171 research outputs found

    A Mechanism for Fair Distribution of Resources without Payments

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    We design a mechanism for Fair and Efficient Distribution of Resources (FEDoR) in the presence of strategic agents. We consider a multiple-instances, Bayesian setting, where in each round the preference of an agent over the set of resources is a private information. We assume that in each of r rounds n agents are competing for k non-identical indivisible goods, (n > k). In each round the strategic agents declare how much they value receiving any of the goods in the specific round. The agent declaring the highest valuation receives the good with the highest value, the agent with the second highest valuation receives the second highest valued good, etc. Hence we assume a decision function that assigns goods to agents based on their valuations. The novelty of the mechanism is that no payment scheme is required to achieve truthfulness in a setting with rational/strategic agents. The FEDoR mechanism takes advantage of the repeated nature of the framework, and through a statistical test is able to punish the misreporting agents and be fair, truthful, and socially efficient. FEDoR is fair in the sense that, in expectation over the course of the rounds, all agents will receive the same good the same amount of times. FEDoR is an eligible candidate for applications that require fair distribution of resources over time. For example, equal share of bandwidth for nodes through the same point of access. But further on, FEDoR can be applied in less trivial settings like sponsored search, where payment is necessary and can be given in the form of a flat participation fee. To this extent we perform a comparison with traditional mechanisms applied to sponsored search, presenting the advantage of FEDoR

    Quid Pro Quo: A Mechanism for Fair Collaboration in Networked Systems

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    Collaboration may be understood as the execution of coordinated tasks (in the most general sense) by groups of users, who cooperate for achieving a common goal. Collaboration is a fundamental assumption and requirement for the correct operation of many communication systems. The main challenge when creating collaborative systems in a decentralized manner is dealing with the fact that users may behave in selfish ways, trying to obtain the benefits of the tasks but without participating in their execution. In this context, Game Theory has been instrumental to model collaborative systems and the task allocation problem, and to design mechanisms for optimal allocation of tasks. In this paper, we revise the classical assumptions and propose a new approach to this problem. First, we establish a system model based on heterogenous nodes (users, players), and propose a basic distributed mechanism so that, when a new task appears, it is assigned to the most suitable node. The classical technique for compensating a node that executes a task is the use of payments (which in most networks are hard or impossible to implement). Instead, we propose a distributed mechanism for the optimal allocation of tasks without payments. We prove this mechanism to be robust event in the presence of independent selfish or rationally limited players. Additionally, our model is based on very weak assumptions, which makes the proposed mechanisms susceptible to be implemented in networked systems (e.g., the Internet).Comment: 23 pages, 5 figures, 3 algorithm

    Multi-round Master-Worker Computing: a Repeated Game Approach

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    We consider a computing system where a master processor assigns tasks for execution to worker processors through the Internet. We model the workers decision of whether to comply (compute the task) or not (return a bogus result to save the computation cost) as a mixed extension of a strategic game among workers. That is, we assume that workers are rational in a game-theoretic sense, and that they randomize their strategic choice. Workers are assigned multiple tasks in subsequent rounds. We model the system as an infinitely repeated game of the mixed extension of the strategic game. In each round, the master decides stochastically whether to accept the answer of the majority or verify the answers received, at some cost. Incentives and/or penalties are applied to workers accordingly. Under the above framework, we study the conditions in which the master can reliably obtain tasks results, exploiting that the repeated games model captures the effect of long-term interaction. That is, workers take into account that their behavior in one computation will have an effect on the behavior of other workers in the future. Indeed, should a worker be found to deviate from some agreed strategic choice, the remaining workers would change their own strategy to penalize the deviator. Hence, being rational, workers do not deviate. We identify analytically the parameter conditions to induce a desired worker behavior, and we evaluate experi- mentally the mechanisms derived from such conditions. We also compare the performance of our mechanisms with a previously known multi-round mechanism based on reinforcement learning.Comment: 21 pages, 3 figure

    Resource location based on precomputed partial random walks in dynamic networks

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    The problem of finding a resource residing in a network node (the \emph{resource location problem}) is a challenge in complex networks due to aspects as network size, unknown network topology, and network dynamics. The problem is especially difficult if no requirements on the resource placement strategy or the network structure are to be imposed, assuming of course that keeping centralized resource information is not feasible or appropriate. Under these conditions, random algorithms are useful to search the network. A possible strategy for static networks, proposed in previous work, uses short random walks precomputed at each network node as partial walks to construct longer random walks with associated resource information. In this work, we adapt the previous mechanisms to dynamic networks, where resource instances may appear in, and disappear from, network nodes, and the nodes themselves may leave and join the network, resembling realistic scenarios. We analyze the resulting resource location mechanisms, providing expressions that accurately predict average search lengths, which are validated using simulation experiments. Reduction of average search lengths compared to simple random walk searches are found to be very large, even in the face of high network volatility. We also study the cost of the mechanisms, focusing on the overhead implied by the periodic recomputation of partial walks to refresh the information on resources, concluding that the proposed mechanisms behave efficiently and robustly in dynamic networks.Comment: 39 pages, 25 figure
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