1 Distributed Selfish Replication Nikolaos Laoutaris Orestis Telelis Vassilios Zissimopoulos Ioannis Stavrakakis

Slides:



Advertisements
Similar presentations
Nash’s Theorem Theorem (Nash, 1951): Every finite game (finite number of players, finite number of pure strategies) has at least one mixed-strategy Nash.
Advertisements

Class-constrained Packing Problems with Application to Storage Management in Multimedia Systems Tami Tamir Department of Computer Science The Technion.
Arbitration. Introduction In this section we will consider the impact of outside arbitration on coordination games Specifically, we will consider two.
Price Of Anarchy: Routing
Replication Strategies in Unstructured Peer-to-Peer Networks Edith Cohen Scott Shenker This is a modified version of the original presentation by the authors.
This Segment: Computational game theory Lecture 1: Game representations, solution concepts and complexity Tuomas Sandholm Computer Science Department Carnegie.
Fast Convergence of Selfish Re-Routing Eyal Even-Dar, Tel-Aviv University Yishay Mansour, Tel-Aviv University.
Congestion Games with Player- Specific Payoff Functions Igal Milchtaich, Department of Mathematics, The Hebrew University of Jerusalem, 1993 Presentation.
Joint Strategy Fictitious Play Sherwin Doroudi. “Adapted” from J. R. Marden, G. Arslan, J. S. Shamma, “Joint strategy fictitious play with inertia for.
Chapter 14 Infinite Horizon 1.Markov Games 2.Markov Solutions 3.Infinite Horizon Repeated Games 4.Trigger Strategy Solutions 5.Investing in Strategic Capital.
Game Theory and Computer Networks: a useful combination? Christos Samaras, COMNET Group, DUTH.
Study Group Randomized Algorithms 21 st June 03. Topics Covered Game Tree Evaluation –its expected run time is better than the worst- case complexity.
How Bad is Selfish Routing? By Tim Roughgarden Eva Tardos Presented by Alex Kogan.
1 Distributed Selfish Replication under Node Churn Eva Jaho, Ioannis Koukoutsidis, Ioannis Stavrakakis, Ina Jaho Advanced Networking Research Group National.
Peer-to-Peer Distributed Search. Peer-to-Peer Networks A pure peer-to-peer network is a collection of nodes or peers that: 1.Are autonomous: participants.
Chapter 6 © 2006 Thomson Learning/South-Western Game Theory.
1 Algorithmic Game Theoretic Perspectives in Networking Dr. Liane Lewin-Eytan.
EC941 - Game Theory Prof. Francesco Squintani Lecture 8 1.
The Structure of Networks with emphasis on information and social networks T-214-SINE Summer 2011 Chapter 8 Ýmir Vigfússon.
The Cache Location Problem IEEE/ACM Transactions on Networking, Vol. 8, No. 5, October 2000 P. Krishnan, Danny Raz, Member, IEEE, and Yuval Shavitt, Member,
Oblivious Routing for the L p -norm Matthias Englert Harald Räcke 1.
Beyond selfish routing: Network Formation Games. Network Formation Games NFGs model the various ways in which selfish agents might create/use networks.
Selfish Caching in Distributed Systems: A Game-Theoretic Analysis By Byung-Gon Chun et al. UC Berkeley PODC’04.
Nov 2003Group Meeting #2 Distributed Optimization of Power Allocation in Interference Channel Raul Etkin, Abhay Parekh, and David Tse Spectrum Sharing.
Distributed Rational Decision Making Sections By Tibor Moldovan.
“A Feedback Control Approach to Mitigating Mistreatment in Distributed Caching Groups ” Georgios Smaragdakis, Nikolaos Laoutaris, Azer Bestavros, Ibrahim.
1 Caching Game Dec. 9, 2003 Byung-Gon Chun, Marco Barreno.
Sandia is a multiprogram laboratory operated by Sandia Corporation, a Lockheed Martin Company, for the United States Department of Energy under contract.
1 Mistreatment in Distributed Caching Groups: Causes and Implications Nikolaos Laoutaris †‡, Georgios Smaragdakis †, Azer Bestavros †, ‡ Ioannis Stavrakakis.
DANSS Colloquium By Prof. Danny Dolev Presented by Rica Gonen
Network Formation Games. Netwok Formation Games NFGs model distinct ways in which selfish agents might create and evaluate networks We’ll see two models:
Games in the normal form- An application: “An Economic Theory of Democracy” Carl Henrik Knutsen 5/
Network Formation Games. Netwok Formation Games NFGs model distinct ways in which selfish agents might create and evaluate networks We’ll see two models:
