15 research outputs found
Efficiency analysis of load balancing games with and without activation costs
In this paper, we study two models of resource allocation games: the classical load-balancing game and its new variant involving resource activation costs. The resources we consider are identical and the social costs of the games are utilitarian, which are the average of all individual players' costs.
Using the social costs we assess the quality of pure Nash equilibria in terms of the price of anarchy (PoA) and the price of stability (PoS). For each game problem, we identify suitable problem parameters and provide a parametric bound on the PoA and the PoS. In the case of the load-balancing game, the parametric bounds we provide are sharp and asymptotically tight
Resource allocation games of various social objectives
In this paper, we study resource allocation games of two different cost components for individual game players and various social costs. The total cost of each individual player consists of the congestion cost, which is the same for all players sharing the same resource, and resource activation cost, which is proportional to the individual usage of the resource. The social costs we consider are, respectively, the total of costs of all players and the maximum congestion cost plus total resource activation cost.
Using the social costs we assess the quality of Nash equilibria in terms of the price of anarchy (PoA) and the price of stability (PoS). For each problem, we identify one or two problem parameters and provide parametric bounds on the PoA and PoS. We show that they are unbounded in general if the parameter involved are not restricted
The Price of Anarchy for Selfish Ring Routing is Two
We analyze the network congestion game with atomic players, asymmetric
strategies, and the maximum latency among all players as social cost. This
important social cost function is much less understood than the average
latency. We show that the price of anarchy is at most two, when the network is
a ring and the link latencies are linear. Our bound is tight. This is the first
sharp bound for the maximum latency objective.Comment: Full version of WINE 2012 paper, 24 page
The Price of Anarchy for Polynomial Social Cost
In this work, we consider an interesting variant
of the well-studied KP model [KP99] for selfish
routing that reflects some influence from the much
older Wardrop [War52]. In the new model, user
traffics are still unsplittable, while social cost
is now the expectation of the sum, over all links,
of a certain polynomial evaluated at the total
latency incurred by all users choosing the link;
we call it polynomial social cost. The polynomials
that we consider have non-negative coefficients.
We are interested in evaluating Nash equilibria in
this model, and we use the Price of Anarchy as our
evaluation measure. We prove the Fully Mixed Nash
Equilibrium Conjecture for identical users and two
links, and establish an approximate version of the
conjecture for arbitrary many links. Moreover, we
give upper bounds on the Price of Anarchy
Instradamento egoistico in reti multi-salto
Questa tesi discute il problema dell'instradamento egoistico nelle reti di comunicazione. Viene dapprima presentato lo stato dell'arte di tale problema illustrando cos'Ăš stato studiato fino ad ora. Si introducono i concetti di base quali il costo totale, o sociale, gli equilibri di Nash e il prezzo dell'anarchia.
Successivamente viene descritta una metodologia di valutazione del prezzo dell'anarchia tramite il software MATLAB. Sono riportati e spiegati passo passo gli algoritmi necessari al calcolo del flusso ottenuto tramite instradamento egoistico e del flusso ottimale.
