Project funded by the Future and Emerging Technologies arm of the IST Programme Recent directions in DELIS / Overview of on-going work David Hales www.davidhales.com.

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Presentation transcript:

Project funded by the Future and Emerging Technologies arm of the IST Programme Recent directions in DELIS / Overview of on-going work David Hales Department of Computer Science University of Bologna Italy

2 What’s DELIS? Dynamically Evolving Large Scale Information Systems (DELIS) A four year EU funded Integrated Project (IP) of Framework Program 6 (FP6) within the Future and Emerging Technologies area (FET) 19 Partners across EU Bologna: Biologically and Socially inspired mechanisms (self-healing, scalable, robust) Running for 1 year now

3 Recent directions in DELIS In collaboration with UPF (Sole et al)… Analysis of “natural” or “found” networks: Biological, software, neural Interestingly, found “duplicate and rewire” algorithms that reproduce distributions “motif analysis” of functional artificial networks such as Newscast, ERA, SLAC Statically and dynamically Potential to link empirical / scientific with engineering / functional approaches

4 Recent directions in DELIS Working with Edoardo Mollona at Bologna Agent-based computational economics (ACE) An artificial economy where “firms” recruit “workers” (with various skills) and compete in a market Successful firms (high-profit) copied by unsuccessful firms (evolutionary process) Conventional, classical, economics very limited treatments – e.g. learning, different skills, Agent-based model -> new ideas For me, implications for distributed systems design (e.g. “firms” as nodes, “workers” as agents with certain skills)

5 FirmWorld Environment Master Model Company 2 Company Models Employed Agents Unemployed Agents Company 1 Months

6 Specialisation Often, node specialisation in clusters produces more optimal behaviour (e.g. supernodes for example – see Alberto’s papers) Are there “general” mechanisms that can generate this based on “self-interest” and “local-behaviour” of nodes – dynamically. Previous (mean-field) type tag based models exist (from social simulation – “tribes”) Are they translatable into P2P type networks?

7 Specialisation in “tribal” model Agents with matching tags share a boundary Numbers represent agent skills Resources awarded may be passed on to an agent with appropriate skill or discarded 4 The passing agent incurs a cost Resources are marked with a required skill number

8 Specialisation in a network Nodes form functional clusters with internal specialisation Numbers represent node resources Jobs generated periodically at various nodes Job A Job B

9 Evolutionary Re-wiring Algorithm Periodically: Compare utility with another node If other node has higher utility copy its behaviour and links Andrea Marcozzi – has put this “on top” of Newscast and can reproduce high cooperation in a PD game

10 The Prisoner’s Dilemma Given: T > R > P > S and 2R > T + S

11 The Prisoner’s Dilemma This is a “minimal form” of a “Commons Tragedy” (Hardin 1968). The “rational” game theoretic solution (the “Nash” equilibrium – is to defect) Selfish adaptive / evolutionary units would also tend to Nash It is desirable for “societies” to maintain at least some level of cooperation in such situations and many seem to. But how?

12 Maintaining Cooperation in the PD Binding Agreements (3’rd party enforcement) – expensive, complex, tends to centralisation (Thomas Hobbes 1660) Repeated Interactions so can punish defectors – requires enough repeated interactions and “good guys” at the start (Axelrod 1984) Fixed spatial relationships – lattice or fixed networks – not good with dynamic networks (Nowak & May 1992) Tags – scalable, single round, simple (Holland 1993, Riolo 1997, Hales 2000)

Project funded by the Future and Emerging Technologies arm of the IST Programme Tags – New and Novel Mechanism for Cooperation A little detail on a previous tag model Hales (2000, 2004).

14 What are Tags? Visible and changeable markers attached to agents (e.g. dress style, accent, hair-style) If agents preferentially mix with those sharing same tags Distinct groups are formed - By excluding those without the same tags By changing tags agents move between groups Membership of some groups may be more desirable than others

15 Evolving Tags If we assume (evolutionary process): Strategies and tags of agents obtaining high credit tend to get copied Periodically agents randomly mutate tag and strategy bits Result is all defection – since a defector never gets less credit from an interaction than its partner (ESS and Nash)

16 Evolving Tags But if we bias partner selection to those with matching tags (if any exist) We get unstable yet high levels of cooperation A dynamic group formation and dissolution process Tags mutate and are copied like strategies (but with a higher mutation rate)

17 Agents - a Tag and a PD strategy Tag = 5 Tag = 10 Cooperate Defect Tag = (say) Some Integer Game interaction between those with same tag (if possible)

18 Shared tags How Tags Work Mutation of tag Copy tag and strategy Game Interactions

19 Visualising the Process (Hales 2000) Time Unique Tag Values Coop Defect Mixed Empty

20 Visualising the Process Time Unique Tag Values Coop Defect Mixed Empty

21 A Reverse Scaling Property Generations to high cooperation Population size (n)

22 Recent finding (Hales 2004) – tag mutation rate needs to be higher

Project funded by the Future and Emerging Technologies arm of the IST Programme Translating Tags into a P2P Scenario All well and good, but can these previous results be applied to something like looks more like: unstructured overlay networks with limited degree and open to free riders

