16,201 research outputs found
Distributed and Adaptive Routing Based on Game Theory
International audienceIn this paper, we present a new adaptive multi-flow routing algorithm to select end-to-end paths in packet-switched networks. This algorithm provides provable optimality guarantees in the following game theoretic sense: The network configuration converges to a configuration arbitrarily close to a pure Nash equilibrium. In this context, a Nash equilibrium is a configuration in which no flow can improve its end-to-end delay by changing its network path. This algorithm has several robustness properties making it suitable for real-life usage: it is robust to measurement errors, outdated information, and clocks desynchronization. Furthermore, it is only based on local information and only takes local decisions, making it suitable for a distributed implementation. Our SDN-based proof-of-concept is built as an Openflow controller. We set up an emulation platform based on Mininet to test the behavior of our proof-of-concept implementation in several scenarios. Although real-world conditions do not conform exactly to the theoretical model, all experiments exhibit satisfying behavior, in accordance with the theoretical predictions
Distributed Computing with Adaptive Heuristics
We use ideas from distributed computing to study dynamic environments in
which computational nodes, or decision makers, follow adaptive heuristics (Hart
2005), i.e., simple and unsophisticated rules of behavior, e.g., repeatedly
"best replying" to others' actions, and minimizing "regret", that have been
extensively studied in game theory and economics. We explore when convergence
of such simple dynamics to an equilibrium is guaranteed in asynchronous
computational environments, where nodes can act at any time. Our research
agenda, distributed computing with adaptive heuristics, lies on the borderline
of computer science (including distributed computing and learning) and game
theory (including game dynamics and adaptive heuristics). We exhibit a general
non-termination result for a broad class of heuristics with bounded
recall---that is, simple rules of behavior that depend only on recent history
of interaction between nodes. We consider implications of our result across a
wide variety of interesting and timely applications: game theory, circuit
design, social networks, routing and congestion control. We also study the
computational and communication complexity of asynchronous dynamics and present
some basic observations regarding the effects of asynchrony on no-regret
dynamics. We believe that our work opens a new avenue for research in both
distributed computing and game theory.Comment: 36 pages, four figures. Expands both technical results and discussion
of v1. Revised version will appear in the proceedings of Innovations in
Computer Science 201
Joint strategy fictitious play with inertia for potential games
We consider multi-player repeated games involving a large number of players with large strategy spaces and enmeshed utility structures. In these ldquolarge-scalerdquo games, players are inherently faced with limitations in both their observational and computational capabilities. Accordingly, players in large-scale games need to make their decisions using algorithms that accommodate limitations in information gathering and processing. This disqualifies some of the well known decision making models such as ldquoFictitious Playrdquo (FP), in which each player must monitor the individual actions of every other player and must optimize over a high dimensional probability space. We will show that Joint Strategy Fictitious Play (JSFP), a close variant of FP, alleviates both the informational and computational burden of FP. Furthermore, we introduce JSFP with inertia, i.e., a probabilistic reluctance to change strategies, and establish the convergence to a pure Nash equilibrium in all generalized ordinal potential games in both cases of averaged or exponentially discounted historical data. We illustrate JSFP with inertia on the specific class of congestion games, a subset of generalized ordinal potential games. In particular, we illustrate the main results on a distributed traffic routing problem and derive tolling procedures that can lead to optimized total traffic congestion
Distributed Flow Scheduling in an Unknown Environment
Flow scheduling tends to be one of the oldest and most stubborn problems in
networking. It becomes more crucial in the next generation network, due to fast
changing link states and tremendous cost to explore the global structure. In
such situation, distributed algorithms often dominate. In this paper, we design
a distributed virtual game to solve the flow scheduling problem and then
generalize it to situations of unknown environment, where online learning
schemes are utilized. In the virtual game, we use incentives to stimulate
selfish users to reach a Nash Equilibrium Point which is valid based on the
analysis of the `Price of Anarchy'. In the unknown-environment generalization,
our ultimate goal is the minimization of cost in the long run. In order to
achieve balance between exploration of routing cost and exploitation based on
limited information, we model this problem based on Multi-armed Bandit Scenario
and combined newly proposed DSEE with the virtual game design. Armed with these
powerful tools, we find a totally distributed algorithm to ensure the
logarithmic growing of regret with time, which is optimum in classic
Multi-armed Bandit Problem. Theoretical proof and simulation results both
affirm this claim. To our knowledge, this is the first research to combine
multi-armed bandit with distributed flow scheduling.Comment: 10 pages, 3 figures, conferenc
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