1 Bottleneck Routing Games on Grids Costas Busch Rajgopal Kannan Alfred Samman Department of Computer Science Louisiana State University
2 Talk Outline Introduction Basic Game Channel Game Extensions
3 2-d Grid: Used in: Multiprocessor architectures Wireless mesh networks can be extended to d-dimensions nodes
4 Each player corresponds to a pair of source-destination Edge Congestion Bottleneck Congestion:
5 A player may selfishly choose an alternative path with better congestion Player Congestion Player Congestion: Maximum edge congestion along its path
Routing is a collection of paths, one path for each player 6 Utility function for player : congestion of selected path Social cost for routing : bottleneck congestion
We are interested in Nash Equilibriums where every player is locally optimal Metrics of equilibrium quality: Price of StabilityPrice of Anarchy is optimal coordinated routing with smallest social cost
8 Bends : number of dimension changes plus source and destination
9 Price of Stability: Price of Anarchy: even with constant bends Basic congestion games on grids
10 Better bounds with bends Price of anarchy: Channel games: Optimal solution uses at most bends Path segments are separated according to length range
11 There is a (non-game) routing algorithm with bends and approximation ratio Optimal solution uses arbitrary number of bends Final price of anarchy:
12 Solution without channels: Split Games channels are implemented implicitly in space Similar poly-log price of anarchy bounds
13 Some related work: Arbitrary Bottleneck games [INFOCOM’06], [TCS’09]: Price of Anarchy NP-hardness Price of Anarchy Definition Koutsoupias, Papadimitriou [STACS’99] Price of Anarchy for sum of congestion utilities [JACM’02]
14 Talk Outline Introduction Basic Game Channel Game Extensions
15 number of players with congestion Stability is proven through a potential function defined over routing vectors:
16 Player Congestion In best response dynamics a player move improves lexicographically the routing vector
17 Before greedy move After greedy move
18 Existence of Nash Equilibriums Greedy moves give lower order routings Eventually a local minimum for every player is reached which is a Nash Equilibrium
19 Price of Stability Lowest order routing : Is a Nash Equilibrium Achieves optimal social cost
20 Price of Anarchy Optimal solutionNash Equilibrium Price of anarchy: High!
21 Talk Outline Introduction Basic Game Channel Game Extensions
22 Row: channels Channel holds path segments of length in range:
23 different channels same channel Congestion occurs only with path segments in same channel
Path of player 24 Consider an arbitrary Nash Equilibrium maximum congestion in path
must have a special edge with congestion Optimal path of player 25 In optimal routing : Since otherwise:
26 In Nash Equilibrium social cost is:
27 Special Edges in optimal paths of First expansion
28 First expansion
29 Special Edges in optimal paths of Second expansion
30 Second expansion
31 In a similar way we can define: We obtain expansion sequences:
32 Redefine expansion:
33
34 If then Contradiction constant k
35 Therefore: Price of anarchy:
36 Optimal solutionNash Equilibrium Price of anarchy: Tightness of Price of Anarchy
37 Talk Outline Introduction Basic Game Channel Game Extensions
38 Split game Price of anarchy:
39 d-dimensional grid Price of anarchy: Channel game Price of anarchy: Split game