In seguito sono riportati i risultati di simulazioni svolte su diversi esempi significativi ricorrendo ad ampio uso di grafici che verranno discussi qualitativamente. VerrĂ infine discusso il vantaggio o meno della presenza di controllo centralizzato nelle retiope
The price of optimum in Stackelberg games on arbitrary single commodity networks and latency functions
Let M be a single s-t network of parallel links with load dependent latency functions shared by an infinite number of selfish users. This may yield a Nash equilibrium with unbounded Coordination Ratio [23, 43]. A Leader can decrease the coordination ratio by assigning flow αr on M, and then all Followers assign selfishly the (1 â α)r remaining flow. This is a Stackelberg Scheduling Instance (M, r, α), 0 †α †1. It was shown [38] that it is weakly NP-hard to compute the optimal Leaderâs strategy. For any such network M we efficiently compute the minimum portion ÎČM of flow r> 0 needed by a Leader to induce M âs optimum cost, as well as her optimal strategy. This shows that the optimal Leaderâs strategy on instances (M, r, α â„ ÎČM) is in P. Unfortunately, Stackelberg routing in more general nets can be arbitrarily hard. Roughgarden pre-sented a modification of Braessâs Paradox graph, such that no strategy controlling αr flow can induce †1α times the optimum cost. However, we show that our main result also applies to any s-t net G. We take care of the Braessâs graph explicitly, as a convincing example. Finally, we extend this result to k commodities. A conference version of this paper has appeared in [16]. Some preliminary results have also appeare
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Channel assignment and routing in cooperative and competitive wireless mesh networks
This thesis was submitted for the degree of Docter of Philosophy and awarded by Brunel University.In this thesis, the channel assignment and routing problems have been investigated for both cooperative and competitive Wireless Mesh networks (WMNs). A dynamic and distributed channel assignment scheme has been proposed which generates the network topologies ensuring less interference and better connectivity. The proposed channel assignment scheme is capable of detecting the node failures and mobility in an efficient manner. The channel monitoring module precisely records the quality of bi-directional links in terms of link delays. In addition, a Quality of Service based Multi-Radio Ad-hoc On Demand Distance Vector (QMR-AODV) routing protocol has been devised. QMR-AODV is multi-radio compatible and provides delay guarantees on end-to-end paths. The inherited problem of AODVâs network wide flooding has been solved by selectively forwarding the routing queries on specified interfaces. The QoS based delay routing metric, combined with the selective route request forwarding, reduces the routing overhead from 24% up to 36% and produces 40.4% to 55.89% less network delays for traffic profiles of 10 to 60 flows, respectively. A distributed channel assignment scheme has been proposed for competitive WMNs, where the problem has been investigated by applying the concepts from non-cooperative bargaining Game Theory in two stages. In the first stage of the game, individual nodes of the non-cooperative setup is considered as the unit of analysis, where sufficient and necessary conditions for the existence of Nash Equilibrium (NE) and Negotiation-Proof Nash Equilibrium (N-PNE) have been derived. A distributed algorithm has been presented with perfect information available to the nodes of the network. In the presence of perfect information, each node has the knowledge of interference experience by the channels in its collision domain. The game converges to N-PNE in finite time and the average fairness achieved by all the nodes is greater than 0.79 (79%) as measured through Jain Fairness Index. Since N-PNE and NE are not always a system optimal solutions when considered from the end-nodes prospective, the model is further extended to incorporate non-cooperative end-users bargaining between two end userâs Mesh Access Points (MAPs), where an increase of 10% to 27% in end-to-end throughput is achieved. Furthermore, a non-cooperative game theoretical model is proposed for end-users flow routing in a multi-radio multi-channel WMNs. The end user nodes are selfish and compete for the channel resources across the WMNs backbone, aiming to maximize their own benefit without taking care for the overall system optimization. The end-to-end throughputs achieved by the flows of an end node and interference experienced across the WMNs backbone are considered as the performance parameters in the utility function. Theoretical foundation has been drawn based on the concepts from the Game Theory and necessary conditions for the existence of NE have been extensively derived. A distributed algorithm running on each end node with imperfect information has been implemented to assess the usefulness of the proposed mechanism. The analytical results have proven that a pure strategy Nash Equilibrium exists with the proposed necessary conditions in a game of imperfect information. Based on a distributed algorithm, the game converges to a stable state in finite time. The proposed game theoretical model provides a more reasonable solution with a standard deviation of 2.19Mbps as compared to 3.74Mbps of the random flow routing. Finally, the Price of Anarchy (PoA) of the system is close to one which shows the efficiency of the proposed scheme.The Higher Education Commission of Pakistan and the University of Engineering and Technology, Peshawar
Packing, Scheduling and Covering Problems in a Game-Theoretic Perspective
Many packing, scheduling and covering problems that were previously
considered by computer science literature in the context of various
transportation and production problems, appear also suitable for describing and
modeling various fundamental aspects in networks optimization such as routing,
resource allocation, congestion control, etc. Various combinatorial problems
were already studied from the game theoretic standpoint, and we attempt to
complement to this body of research.
Specifically, we consider the bin packing problem both in the classic and
parametric versions, the job scheduling problem and the machine covering
problem in various machine models. We suggest new interpretations of such
problems in the context of modern networks and study these problems from a game
theoretic perspective by modeling them as games, and then concerning various
game theoretic concepts in these games by combining tools from game theory and
the traditional combinatorial optimization. In the framework of this research
we introduce and study models that were not considered before, and also improve
upon previously known results.Comment: PhD thesi