24 research outputs found

    Sharing the cost of multicast transmissions in wireless networks

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    AbstractA crucial issue in non-cooperative wireless networks is that of sharing the cost of multicast transmissions to different users residing at the stations of the network. Each station acts as a selfish agent that may misreport its utility (i.e., the maximum cost it is willing to incur to receive the service, in terms of power consumption) in order to maximize its individual welfare, defined as the difference between its true utility and its charged cost. A provider can discourage such deceptions by using a strategyproof cost sharing mechanism, that is a particular public algorithm that, by forcing the agents to truthfully reveal their utility, starting from the reported utilities, decides who gets the service (the receivers) and at what price. A mechanism is said budget balanced (BB) if the receivers pay exactly the (possibly minimum) cost of the transmission, and β-approximate budget balanced (β-BB) if the total cost charged to the receivers covers the overall cost and is at most β times the optimal one, while it is efficient if it maximizes the sum of the receivers’ utilities minus the total cost over all receivers’ sets. In this paper, we first investigate cost sharing strategyproof mechanisms for symmetric wireless networks, in which the powers necessary for exchanging messages between stations may be arbitrary and we provide mechanisms that are either efficient or BB when the power assignments are induced by a fixed universal spanning tree, or (3ln(k+1))-BB (k is the number of receivers), otherwise. Then we consider the case in which the stations lay in a d-dimensional Euclidean space and the powers fall as 1/dα, and provide strategyproof mechanisms that are either 1-BB or efficient for α=1 or d=1. Finally, we show the existence of 2(3d-1)-BB strategyproof mechanisms in any d-dimensional space for every α⩾d. For the special case of d=2 such a result can be improved to achieve 12-BB mechanisms

    Dealing With Misbehavior In Distributed Systems: A Game-Theoretic Approach

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    Most distributed systems comprise autonomous entities interacting with each other to achieve their objectives. These entities behave selfishly when making decisions. This behavior may result in strategical manipulation of the protocols thus jeopardizing the system wide goals. Micro-economics and game theory provides suitable tools to model such interactions. We use game theory to model and study three specific problems in distributed systems. We study the problem of sharing the cost of multicast transmissions and develop mechanisms to prevent cheating in such settings. We study the problem of antisocial behavior in a scheduling mechanism based on the second price sealed bid auction. We also build models using extensive form games to analyze the interactions of the attackers and the defender in a security game involving honeypots. Multicast cost sharing is an important problem and very few distributed strategyproof mechanisms exist to calculate the costs shares of the users. These mechanisms are susceptible to manipulation by rational nodes. We propose a faithful mechanism which uses digital signatures and auditing to catch and punish the cheating nodes. Such mechanism will incur some overhead. We deployed the proposed and existing mechanisms on planet-lab to experimentally analyze the overhead and other relevant economic properties of the proposed and existing mechanisms. In a second price sealed bid auction, even though the bids are sealed, an agent can infer the private values of the winning bidders, if the auction is repeated for related items. We study this problem from the perspective of a scheduling mechanism and develop an antisocial strategy which can be used by an agent to inflict losses on the other agents. In a security system attackers and defender(s) interact with each other. Examples of such systems are the honeynets which are used to map the activities of the attackers to gain valuable insight about their behavior. The attackers want to evade the honeypots while the defenders want them to attack the honeypots. These interesting interactions form the basis of our research where we develop a model used to analyze the interactions of an attacker and a honeynet system

    Computational Mechanism Design: A Call to Arms

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    Game theory has developed powerful tools for analyzing decision making in systems with multiple autonomous actors. These tools, when tailored to computational settings, provide a foundation for building multiagent software systems. This tailoring gives rise to the field of computational mechanism design, which applies economic principles to computer systems design

    Applying the repeated game framework to multiparty networked applications

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2005.Includes bibliographical references (p. 145-154).This thesis presents repeated game analysis as an important and practical tool for networked application and protocol designers. Incentives are a potential concern for a large number of networked applications. Well-studied examples include routing and peer-to-peer networks. To the extent that incentives significantly impact the outcome of a system, system designers require tools and frameworks to better understand how their design decisions impact these incentive concerns. Repetition is a prevalent and critical aspect of many networking applications and protocols. Most networked protocols and architectures seek to optimize performance over a longer timescale and many have explicit support for repetition. Similarly, most players in networked applications are interested in longer horizons, whether they be firms building a business or typical individuals trying to use a system. Fortunately, the study of repeated interaction between multiple self-interested parties, repeated games, is a well-understood and developed area of economic and game theoretic research. A key conclusion from that literature is that the outcome of the repeated game can differ qualitatively from that of the one-shot game. Nonetheless, the tools of repeated games have rarely if ever been brought to bear on networking problems. Our work presents the descriptive and prescriptive power of repeated game analysis by making specific contributions to several relevant networking problems.(cont.) The applications considered are inherently repeated in practice, yet our research is the first to consider the repeated model for each particular problem. In the case of interdomain routing, we first show that user-directed routing (e.g., overlays) transforms routing into a meaningfully repeated game. This motivates us to consider protocols that integrate incentives into routing systems. In designing such a routing protocol, we again use repeated games to identify important properties including the protocol period and the format of certain protocol fields. Leveraging this insight, we show how it is possible to address the problem of the repeated dynamic and arrive at a more desirable outcome. In the case of multicast overlay networks, we show how repeated games can be used to explain the paradox of cooperative user behavior. In contrast to prior models, our repeated model explains the scaling properties of these networks in an endogenous fashion. This enables meaningful examination of the impact architecture and protocol design decisions have on the system outcome. We therefore use this model, with simulation, to descry system parameters and properties important in building robust networks. These examples demonstrate the important and practical insights that repeated game analysis can yield. Further, we argue that the results obtained in the particular problems stem from properties fundamental to networked applications - and their natural relationship with properties of repeated games.(cont.) This strongly suggests that the tools and techniques of this research can be applied more generally. Indeed, we hope that these results represent the beginning of an increased use of repeated games for the study and design of networked applications.by Michael MoĂŻse Afergan.Ph.D