Inefficiency of equilibria, and potential games Computational game theory Spring 2008 Michal Feldman.
The Structure of Networks with emphasis on information and social networks T-214-SINE Summer 2011 Chapter 8 Ýmir Vigfússon.
Improved results for a memory allocation problem Rob van Stee University of Karlsruhe Germany Leah Epstein University of Haifa Israel WADS 2007 WAOA 2007.
DEXA 2005 Quality-Aware Replication of Multimedia Data Yicheng Tu, Jingfeng Yan and Sunil Prabhakar Department of Computer Sciences, Purdue University.
By: Gang Zhou Computer Science Department University of Virginia 1 A Game-Theoretic Framework for Congestion Control in General Topology Networks SYS793.
Primal-Dual Meets Local Search: Approximating MST’s with Non-uniform Degree Bounds Author: Jochen Könemann R. Ravi From CMU CS 3150 Presentation by Dan.
Bargaining Towards Maximized Resource Utilization in Video Streaming Datacenters Yuan Feng 1, Baochun Li 1, and Bo Li 2 1 Department of Electrical and.
Changing Perspective… Common themes throughout past papers Repeated simple games with small number of actions Mostly theoretical papers Known available.
Nash equilibrium Nash equilibrium is defined in terms of strategies, not payoffs Every player is best responding simultaneously (everyone optimizes) This.
Standard and Extended Form Games A Lesson in Multiagent System Based on Jose Vidal’s book Fundamentals of Multiagent Systems Henry Hexmoor, SIUC.
March 16 & 21, Csci 2111: Data and File Structures Week 9, Lectures 1 & 2 Indexed Sequential File Access and Prefix B+ Trees.
Structuring P2P networks for efficient searching Rishi Kant and Abderrahim Laabid Abderrahim Laabid.
Dynamic Games & The Extensive Form
A Study of Central Auction Based Wholesale Electricity Markets S. Ceppi and N. Gatti.
Extensive Games with Imperfect Information
March 23 & 28, Csci 2111: Data and File Structures Week 10, Lectures 1 & 2 Hashing.
March 23 & 28, Hashing. 2 What is Hashing? A Hash function is a function h(K) which transforms a key K into an address. Hashing is like indexing.
Incentives for Sharing in Peer-to-Peer Networks By Philippe Golle, Kevin Leyton-Brown, Ilya Mironov, Mark Lillibridge.
Information Theory for Mobile Ad-Hoc Networks (ITMANET): The FLoWS Project Competitive Scheduling in Wireless Networks with Correlated Channel State Ozan.
Beyond selfish routing: Network Games. Network Games NGs model the various ways in which selfish agents strategically interact in using a network They.
Beyond selfish routing: Network Games. Network Games NGs model the various ways in which selfish users (i.e., players) strategically interact in using.
1 What is Game Theory About? r Analysis of situations where conflict of interests is present r Goal is to prescribe how conflicts can be resolved 2 2 r.
© 2009 Ilya O. Ryzhov 1 © 2008 Warren B. Powell 1. Optimal Learning On A Graph INFORMS Annual Meeting October 11, 2009 Ilya O. Ryzhov Warren Powell Princeton.
1. 2 You should know by now… u The security level of a strategy for a player is the minimum payoff regardless of what strategy his opponent uses. u A.
Vasilis Syrgkanis Cornell University
1 Multi-radio Channel Allocation in Competitive Wireless Networks Mark Felegyhazi, Mario Čagalj, Jean-Pierre Hubaux EPFL, Switzerland IBC’06, Lisbon, Portugal.
Network Formation Games. NFGs model distinct ways in which selfish agents might create and evaluate networks We’ll see two models: Global Connection Game.
Network Formation Games. NFGs model distinct ways in which selfish agents might create and evaluate networks We’ll see two models: Global Connection Game.
Game theory basics A Game describes situations of strategic interaction, where the payoff for one agent depends on its own actions as well as on the actions.
Satisfaction Games in Graphical Multi-resource Allocation
Chapter 5 Unsupervised learning
Pastry Scalable, decentralized object locations and routing for large p2p systems.
The Impact of Replacement Granularity on Video Caching
Subject Name: File Structures
Communication Complexity as a Lower Bound for Learning in Games
Network Formation Games
Network Formation Games
Presentation transcript:

