9 research outputs found

    The Price of Anarchy in Cooperative Network Creation Games

    Get PDF
    In general, the games are played on a host graph, where each node is a selfish independent agent (player) and each edge has a fixed link creation cost \alpha. Together the agents create a network (a subgraph of the host graph) while selfishly minimizing the link creation costs plus the sum of the distances to all other players (usage cost). In this paper, we pursue two important facets of the network creation game. First, we study extensively a natural version of the game, called the cooperative model, where nodes can collaborate and share the cost of creating any edge in the host graph. We prove the first nontrivial bounds in this model, establishing that the price of anarchy is polylogarithmic in n for all values of α in complete host graphs. This bound is the first result of this type for any version of the network creation game; most previous general upper bounds are polynomial in n. Interestingly, we also show that equilibrium graphs have polylogarithmic diameter for the most natural range of \alpha (at most n polylg n). Second, we study the impact of the natural assumption that the host graph is a general graph, not necessarily complete. This model is a simple example of nonuniform creation costs among the edges (effectively allowing weights of \alpha and \infty). We prove the first assemblage of upper and lower bounds for this context, stablishing nontrivial tight bounds for many ranges of \alpha, for both the unilateral and cooperative versions of network creation. In particular, we establish polynomial lower bounds for both versions and many ranges of \alpha, even for this simple nonuniform cost model, which sharply contrasts the conjectured constant bounds for these games in complete (uniform) graphs

    EGOIST: Overlay Routing Using Selfish Neighbor Selection

    Full text link
    A foundational issue underlying many overlay network applications ranging from routing to P2P file sharing is that of connectivity management, i.e., folding new arrivals into an existing overlay, and re-wiring to cope with changing network conditions. Previous work has considered the problem from two perspectives: devising practical heuristics for specific applications designed to work well in real deployments, and providing abstractions for the underlying problem that are analytically tractable, especially via game-theoretic analysis. In this paper, we unify these two thrusts by using insights gleaned from novel, realistic theoretic models in the design of Egoist – a prototype overlay routing system that we implemented, deployed, and evaluated on PlanetLab. Using measurements on PlanetLab and trace-based simulations, we demonstrate that Egoist's neighbor selection primitives significantly outperform existing heuristics on a variety of performance metrics, including delay, available bandwidth, and node utilization. Moreover, we demonstrate that Egoist is competitive with an optimal, but unscalable full-mesh approach, remains highly effective under significant churn, is robust to cheating, and incurs minimal overhead. Finally, we discuss some of the potential benefits Egoist may offer to applications.National Science Foundation (CISE/CSR 0720604, ENG/EFRI 0735974, CISE/CNS 0524477, CNS/NeTS 0520166, CNS/ITR 0205294; CISE/EIA RI 0202067; CAREER 04446522); European Commission (RIDS-011923

    The Price of Anarchy for Network Formation in an Adversary Model

    Full text link
    We study network formation with n players and link cost \alpha > 0. After the network is built, an adversary randomly deletes one link according to a certain probability distribution. Cost for player v incorporates the expected number of players to which v will become disconnected. We show existence of equilibria and a price of stability of 1+o(1) under moderate assumptions on the adversary and n \geq 9. As the main result, we prove bounds on the price of anarchy for two special adversaries: one removes a link chosen uniformly at random, while the other removes a link that causes a maximum number of player pairs to be separated. For unilateral link formation we show a bound of O(1) on the price of anarchy for both adversaries, the constant being bounded by 10+o(1) and 8+o(1), respectively. For bilateral link formation we show O(1+\sqrt{n/\alpha}) for one adversary (if \alpha > 1/2), and \Theta(n) for the other (if \alpha > 2 considered constant and n \geq 9). The latter is the worst that can happen for any adversary in this model (if \alpha = \Omega(1)). This points out substantial differences between unilateral and bilateral link formation

    Characterizing Selfishly Constructed Overlay Routing Networks

    No full text
    We analyze the characteristics of overlay routing networks generated by selfish nodes playing competitive network construction games. We explore several networking scenarios--- some simplistic, others more realistic---and analyze the resulting Nash equilibrium graphs with respect to topology, performance, and resilience. We find a fundamental tradeoff between performance and resilience, and show that limiting the degree of nodes is of great importance in controlling this balance. Further, by varying the cost function, the game produces widely different topologies; one parameter in particular---the relative cost between maintaining an overlay link and increasing the path length to other nodes---can generate topologies with node-degree distributions whose tails vary from exponential to power-law. We conclude that competitive games can create overlay routing networks satisfying very diverse goals

    Strategisches Verhalten in Systemen mit Interaktions- und Kontaktwahl

    Get PDF
    Verteilte Systeme haben große gesellschaftliche und wirtschaftliche Bedeutung. Bisher war unklar, ob sich ihre Teilnehmer effizient verhalten. Theoretische Analysen und verhaltensökonomische Experimente zeigen, dass kooperatives Verhalten entstehen kann. Die gebildeten Netzwerke sind fast effizient und können durch in dieser Arbeit entwickelte Strategien in ihrer Effizienz weiter erhöht werden
    corecore