    Approximation algorithms for distributed and selfish agents

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Mathematics, 2005.Includes bibliographical references (p. 157-165).Many real-world systems involve distributed and selfish agents who optimize their own objective function. In these systems, we need to design efficient mechanisms so that system-wide objective is optimized despite agents acting in their own self interest. In this thesis, we develop approximation algorithms and decentralized mechanisms for various combinatorial optimization problems in such systems. First, we investigate the distributed caching and a general set of assignment problems. We develop an almost tight LP-based ... approximation algorithm and a local search ... approximation algorithm for these problems. We also design efficient decentralized mechanisms for these problems and study the convergence of the corresponding games. In the following chapters, we study the speed of convergence to high quality solutions on (random) best-response paths of players. First, we study the average social value on best response paths in basic-utility, market sharing, and cut games. Then, we introduce the sink equilibrium as a new equilibrium concept. We argue that, unlike Nash equilibria, the selfish behavior of players converges to sink equilibria and all strategic games have a sink equilibrium. To illustrate the use of this new concept, we study the social value of sink equilibria in weighted selfish routing (or weighted congestion) games and valid-utility (or submodular-utility) games. In these games, we bound the average social value on random best-response paths for sink equilibria.. Finally, we study cross-monotonic cost sharings and group-strategyproof mechanisms.(cont.) We study the limitations imposed by the cross-monotonicity property on cost-sharing schemes for several combinatorial optimization games including set cover and metric facility location. We develop a novel technique based on the probabilistic method for proving upper bounds on the budget-balance factor of cross-monotonic cost sharing schemes, deriving tight or nearly-tight bounds for these games. At the end, we extend some of these results to group-strategyproof mechanisms.by Vahab S. Mirrokni.Ph.D

    Systems-compatible Incentives

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    Originally, the Internet was a technological playground, a collaborative endeavor among researchers who shared the common goal of achieving communication. Self-interest used not to be a concern, but the motivations of the Internet's participants have broadened. Today, the Internet consists of millions of commercial entities and nearly 2 billion users, who often have conflicting goals. For example, while Facebook gives users the illusion of access control, users do not have the ability to control how the personal data they upload is shared or sold by Facebook. Even in BitTorrent, where all users seemingly have the same motivation of downloading a file as quickly as possible, users can subvert the protocol to download more quickly without giving their fair share. These examples demonstrate that protocols that are merely technologically proficient are not enough. Successful networked systems must account for potentially competing interests. In this dissertation, I demonstrate how to build systems that give users incentives to follow the systems' protocols. To achieve incentive-compatible systems, I apply mechanisms from game theory and auction theory to protocol design. This approach has been considered in prior literature, but unfortunately has resulted in few real, deployed systems with incentives to cooperate. I identify the primary challenge in applying mechanism design and game theory to large-scale systems: the goals and assumptions of economic mechanisms often do not match those of networked systems. For example, while auction theory may assume a centralized clearing house, there is no analog in a decentralized system seeking to avoid single points of failure or centralized policies. Similarly, game theory often assumes that each player is able to observe everyone else's actions, or at the very least know how many other players there are, but maintaining perfect system-wide information is impossible in most systems. In other words, not all incentive mechanisms are systems-compatible. The main contribution of this dissertation is the design, implementation, and evaluation of various systems-compatible incentive mechanisms and their application to a wide range of deployable systems. These systems include BitTorrent, which is used to distribute a large file to a large number of downloaders, PeerWise, which leverages user cooperation to achieve lower latencies in Internet routing, and Hoodnets, a new system I present that allows users to share their cellular data access to obtain greater bandwidth on their mobile devices. Each of these systems represents a different point in the design space of systems-compatible incentives. Taken together, along with their implementations and evaluations, these systems demonstrate that systems-compatibility is crucial in achieving practical incentives in real systems. I present design principles outlining how to achieve systems-compatible incentives, which may serve an even broader range of systems than considered herein. I conclude this dissertation with what I consider to be the most important open problems in aligning the competing interests of the Internet's participants
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