1 Distributed Selfish Replication Nikolaos Laoutaris Orestis Telelis Vassilios Zissimopoulos Ioannis Stavrakakis Department of Informatics and Telecommunications, University of Athens, Greece

2 A Distributed replication group (Leff et al., IEEE TPDS ‘93) vjvj trtr tsts tltl origin server group C j : v j ’s storage capacity r ij : v j ’s request rate for obj. o i access cost: t l <t r < t s n nodes Ν objects Applications Content distribution Shared memory Network file systems

3 Two main issues to address Object placement which objects to replicate in each node? …will be the focus of this talk Request routing how to find a node that replicates the requested object? … our object placement solution facilitates perfect routing routing to the closest node that’s holding the object

4 Two popular obj. placement strategies Socially Optimal (SO) placement strategy minimizes the average access cost in the entire group requires complete information (all request vectors) and a centralized algorithm Leff et al.: SO by casting the object placement problem as a capacitated transportation problem (polynomial complexity) SO appropriate under a single authority (e.g., CDN operator) Greedy Local (GL) placement strategy each node acting in isolation (completely uncooperative) node v j replicates the C j most popular objects according to the local demand r j requires only local information (the local request vector)

5 What happens when nodes are selfish? a selfish node: seeks to minimize its local access cost is a better model for applications with: multiple/independent authorities e.g., P2P, distributed web-caching our main research goal will be to: “Find appropriate object placement strategies for distributed replication groups of selfish nodes”

6 Why not use SO or GL? the SO strategy: can mistreat some nodes (example coming next) requires transmitting too much information the GL strategy: being uncooperative leads to poor performance

7 Mistreatment under SO group an over- active node 10 reqs/sec 1000 reqs/sec SO replicates the most popular objects locally (smaller id-> greater popularity) uses the storage capacity of all other nodes to replicate the next most popular ones these nodes end up replicating potentially irrelevant objects. They are mistreated by SO “I can do better by following GL” (replicate objs 1,2,3,4) “Lets get out of here!” … mistreated nodes pursue GL and the group disintegrates

8 The problem with nodes following GL Poor performance under common scenarios Uncooperativeness is harmful to both the social and the local utility Lets assume that the nodes: have similar demand patterns are adjacent (t r  t l ) then fetching an object locally or remotely costs the same If all nodes follow GL: they will be replicating the same few objects multiple times this is inefficient. Clearly they can do much better by: replicating different objects, and fetching the missing ones from their (adjacent) neighbors

9 The bottom line… Seems that a selfish node faces a deadlock (1) it cannot blindly trust the SO strategy because SO might mistreat him (2) it is not satisfied with the potentially poor performance of the (uncooperative) GL Research question: How can we claim the (freely) available “cooperation gain” without risking a mistreatment and do that without complete information?

10 The Equilibrium (EQ) placement strtgy is our approach for breaking the deadlock fills the gap between SO and GL in both: performance (access cost) required amount of information is based on the concept of pure Nash equilibrium from game theory forbids the mistreatment of any one node all nodes do at least as good as GL and typically much better (cooperation driven by selfish motives) requires the exchange of a small amount of information no reason for a node to abandon the group then

11 The Distributed Selfish Replication (DSR) game nodes  players n players local placements  strategies player v j can choose among (N choose C j ) possible strategies global placement  outcome of the game global placement=sum of the individual local placements reduction of access cost  payoff function DSR is a non-cooperative, non-zero-sum, n-player game pure Nash equilibria?

