
25
Single Source Games
26
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?

27
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
28
Greedy Algorithm
In both examples, players were limited by
possible deviations.
e
Given OPT, pay for edges in OPT from the
bottom up, greedily (openhanded) , as constrained
by deviations. If we buy all edges, were done!
29
Single Source Games
30
Notation
e
31
The Greedy Algorithm
32
Example
4
4
3
5
5
4
4
4
4
3
3
5
33
We get NE!
If we buy all edges we are done!
34
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
35
Proof
36
Path Lemma
37
Path Lemma
38
Proof Finale
e
39
But, Wait!
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!

40
Dont Worry, Everything is fine. Just,
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.
41
(1 e)-approx. NE in Polytime
  • Theorem 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.
  • Proof Sketch
  • Greedy algorithm from previous proof either
    finds a NE or a cheaper tree than it was given.
  • Only take significant improvements.

42
Multi Source Games
43
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.
44
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.

45
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
46
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
47
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
48
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
49
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
50
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
51
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
52
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
53
Payment Scheme
  • Connection sets in each path P are paid for by
    terminals associated with paths entering P.

2
2
1
3
4
54
Payment Scheme
  • Connection sets in each path P are paid for by
    terminals associated with paths entering P.

2
2
1
3
4
55
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
56
Approximation Algorithm
Theorem For multi-source 2-terminal games, can
find a (3e)-approx. NE in polytime on an
1.55-approx. to OPT. For gt2 terminals, above
approximation becomes (4.65e), since need to use
best known approx for Steiner tree.
57
Results and More
  • Single Source
  • POS 1
  • Polytime NE approx
  • What happens in directed graphs?
  • What happens if we add a maximum payment that a
    player is willing to may in order to stay
    connected?

58
Results and More
  • Multi Source
  • The existence of NE is NPC if the number of
    players is a part of the input. Show by 3-SAT
    reduction
  • POS can be O(n)
  • (3e)-NE approx. always exist
  • (4.65e)-NE approx algorithm for 1.55OPT
  • There are games which the best NE is 1.5-approx.
    Lower bound is 1.5.

59
THANK
  • YOU!
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