21 research outputs found

    Selfish routing with incomplete information

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    Karsten TiemannPaderborn, Univ., Diss., 200

    Strong Nash Equilibria in Games with the Lexicographical Improvement Property

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    We introduce a class of finite strategic games with the property that every deviation of a coalition of players that is profitable to each of its members strictly decreases the lexicographical order of a certain function defined on the set of strategy profiles. We call this property the Lexicographical Improvement Property (LIP) and show that it implies the existence of a generalized strong ordinal potential function. We use this characterization to derive existence, efficiency and fairness properties of strong Nash equilibria. We then study a class of games that generalizes congestion games with bottleneck objectives that we call bottleneck congestion games. We show that these games possess the LIP and thus the above mentioned properties. For bottleneck congestion games in networks, we identify cases in which the potential function associated with the LIP leads to polynomial time algorithms computing a strong Nash equilibrium. Finally, we investigate the LIP for infinite games. We show that the LIP does not imply the existence of a generalized strong ordinal potential, thus, the existence of SNE does not follow. Assuming that the function associated with the LIP is continuous, however, we prove existence of SNE. As a consequence, we prove that bottleneck congestion games with infinite strategy spaces and continuous cost functions possess a strong Nash equilibrium

    Network Investment Games with Wardrop Followers

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    We study a two-sided network investment game consisting of two sets of players, called providers and users. The game is set in two stages. In the first stage, providers aim to maximize their profit by investing in bandwidth of cloud computing services. The investments of the providers yield a set of usable services for the users. In the second stage, each user wants to process a task and therefore selects a bundle of services so as to minimize the total processing time. We assume the total processing time to be separable over the chosen services and the processing time of each service to depend on the utilization of the service and the installed bandwidth. We provide insights on how competition between providers affects the total costs of the users and show that every game on a series-parallel graph can be reduced to an equivalent single edge game when analyzing the set of subgame perfect Nash equilibria

    Routing Games over Time with FIFO policy

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    We study atomic routing games where every agent travels both along its decided edges and through time. The agents arriving on an edge are first lined up in a \emph{first-in-first-out} queue and may wait: an edge is associated with a capacity, which defines how many agents-per-time-step can pop from the queue's head and enter the edge, to transit for a fixed delay. We show that the best-response optimization problem is not approximable, and that deciding the existence of a Nash equilibrium is complete for the second level of the polynomial hierarchy. Then, we drop the rationality assumption, introduce a behavioral concept based on GPS navigation, and study its worst-case efficiency ratio to coordination.Comment: Submission to WINE-2017 Deadline was August 2nd AoE, 201

    Atomic Routing Games on Maximum Congestion

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    We study atomic routing congestion games in which each player chooses a path in the network from its strategy set (a collection of paths) with the objective to minimize the maximum congestion along any edge on its selected path. The social cost is the global maximum congestion on any edge in the network. We show that for arbitrary routing games, the price of stability is 1, and the price of anarchy, PoA, is bounded by κ − 1 ≤ PoA ≤ c(κ 2 + log 2 n), where κ is the length of the longest cycle in the network, n is the size of the network and c is a constant. Further, any best response dynamic converges to a Nash equilibrium. Our bounds show that for maximum congestion games, the topology of the network, in particular the length of cycles, plays an important role in determining the quality of the Nash equilibria. A fundamental issue in the management of large scale communication networks is to route the packet traffic so as to optimize the network performance. Our measure of network performance is the worst bottleneck (most used link) in the system. The model we use for network traffic is that of finite, unsplittable packets (atomic flow), and each packet’s path is controlled independentl

