Near-Optimal Network Design With Selfish Agents Elliot Anshelevich, Anirban Dasgupta, Éva Tardos, Tom Wexler STOC’03, June 9–11, 2003, San Diego, California,

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Near-Optimal Network Design With Selfish Agents Elliot Anshelevich, Anirban Dasgupta, Éva Tardos, Tom Wexler STOC’03, June 9–11, 2003, San Diego, California, USA Presented by XU, Jing For COMP670O, Spring 2006, HKUST

2/20Near-Optimal Network Design with Selfish Agents (STOC’03) Network Design Game  Problem Selfish agents share network building cost to make their sets of terminals connected  Focus Behavior of selfish agents Structure of the network generated Optimistic Price of anarchy = s1s1 t3t3 t1t1 t2t2 s2s2 s3s3

3/20Near-Optimal Network Design with Selfish Agents (STOC’03) Outline  Model & Basic Results  Single Source Game Optimistic price of anarchy = 1 (1+)-approximate NE  General Connection Game Optimistic price of anarchy ≤ N Some approximate NEs  NE existence: NP-Complete

4/20Near-Optimal Network Design with Selfish Agents (STOC’03) Problem Modeling  Graph G=(V,E) Undirected Cost of an edge e: c(e) To purchase a subgraph G p of G  Selfish Agents N players Strategy:  Strategy of player i : p i ={p i (e)}  p={p 1, …, p N }  G p ={e | ∑ i p i (e) ≥ c(e)} Player i ’s goal:  His set of terminals are connected in G p  Minimize his total payoff: ∑ eE p i (e) s1s1 t3t3 t1t1 t2t2 s2s2 s3s3 bought edges

5/20Near-Optimal Network Design with Selfish Agents (STOC’03) Basic Results  Property of NE: G p is a forest Player i only pays for the edges he uses Each edge is paid either fully or not  NE may not exist: E.g.:  Price of anarchy = N Upper bound = N Lower bound (by e.g.): 1 s t N

6/20Near-Optimal Network Design with Selfish Agents (STOC’03) Single Source Games  Definition: Players share a common terminal: s Each player has one other terminal: t i  G p is a tree + unused vertices  Social Optimum: Minimum Cost Steiner Tree ( NP-Complete)  Nash Equilibrium: Always exists Optimum social cost  share cost of SO

7/20Near-Optimal Network Design with Selfish Agents (STOC’03) Simple Case: MST Best NE  OPT T* Player i buy edge above t i in T*. It’s easy if all nodes are terminals…

8/20Near-Optimal Network Design with Selfish Agents (STOC’03) Single Source Games (Cont’)  Cost Sharing Algorithm: (given T*) 1) Initialize p i (e) = 0 for players i and edges e. 2) Loop through edges e in T ∗ in reverse BFS order. 1) Loop through i with t i ∈ T e, until e is paid fully. 1) If e is a cut in G, then set p i (e) = c(e). 2) Otherwise 1) Define modified costs: c’(f) = p i (f), f ∈ T ∗ c’(f) = c(f), fT ∗. 2) Define χ i to be the cost of the cheapest path from s to t i in G\{e} under c’. 3) Define p i (T ∗ ) = ∑ f ∈ T ∗ p i (f). 4) Define p(e) = ∑ j p j (e). 5) Set p i (e) = min{χ i − p i (T ∗ ), c(e) − p(e)}.

9/20Near-Optimal Network Design with Selfish Agents (STOC’03) Single Source Games (Cont’)  Lemma 3.4:  Lemma 3.5: All edges will be paid fully.

10/20Near-Optimal Network Design with Selfish Agents (STOC’03) Single Source Games (Cont’)  Theorem 3.6: Given a -approximate minimum cost Steiner Tree T, for any ε>0, there’s a poly-time algorithm that returns a (1+ε)-approximate NE on T’, where C(T’) C(T).  Pay for 1- of each edge in T,  Run for at most times.  It is a (1+ε)-approximate NE:

11/20Near-Optimal Network Design with Selfish Agents (STOC’03) Single Source Games (Cont’)  Extensions G is directed. Each player has a maximum acceptable cost max( i ).

12/20Near-Optimal Network Design with Selfish Agents (STOC’03) General Connection Games  Basic Results: NE may not exist. Price of anarchy can be as large as N.  Optimistic Price of anarchy: E.g. with optimal social cost 1+3, and best NE cost N-2+ .

13/20Near-Optimal Network Design with Selfish Agents (STOC’03) General Connection Games (Cont’)  Theorem 4.1: For any game, there is a 3-approximate NE that buys OPT. Connection Set S of player i: A subset of T i, C is connected component in T * \S, either player i has a terminal in C, or all player j’s terminals are in C if any appears. Ideas: Player i pays for 3 connection sets of his:  Edges belonging only to T i  Decompose OPT hierarchically into paths to get another 2 connection sets.

14/20Near-Optimal Network Design with Selfish Agents (STOC’03) General Connection Games (Cont’) Paths R(t):

15/20Near-Optimal Network Design with Selfish Agents (STOC’03) General Connection Games (Cont’) Path Q(t) for player i:

16/20Near-Optimal Network Design with Selfish Agents (STOC’03) General Connection Games (Cont’)  Given -approximate Steiner forest T A (3+ε)-approximate NE can be found, if there is a polynomial-time optimal Steiner tree finder. =2, use a 1.55-approximate optimal Steiner tree finder, a (4.65+ ε)- approximate NE T’ can be found with C(T’)2OPT, in time polynomial in n and ε -1.

17/20Near-Optimal Network Design with Selfish Agents (STOC’03) General Connection Games (Cont’)  How far is the best NE from the OPT?  How far is the OPT form NE? Lower Bounds for approximate Nash: For any > 0, there is a game such that any equilibrium which purchases the optimal network is at least a (3/2−)-approximate Nash equilibrium.

18/20Near-Optimal Network Design with Selfish Agents (STOC’03) NP-Completeness  Determining the existence of Nash equilibria is NP-complete, if the number of players is O(n). Proof by reduction from 3-SAT.

19/20Near-Optimal Network Design with Selfish Agents (STOC’03) NP-Completeness (Cont’)  Two player game: Each player has only two terminals Existence of NE in this game can be solved by enumerating possible NE structures.  Two disjoint paths  Two paths with merge-nodes {u,v}

20/20Near-Optimal Network Design with Selfish Agents (STOC’03) Thank you!