12 Our approach for finding EQ strategies for the DSR game starting with the DSR game in normal form we assume that nodes act sequentially following some pre-defined order (v 1,v 2,…,v n ) this resembles an extensive game formulation we use the ordering as a device for finding pure Nash equilibrium strategies for the original DSR game … in a distributed manner without requiring complete information

13 Our first algorithm: TSLS Two Step Local Search Step 0 (initialization): each node computes its GL placement g ij = r ij (t s -t l ),if o i not replicated in another node r ij (t r -t l ), if o i replicated in another node distance reduction with respect to the previous closer copy incomplete information only the strategies are revealed but not the payoff functions Step 1 (improvement): nodes line up; node v j : “observes” the placements of the other nodes proceeds to improve its GL placement according to the following definition of “excess gain”

14 TSLS (continued) each node solves a 0/1 Knapsack problem unit-weight objects, value g ij, integral knapsack capacity greedy solution  optimal at the end of Step 1 of TSLS -> Nash eq. plcmnt no node can benefit unilaterally proof: v j ’s OPT placement at the time of its turn to improve: remains OPT until the end of TSLS despite the changes performed from nodes that follow v j only multiple objects are evicted during Step 1 only unrepresented objects are inserted during Step 1 so a node might exchange some multiple objects from its GL placement with unrepresented ones

15 Comments on the use of ordering TSLS without ordering may never converge to an EQ placement nodes inserting/evicting the same objects indefinitely impact of ordering on individual gains: sometimes a certain turn (higher or lower) gives an advantage to a node identifying the OPT turn for a node requires knowing the remote payoff functions (not possible) when demand patterns (thus the payoffs also) are alike -> then higher turns (towards the end of Step 1) are better simple “merit based” protocol for deciding turns more important nodes getting a better turn

16 Eliminating the impact of ordering Suppose that the nodes are identical same capacity, demand pattern, request rate TSLS+”merit-based” protocol give some nodes an advantage (better turn) hard to justify since: nodes are identical thus lack any kind of difference in merit We would like to have an algorithm where: a node’s turn does not have a large impact on the amount of gain that it gets

17 TSLS(k): improving the TSLS fairness Same as TSLS but: at Step 1 -> up to k changes allowed k (multiple) objects belonging to the GL placement substituted by k (unrepresented) ones if more changes are desirable a node has to wait for the next round TSLS(k) requires multiple rounds to converge to EQ we show that convergence is guaranteed for small k  a node’s has a diminishing effect on the amount of gain it receives for large k  TSLS(k) reduces to TSLS

18 Distributed protocol Decide turn according to “merit” e.g., jth largest node getting the jth better turn Phase 0: compute GL placements all nodes in parallel each node to multicast its own Phase 1: improve the GL placements nodes lining up each one improving its GL plcmnt and multicasting the differences 1 round for TSLS, M rounds for TSLS(k) M  ceil(C max /k)

19 Main benefit  reduced information centralized algorithm has to send up to n*N (obj. id, obj. rate) pairs to a central node our protocol transmits up to Σ C j obj. ids large reduction on the amount of info sent typically Σ C j << N obj ids encoded easily (can use Bloom filters) (obj. id, obj. rate) pairs harder to represent to represent all the rate vectors aggregate storage capacity known placements  perfect routing

20 Example n=2, N=100, C 1 = C 2 =40, Zipf-like(0.8) demand, t l =0, t r =1, t s =2, ρ 1 =1

21

22 Wrap up many content distribution applications involve selfish nodes previous socially optimal object placement solutions not suitable new EQ strategies: avoid mistreatment problems harness the freely available cooperation gain require limited information to be implemented only the local demand pattern remote placements (but not the remote demands)

23 The end Q ?