    Enabling Multipath and Multicast Data Transmission in Legacy and Future Internet

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    The quickly growing community of Internet users is requesting multiple applications and services. At the same time the structure of the network is changing. From the performance point of view, there is a tight interplay between the application and the network design. The network must be constructed to provide an adequate performance of the target application. In this thesis we consider how to improve the quality of users' experience concentrating on two popular and resource-consuming applications: bulk data transfer and real-time video streaming. We share our view on the techniques which enable feasibility and deployability of the network functionality leading to unquestionable performance improvement for the corresponding applications. Modern mobile devices, equipped with several network interfaces, as well as multihomed residential Internet hosts are capable of maintaining multiple simultaneous attachments to the network. We propose to enable simultaneous multipath data transmission in order to increase throughput and speed up such bandwidth-demanding applications as, for example, file download. We design an extension for Host Identity Protocol (mHIP), and propose a multipath data scheduling solution on a wedge layer between IP and transport, which effectively distributes packets from a TCP connection over available paths. We support our protocol with a congestion control scheme and prove its ability to compete in a friendly manner against the legacy network protocols. Moreover, applying game-theoretic analytical modelling we investigate how the multihomed HIP multipath-enabled hosts coexist in the shared network. The number of real-time applications grows quickly. Efficient and reliable transport of multimedia content is a critical issue of today's IP network design. In this thesis we solve scalability issues of the multicast dissemination trees controlled by the hybrid error correction. We propose a scalable multicast architecture for potentially large overlay networks. Our techniques address suboptimality of the adaptive hybrid error correction (AHEC) scheme in the multicast scenarios. A hierarchical multi-stage multicast tree topology is constructed in order to improve the performance of AHEC and guarantee QoS for the multicast clients. We choose an evolutionary networking approach that has the potential to lower the required resources for multimedia applications by utilizing the error-correction domain separation paradigm in combination with selective insertion of the supplementary data from parallel networks, when the corresponding content is available. Clearly both multipath data transmission and multicast content dissemination are the future Internet trends. We study multiple problems related to the deployment of these methods.Internetin nopeasti kasvava käyttäjäkunta vaatii verkolta yhä enemmän sovelluksia ja palveluita. Samaan aikaan verkon rakenne muuttuu. Suorituskyvyn näkökulmasta on olemassa selvä vuorovaikutussovellusten ja verkon suunnittelun välillä. Verkko on rakennettava siten, että se pystyy takaamaan riittävän suorituskyvyn halutuille palveluille. Tässä väitöskirjassa pohditaan, miten verkon käyttökokemusta voidaan parantaa keskittyen kahteen suosittuun ja resursseja vaativaan sovellukseen: tiedonsiirtoon ja reaaliaikaiseen videon suoratoistoon. Esitämme näkemyksemme tekniikoista, jotka mahdollistavat tarvittavien verkkotoiminnallisuuksien helpon toteuttavuuden sekä kiistatta parantavat sovelluksien suorityskykyä. Nykyaikaiset mobiililaitteet monine verkkoyhteyksineen, kuten myös kotitietokoneet, pystyvät ylläpitämään monta internet-yhteyttä samanaikaisesti. Siksi ehdotamme monikanavaisen tiedonsiirron käyttöä suorituskyvyn parantamiseksi ja etenkin vaativien verkkosovelluksien, kuten tiedostonsiirron, nopeuttamiseksi. Tässä väitöskirjassa suunnitellaan Host Identity Protocol (mHIP) -laajennus, sekä esitetään tiedonsiirron vuorotteluratkaisu, joka hajauttaa TCP-yhteyden tiedonsiirtopaketit käytettävissä oleville kanaville. Protokollamme tueksi luomme myös ruuhkautumishallinta-algoritmin ja näytämme sen pystyvän toimimaan yhteen nykyisien verkkoprotokollien kanssa. Tämän lisäksi tutkimme peliteoreettista mallinnusta käyttäen, miten monikanavaiset HIP-verkkopäätteet toimivat muiden kanssa jaetuissa verkoissa. Reaaliaikaisten sovellusten määrä kasvaa nopeasti. Tehokas ja luotettava multimediasisällön siirto on olennainen vaatimus nykypäivän IP-verkoissa. Tässä työssä ratkaistaan monilähetyksen (multicast) jakelustruktuurin skaalautuvuuteen liittyviä ongelmia. Ehdotamme skaalautuvaa monilähetysarkkitehtuuria suurille peiteverkoille. Ratkaisumme puuttuu adaptiivisen virhekorjauksen (Adaptive Hybrid Error Correction, AHEC) alioptimaalisuuteen monilähetystilanteissa. Luomme hierarkisen monivaiheisen monilähetyspuutopologian parantaaksemme AHECin suorituskykyä, sekä taataksemme monilähetysasiakkaiden palvelun laadun. Valitsimme evoluutiomaisen lähestymistavan, jolla on potentiaalia keventää multimediasovelluksien verkkoresurssivaatimuksia erottamalla virhekorjauksen omaksi verkkotunnuksekseen, sekä käyttämällä valikoivaa täydentävää tiedonlisäystä rinnakkaisverkoista vastaavan sisällön ollessa saatavilla. Sekä monikanava- että monilähetystiedonsiirto ovat selvästi osa internetin kehityssuuntaa. Tässä väitöskirjassa tutkimme monia ongelmia näiden tekniikoiden käyttöönottoon liittyen

    The complexity of pure nash equilibria in max-congestion games

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    We study Network Max-Congestion Games (NMC games, for short), a class of network games where each player tries to minimize the most congested edge along the path he uses as strategy. We focus our study on the complexity of computing a pure Nash equilibria in this kind of games. We show that, for single-commodity games with non-decreasing delay functions, this problem is in P when either all the paths from the source to the target node are disjoint or all the delay functions are equal. For the general case, we prove that the computation of a PNE belongs to the complexity class PLS through a new technique based on generalized ordinal potential functions and a slightly modified definition of the usual local search neighborhood. We further apply this technique to a different class of games (which we call Pareto-efficient) with restricted cost functions. Finally, we also prove some PLS-hardness results, showing that computing a PNE for Pareto-efficient NMC games is indeed a PLS-complete problem
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