2,750 research outputs found

    Interdependent Scheduling Games

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    We propose a model of interdependent scheduling games in which each player controls a set of services that they schedule independently. A player is free to schedule his own services at any time; however, each of these services only begins to accrue reward for the player when all predecessor services, which may or may not be controlled by the same player, have been activated. This model, where players have interdependent services, is motivated by the problems faced in planning and coordinating large-scale infrastructures, e.g., restoring electricity and gas to residents after a natural disaster or providing medical care in a crisis when different agencies are responsible for the delivery of staff, equipment, and medicine. We undertake a game-theoretic analysis of this setting and in particular consider the issues of welfare maximization, computing best responses, Nash dynamics, and existence and computation of Nash equilibria.Comment: Accepted to IJCAI 201

    Maximising microprocessor reliability through game theory and heuristics

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    PhD ThesisEmbedded Systems are becoming ever more pervasive in our society, with most routine daily tasks now involving their use in some form and the market predicted to be worth USD 220 billion, a rise of 300%, by 2018. Consumers expect more functionality with each design iteration, but for no detriment in perceived performance. These devices can range from simple low-cost chips to expensive and complex systems and are a major cost driver in the equipment design phase. For more than 35 years, designers have kept pace with Moore's Law, but as device size approaches the atomic limit, layouts are becoming so complicated that current scheduling techniques are also reaching their limit, meaning that more resource must be reserved to manage and deliver reliable operation. With the advent of many-core systems and further sources of unpredictability such as changeable power supplies and energy harvesting, this reservation of capability may become so large that systems will not be operating at their peak efficiency. These complex systems can be controlled through many techniques, with jobs scheduled either online prior to execution beginning or online at each time or event change. Increased processing power and job types means that current online scheduling methods that employ exhaustive search techniques will not be suitable to define schedules for such enigmatic task lists and that new techniques using statistic-based methods must be investigated to preserve Quality of Service. A new paradigm of scheduling through complex heuristics is one way to administer these next levels of processor effectively and allow the use of more simple devices in complex systems; thus reducing unit cost while retaining reliability a key goal identified by the International Technology Roadmap for Semi-conductors for Embedded Systems in Critical Environments. These changes would be beneficial in terms of cost reduction and system exibility within the next generation of device. This thesis investigates the use of heuristics and statistical methods in the operation of real-time systems, with the feasibility of Game Theory and Statistical Process Control for the successful supervision of high-load and critical jobs investigated. Heuristics are identified as an effective method of controlling complex real-time issues, with two-person non-cooperative games delivering Nash-optimal solutions where these exist. The simplified algorithms for creating and solving Game Theory events allow for its use within small embedded RISC devices and an increase in reliability for systems operating at the apex of their limits. Within this Thesis, Heuristic and Game Theoretic algorithms for a variety of real-time scenarios are postulated, investigated, refined and tested against existing schedule types; initially through MATLAB simulation before testing on an ARM Cortex M3 architecture functioning as a simplified automotive Electronic Control Unit.Doctoral Teaching Account from the EPSRC

    Efficient Energy Distribution in a Smart Grid using Multi-Player Games

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    Algorithms and models based on game theory have nowadays become prominent techniques for the design of digital controllers for critical systems. Indeed, such techniques enable automatic synthesis: given a model of the environment and a property that the controller must enforce, those techniques automatically produce a correct controller, when it exists. In the present paper, we consider a class of concurrent, weighted, multi-player games that are well-suited to model and study the interactions of several agents who are competing for some measurable resources like energy. We prove that a subclass of those games always admit a Nash equilibrium, i.e. a situation in which all players play in such a way that they have no incentive to deviate. Moreover, the strategies yielding those Nash equilibria have a special structure: when one of the agents deviate from the equilibrium, all the others form a coalition that will enforce a retaliation mechanism that punishes the deviant agent. We apply those results to a real-life case study in which several smart houses that produce their own energy with solar panels, and can share this energy among them in micro-grid, must distribute the use of this energy along the day in order to avoid consuming electricity that must be bought from the global grid. We demonstrate that our theory allows one to synthesise an efficient controller for these houses: using penalties to be paid in the utility bill as an incentive, we force the houses to follow a pre-computed schedule that maximises the proportion of the locally produced energy that is consumed.Comment: In Proceedings Cassting'16/SynCoP'16, arXiv:1608.0017