24 A P2P Scenario Consider a P2P: Assume nodes maintain some max. no. of links Node neighbours can be thought of as a group Nodes may be good guys, share resources with neighbours, or free-ride, using neighbours resources but not sharing theirs (PD) Sharing / free-riding is a Strategy The neighbour links (as a whole) a kind of “tag” (if clustering high enough)

25 A P2P Scenario Represent the P2P as a undirected graph Assume nodes are selfish and periodically: Play PD with RND selected neighbour Compare performance to some randomly selected other node If other node is doing better copy its neighbourhood and strategy Mutate strategies and neighbourhood.

26 Initial thoughts and questions For tag-like dynamics high clustering would appear to be required (groups required) Will dynamic nature of the scenario support this? Can cooperation be maintained without it? We might start simulations of the model with high clustering initially (say small world or lattice) and compare that to random networks Many schemes of “neighbourhood copying and mutation” are possible which to use? What kind of topologies emerge over time?

27 Design Decisions Mutation of neighbourhood = replace all neighbours with a single neighbour chosen at random from the population Mutation on strategy = flip the strategy Node j copying a more successful node i = replace i neighbourhood with j’s U j itself When maximum degree of node is exceeded throw away a randomly chosen link Payoffs as before: T=1.9, R=1, P=d, S=d

28 Social Climbing, Ostracism, Replication F u > A u Before After Where A u = average utility of node A A copies F neighbours & strategy In his case mutation has not changed anything

29 Mutation on the Neighbourhood Before After Mutation applied to F’s neighbourhood F is wired to a randomly selected node (B)

30 The Simulation Cycle LOOP some number of generations LOOP for each node (i) in the population N Select a game partner node (j) randomly from neighbour list Agent (i) and (j) invoke their strategies and get appropriate payoff END LOOP Select N/2 random pairs of agents (i, j) reproduce higher scoring agent Apply mutation to neighbour list and strategy of each reproduced agent with probability m END LOOP

31 Parameters Vary N between 4, ,000 Maximum degree 20 Initial topology random graph Initial strategies all defection (not random) Mutation rate m = (small) a previous Payoffs as before: T=1.9, R=1, P=d, S=d (where d is a small value)

32 Results

33 Results – increased mf=10

34 A few more nodes

35 A typical run (10,000 nodes)

36 A 100 node example – after 500 generations

37

38 Topology Evolution – so far it seems…. From ANY initial starting topology / strategy mix same outcome (tried random, lattice, small world, all nodes disconnected, all defect, random, all coop) Typically (very approx.) a max of n/10 unstable components exist at any one time which are highly internally connected (L not much more than 1 and C very high) But they are not of equal size Constantly reforming and changing due to mutation and replication Rough characterisation of disconnectedness = prob. that two random nodes are connected

39 Typical run, 200 nodes C=clustering coeff, L = path length, K = degree, cm = no of components, cp = connection prob, coop = prop of cooperators L / 5, K / 20, CM / 20

40 A message passing game Keep everything the same but change “game” A message passing game – select two nodes (i,j) randomly from G. i tries to send a message to j. Do a flood fill query from i to j. If a route of cooperators is found from i to j then i gets a “hit” (one point added to score) Only cooperators pass on a messages incurring a small cost for doing so, reducing score Hence defectors will do better than cooperators getting the same proportion of hits Tough task since need a route between specific nodes via a chain of coops only

41 Message Passing game nodes after 500 generations

42 Message passing game nodes to 100 generations L / 5, K / 20, CM / 20

43 But its not as good as it seems... Increased games to 25n per generation Start with random strategies (all def. no good) Does not appear to scale well (oscillations) More work needs to be done (only a few runs) A very tough test for scaling on this mechanism On reflection - surprising it did this well Try “easier” and more realistic “game”

44 Next steps Assume random selections from the population (will it work with net. generated selections?) Try more realistic task (file sharing) (Qixiang Sun & Hector Garcia-Molina 2004) So far robustness tested as effect of mutation – static pop size – try drop or introduce lots of nodes at once Simplistically treats all neighbour links as “one chunk” rather than selectively removing links (eliminate comparison also? Vance Maverick’s idea) various schemes possible Translate model into PeerSim framework

45 Conclusion Tag-like dynamics can be put into a network using simple rewiring rules Even simple rules appear flexible, able to create and maintain different topologies for different tasks Free-riding is minimised, even though node behaviour selfishly and have no knowledge of past interaction At least for close neighbour interaction the method scales well But much more analysis needs to be done and more realistic kinds of p2p task domain need to be tested