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1 Bottleneck Routing Games on Grids Costas Busch Rajgopal Kannan Alfred Samman Department of Computer Science Louisiana State University
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2 Talk Outline Introduction Basic Game Channel Game Extensions
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3 2-d Grid: Used in: Multiprocessor architectures Wireless mesh networks can be extended to d-dimensions nodes
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4 Each player corresponds to a pair of source-destination Edge Congestion Bottleneck Congestion:
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5 A player may selfishly choose an alternative path with better congestion Player Congestion Player Congestion: Maximum edge congestion along its path
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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
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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
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8 Bends : number of dimension changes plus source and destination
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9 Price of Stability: Price of Anarchy: even with constant bends Basic congestion games on grids
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10 Better bounds with bends Price of anarchy: Channel games: Optimal solution uses at most bends Path segments are separated according to length range
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11 There is a (non-game) routing algorithm with bends and approximation ratio Optimal solution uses arbitrary number of bends Final price of anarchy:
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12 Solution without channels: Split Games channels are implemented implicitly in space Similar poly-log price of anarchy bounds
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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]
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14 Talk Outline Introduction Basic Game Channel Game Extensions
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15 number of players with congestion Stability is proven through a potential function defined over routing vectors:
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16 Player Congestion In best response dynamics a player move improves lexicographically the routing vector
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17 Before greedy move After greedy move
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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
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19 Price of Stability Lowest order routing : Is a Nash Equilibrium Achieves optimal social cost
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20 Price of Anarchy Optimal solutionNash Equilibrium Price of anarchy: High!
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21 Talk Outline Introduction Basic Game Channel Game Extensions
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22 Row: channels Channel holds path segments of length in range:
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23 different channels same channel Congestion occurs only with path segments in same channel
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Path of player 24 Consider an arbitrary Nash Equilibrium maximum congestion in path
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must have a special edge with congestion Optimal path of player 25 In optimal routing : Since otherwise:
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26 In Nash Equilibrium social cost is:
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27 Special Edges in optimal paths of First expansion
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28 First expansion
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29 Special Edges in optimal paths of Second expansion
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30 Second expansion
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31 In a similar way we can define: We obtain expansion sequences:
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32 Redefine expansion:
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34 If then Contradiction constant k
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35 Therefore: Price of anarchy:
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36 Optimal solutionNash Equilibrium Price of anarchy: Tightness of Price of Anarchy
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37 Talk Outline Introduction Basic Game Channel Game Extensions
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38 Split game Price of anarchy:
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39 d-dimensional grid Price of anarchy: Channel game Price of anarchy: Split game
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