    Mechanism design for spatio-temporal request satisfaction in mobile networks

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    Mobile agents participating in geo-presence-capable crowdsourcing applications should be presumed rational, competitive, and willing to deviate from their routes if given the right incentive. In this paper, we design a mechanism that takes into consideration this rationality for request satisfaction in such applications. We propose the Geo-temporal Request Satisfaction (GRS) problem to be that of finding the optimal assignment of requests with specific spatio-temporal characteristics to competitive mobile agents subject to spatio-temporal constraints. The objective of the GRS problem is to maximize the total profit of the system subject to our rationality assumptions. We define the problem formally, prove that it is NP-Complete, and present a practical solution mechanism, which we prove to be convergent, and which we evaluate experimentally.National Science Foundation (1012798, 0952145, 0820138, 0720604, 0735974

    Risk-averse multi-armed bandits and game theory

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    The multi-armed bandit (MAB) and game theory literature is mainly focused on the expected cumulative reward and the expected payoffs in a game, respectively. In contrast, the rewards and the payoffs are often random variables whose expected values only capture a vague idea of the overall distribution. The focus of this dissertation is to study the fundamental limits of the existing bandits and game theory problems in a risk-averse framework and propose new ideas that address the shortcomings. The author believes that human beings are mostly risk-averse, so studying multi-armed bandits and game theory from the point of view of risk aversion, rather than expected reward/payoff, better captures reality. In this manner, a specific class of multi-armed bandits, called explore-then-commit bandits, and stochastic games are studied in this dissertation, which are based on the notion of Risk-Averse Best Action Decision with Incomplete Information (R-ABADI, Abadi is the maiden name of the author's mother). The goal of the classical multi-armed bandits is to exploit the arm with the maximum score defined as the expected value of the arm reward. Instead, we propose a new definition of score that is derived from the joint distribution of all arm rewards and captures the reward of an arm relative to those of all other arms. We use a similar idea for games and propose a risk-averse R-ABADI equilibrium in game theory that is possibly different from the Nash equilibrium. The payoff distributions are taken into account to derive the risk-averse equilibrium, while the expected payoffs are used to find the Nash equilibrium. The fundamental properties of games, e.g. pure and mixed risk-averse R-ABADI equilibrium and strict dominance, are studied in the new framework and the results are expanded to finite-time games. Furthermore, the stochastic congestion games are studied from a risk-averse perspective and three classes of equilibria are proposed for such games. It is shown by examples that the risk-averse behavior of travelers in a stochastic congestion game can improve the price of anarchy in Pigou and Braess networks. Furthermore, the Braess paradox does not occur to the extent proposed originally when travelers are risk-averse. We also study an online affinity scheduling problem with no prior knowledge of the task arrival rates and processing rates of different task types on different servers. We propose the Blind GB-PANDAS algorithm that utilizes an exploration-exploitation scheme to load balance incoming tasks on servers in an online fashion. We prove that Blind GB-PANDAS is throughput optimal, i.e. it stabilizes the system as long as the task arrival rates are inside the capacity region. The Blind GB-PANDAS algorithm is compared to FCFS, Max-Weight, and c-mu-rule algorithms in terms of average task completion time through simulations, where the same exploration-exploitation approach as Blind GB-PANDAS is used for Max-Weight and c-Ό\mu-rule. The extensive simulations show that the Blind GB-PANDAS algorithm conspicuously outperforms the three other algorithms at high loads
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