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Repeated Game Modeling of Multicast Overlays Mike Afergan (MIT CSAIL/Akamai) Rahul Sami (University of Michigan) April 25, 2006
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Talk Overview Introduction Repeated Games A Repeated Game Model of Multicast Overlays Results Summary
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Application-Layer Multicast Position in tree can impact QoS. [Mathay et al 04] Users have motive and means to alter tree. In the limit, becomes the unicast tree. …… Wants to move up tree Want fewer children Problem: Selfish users can degrade system performance
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A Double Problem System Design Problem Goal: A protocol which creates efficient trees even with selfish users. This problem is hard: Real-time and unidirectional Heavyweight solutions (e.g., payments, complicated trees) are undesirable. NATs make many solutions (e.g., monitoring) challenging. Modeling Problem On a small scale, these trees exist in practice without such mechanisms. [Chu et al ’04] Goal: A model that explains observed behavior and provides practical insight for building robust protocols.
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Key Insight Cheating degrades system efficiency and quality Can reduce lifespan of system Even selfish users want the system to exist in the future.
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Key Contributions A repeated model of cooperation Cooperation is endogenous to model Does not require heavyweight mechanisms Prescriptive results for building more efficient systems
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Talk Overview Introduction Repeated Games A Repeated Game Model of Multicast Overlays Results Summary
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One-Shot Prisoner's Dilemma P1\P2CD C(5,5)(0,9) D(9,0)(1,1) Static Equilibrium Outcome In the one-shot game, (D,D) is the outcome of the unique Nash Equilibrium.
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Repeated Prisoner's Dilemma P1\P2CD C(5,5)(0,9) D(9,0)(1,1) $$$ or $ +$+ $ + $+ $ + S Key Takeaway: The equilibrium of the repeated game may differ from the equilibrium of the stage game. Example Strategy: 1. Play C 2. If the other player defects, play D forever Outcome of the Repeated Game
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Sample Analysis P1\P2CD C(5,5)(0,9) D(9,0)(1,1) $$$ or $ +$+ $ + $+ $ + S Parameterized by discount factor ( ) Patience Factor (infinite game) Probability of game ending (finite game with unknown horizon) Example: is an equilibrium of the RPD iff: (Playing forever) (One-time “cheat”) + (Resulting payoffs) “Play C forever. If other plays D, play D forever” is an equilibrium iff: ½
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Talk Overview Introduction Repeated Games A Repeated Game Model of Multicast Overlays Results Summary
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Model Intuition Nodes in a network form an overlay. Per time-period benefit to user dependant on: Quality of content received Load on user Network Efficiency: Relative network load of given tree Defines per-period probability of network continuing Selfish players maximize the (discounted) series of per-period payoffs.
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Formal Game Model Instance Network: G = (V,E) Nodes to be served: N V Single source: s N, s V Single atomic piece of content An algorithm constructs a tree (T) which serves all nodes, N. Load of tree L(T, G) is sum of load on all links.
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Players and Actions User Utility Function – u i (d i,c i ) Decreasing in d and c as fixed and exogenous Action Space: {Connect to Root, Drop Child, Stay} Response Function – R(L) 1. R(L(Faithful Tree)) = 1.0 2. 1.0 > R(L(Unicast Tree)) ≥ 0 3. R(L) is monotonic Equilibrium Condition:
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Talk Overview Introduction Repeated Games A Repeated Game Model of Multicast Overlays Results Summary
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Simulator 1. Take inputs (topology, u i (.), N, , A) 2. Randomly select source and N end-nodes. 3. Each node learns d i, c i, and f(L). 4. Each node can connect to root, drop child, or take no action. 5. Repeat Step #4 until stable. 6. Collect Statistics. All datapoints represent 90 simulator runs. We prove that stable points of simulator are sub-game perfect equilibria.
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Results 1. System efficiency decreases with decreasing . 2. System efficiency decreases with increasing N. 3. Specific insight for particular tree formation protocols. Goal: A model that explains observed behavior and provides practical insight for building robust protocols.
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Benchmark Algorithm: Naïve Min Cost Spanning Tree Inputs: Nodes Pair-Wise distances Outputs: Min Cost Spanning Tree Assumes all reports are truthful
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NICE (Banerjee et al ’02) Nodes create hierarchical tree of clusters of size k Completely distributed NICE has been shown to have good performance characteristics. [Banerjee et al, ’02]
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NICE is more efficient than a Naïve Min-Cost Spanning Tree NMC better for faithful users But for even mildly selfish users NICE performs better.
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Utility Distribution Naïve Min Cost NICE NICE has an inherent tradeoff between depth and load.
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Impact of Cluster Size Under reasonable assumptions, increasing cluster size can increase efficiency. Load
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Generalizations Core results and intuition apply to more general cases: Large class of utility functions Large class of response functions Noisy signal of state Noisy understanding of response function
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Exogenous Types vs Endogenous Motivations Prior models use exogenous types: Cheater/not [Mathy et al] Altruism parameter [Feldman et al ‘04, Chu/Zhang ‘04 ] A repeated game model captures these factors in an endogenous fashion. Benefits: Fewer degrees of freedom Behavior is dependant on the system. This enable practical conclusions.
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Summary Users have the means and motive to alter multicast overlay trees. A repeated model of interactions can explain user cooperation without heavyweight mechanisms. Behavior which is endogenous to the model enables practical conclusions.
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