35 research outputs found

    Mean Field Equilibrium in Dynamic Games with Complementarities

    Full text link
    We study a class of stochastic dynamic games that exhibit strategic complementarities between players; formally, in the games we consider, the payoff of a player has increasing differences between her own state and the empirical distribution of the states of other players. Such games can be used to model a diverse set of applications, including network security models, recommender systems, and dynamic search in markets. Stochastic games are generally difficult to analyze, and these difficulties are only exacerbated when the number of players is large (as might be the case in the preceding examples). We consider an approximation methodology called mean field equilibrium to study these games. In such an equilibrium, each player reacts to only the long run average state of other players. We find necessary conditions for the existence of a mean field equilibrium in such games. Furthermore, as a simple consequence of this existence theorem, we obtain several natural monotonicity properties. We show that there exist a "largest" and a "smallest" equilibrium among all those where the equilibrium strategy used by a player is nondecreasing, and we also show that players converge to each of these equilibria via natural myopic learning dynamics; as we argue, these dynamics are more reasonable than the standard best response dynamics. We also provide sensitivity results, where we quantify how the equilibria of such games move in response to changes in parameters of the game (e.g., the introduction of incentives to players).Comment: 56 pages, 5 figure

    Competition in Wireless Systems via Bayesian Interference Games

    Full text link
    We study competition between wireless devices with incomplete information about their opponents. We model such interactions as Bayesian interference games. Each wireless device selects a power profile over the entire available bandwidth to maximize its data rate. Such competitive models represent situations in which several wireless devices share spectrum without any central authority or coordinated protocol. In contrast to games where devices have complete information about their opponents, we consider scenarios where the devices are unaware of the interference they cause to other devices. Such games, which are modeled as Bayesian games, can exhibit significantly different equilibria. We first consider a simple scenario of simultaneous move games, where we show that the unique Bayes-Nash equilibrium is where both devices spread their power equally across the entire bandwidth. We then extend this model to a two-tiered spectrum sharing case where users act sequentially. Here one of the devices, called the primary user, is the owner of the spectrum and it selects its power profile first. The second device (called the secondary user) then responds by choosing a power profile to maximize its Shannon capacity. In such sequential move games, we show that there exist equilibria in which the primary user obtains a higher data rate by using only a part of the bandwidth. In a repeated Bayesian interference game, we show the existence of reputation effects: an informed primary user can bluff to prevent spectrum usage by a secondary user who suffers from lack of information about the channel gains. The resulting equilibrium can be highly inefficient, suggesting that competitive spectrum sharing is highly suboptimal.Comment: 30 pages, 3 figure

    Equilibria of dynamic games with many players: Existence, approximation, and market structure

    Get PDF
    In this paper we study stochastic dynamic games with many players; these are a fundamental model for a wide range of economic applications. The standard solution concept for such games is Markov perfect equilibrium (MPE), but it is well known that MPE computation becomes intractable as the number of players increases. We instead consider the notion of stationary equilibrium (SE), where players optimize assuming the empirical distribution of others' states remains constant at its long run average. We make two main contributions. First, we provide a rigorous justification for using SE. In particular, we provide a parsimonious collection of exogenous conditions over model primitives that guarantee existence of SE, and ensure that an appropriate approximation property to MPE holds, in a general model with possibly unbounded state spaces. Second, we draw a significant connection between the validity of SE, and market structure: under the same conditions that imply SE exist and approximates MPE well, the market becomes fragmented in the limit of many firms. To illustrate this connection, we study in detail a series of dynamic oligopoly examples. These examples show that our conditions enforce a form of “decreasing returns to larger states;” this yields fragmented industries in the SE limit. By contrast, violation of these conditions suggests “increasing returns to larger states” and potential market concentration. In that sense, our work uses a fully dynamic framework to also contribute to a longstanding issue in industrial organization: understanding the determinants of market structure in different industries

    Mean Field Equilibrium in Dynamic Games with Strategic Complementarities

    Get PDF
    We study a class of stochastic dynamic games that exhibit strategic complementarities between players; formally, in the games we consider, the payoff of a player has increasing differences between her own state and the empirical distribution of the states of other players. Such games can be used to model a diverse set of applications, including network security models, recommender systems, and dynamic search in markets. Stochastic games are generally difficult to analyze, and these difficulties are only exacerbated when the number of players is large (as might be the case in the preceding examples). We consider an approximation methodology called mean field equilibrium to study these games. In such an equilibrium, each player reacts to only the long-run average state of other players. We find necessary conditions for the existence of a mean field equilibrium in such games. Furthermore, as a simple consequence of this existence theorem, we obtain several natural monotonicity properties. We show that there exist a “largest” and a “smallest” equilibrium among all those where the equilibrium strategy used by a player is nondecreasing, and we also show that players converge to each of these equilibria via natural myopic learning dynamics; as we argue, these dynamics are more reasonable than the standard best-response dynamics. We also provide sensitivity results, where we quantify how the equilibria of such games move in response to changes in parameters of the game (for example, the introduction of incentives to players)

    Dynamics of TCP/RED and a Scalable Control

    Get PDF
    We demonstrate that the dynamic behavior of queue and average window is determined predominantly by the stability of TCP/RED, not by AIMD probing nor noise traffic. We develop a general multi-link multi-source model for TCP/RED and derive a local stability condition in the case of a single link with heterogeneous sources. We validate our model with simulations and illustrate the stability region of TCP/RED. These results suggest that TCP/RED becomes unstable when delay increases, or more strikingly, when link capacity increases. The analysis illustrates the difficulty of setting RED parameters to stabilize TCP: they can be tuned to improve stability, but only at the cost of large queues even when they are dynamically adjusted. Finally, we present a simple distributed congestion control algorithm that maintains stability for arbitrary network delay, capacity, load and topology

    Joint Capacity, Flow and Rate Allocation for Multiuser Video Streaming over Wireless Ad-Hoc Networks

    No full text
    Abstract — Simultaneous support of multiple delay-critical application sessions such as multiuser video streaming require a paradigm shift in the design of ad-hoc wireless networks. Instead of the conventional layered approach, cross-layer optimization is needed for more efficient resource allocation, across the protocol stack and among multiple users. In this work, we extend our previous effort in joint capacity and flow assignment at the MAC and network layers, to include rate allocation at the application layer of each user. The proposed optimization aims to minimize the tradeoff between encoded video quality of all users versus overall network congestion. Compared to a scheme with oblivious layers, where capacity, flow and video rates are assigned individually, simulation results show significant performance gain of our proposed cross-layer approach, in terms of maximum sustainable rate and quality of the video streams. I

    CERTIFICATE

    No full text
    This is to certify that the dissertation titled “Protocols For Wireless ATM Networks” which is being submitted by Jatinder Pal Singh (96195) and Sachin Adlakha (96229
    corecore