Bottleneck Routing Games on Grids Costas Busch Rajgopal Kannan Alfred Samman Department of Computer Science Louisiana State University 1
Talk Outline Introduction Basic Game Channel Game Extensions 2
2-d Grid: n n n nodes n Used in: • Multiprocessor architectures • Wireless mesh networks • can be extended to d-dimensions 3
Each player corresponds to a pair of source-destination Edge Congestion ( 1 ) 3 C e 2 ( ) 2 C e Bottleneck Congestion: max ( ) 3 C C e e E 4
A player may selfishly choose an alternative i path with better congestion Player Congestion 3 C i 1 C i 1 3 C C i i Player Congestion: Maximum edge congestion along its path 5
Routing is a collection of paths, p one path for each player Utility function for player : i congestion pc ( p ) C i i of selected path Social cost for routing : p SC ( p ) C bottleneck congestion 6
We are interested in Nash Equilibriums p where every player is locally optimal Metrics of equilibrium quality: Price of Stability Price of Anarchy ( ) SC p ( ) SC p min max * ( ) * SC p p ( ) SC p p is optimal coordinated routing * p with smallest social cost
Bends : number of dimension changes plus source and destination 6 8
Basic congestion games on grids Price of Stability: ( 1 ) O Price of Anarchy: ( n ) even with constant bends ( 1 ) O 9
Better bounds with bends Channel games: Path segments are separated according to length range log Price of anarchy: O n Optimal solution uses at most bends 10
There is a (non-game) routing algorithm with bends and O log n approximation ratio O log n Optimal solution uses arbitrary number of bends Final price of anarchy: 3 log O n 11
Solution without channels: Split Games channels are implemented implicitly in space Similar poly-log price of anarchy bounds 12
Some related work: Price of Anarchy Definition Koutsoupias , Papadimitriou [STACS’99] Price of Anarchy 1 O for sum of congestion utilities [JACM’02] Arbitrary Bottleneck games [INFOCOM’06], [TCS’09]: Price of Anarchy | E | O NP-hardness 13
Talk Outline Introduction Basic Game Channel Game Extensions 14
Stability is proven through a potential function defined over routing vectors: M ( p ) [ m , m , , m , , m ] 1 2 k N number of players with congestion C i k 15
In best response dynamics a player move improves lexicographically the routing vector Player Congestion 3 C i 1 C i [ 2 , 2 , 0 , 0 , 0 ,..., 0 ] [ 0 , 1 , 3 , 0 , 0 ,..., 0 ] ( ) ( ) M p M p 16
Before greedy move C i ( ) ( ) M p M p k M ( p ) [ m , , m , , m , m , , m ] 1 N k k k 1 M ( p ) [ m , , m , , m , m , , m ] 1 k k k 1 N After greedy move C k k C i i 17
Existence of Nash Equilibriums Greedy moves give lower order routings Eventually a local minimum for every player is reached which is a Nash Equilibrium 18
Price of Stability Lowest order routing : p min • Is a Nash Equilibrium • Achieves optimal social cost * ( ) ( ) SC p SC p min ( min ) SC p Price of Stability 1 * ( ) SC p 19
Price of Anarchy Optimal solution Nash Equilibrium * C 1 / 2 C n C High! Price of anarchy: / 2 ( ) n n * C 20
Talk Outline Introduction Basic Game Channel Game Extensions 21
channels log n Channel holds path segments A j 1 of length in range: j j [ 2 , 2 1 ] [ 8 , 15 ] A 3 [ 4 , 7 ] A 2 [ 2 , 3 ] A 1 A [ 1 , 1 ] Row: 0 22
different 1 C channels e same channel 2 C e Congestion occurs only with path segments in same channel 23
Consider an arbitrary Nash Equilibrium p Path of player i maximum congestion C i in path 24
* In optimal routing : SC ( p * ) C * p Optimal path of player i must have a special edge with congestion C C 1 i C i Since otherwise: pc ( p *) C 1 C 1 1 C pc ( p ) i i i i 25
In Nash Equilibrium social cost is: ( ) SC p C C 0 0 : Edges of Congestion E C 0 : Players that use edges E 0 0 26
First expansion C 1 C C 1 0 0 Special Edges in optimal paths of 0 27
First expansion C 1 C C 1 1 1 0 0 : Special Edges of Congestion at least 1 E C 1 : Players that use edges E 1 1 28
Second expansion C 1 C 2 C 2 C C 1 C 2 C 2 1 1 0 0 Special Edges in optimal paths of 1 29
Second expansion C 2 C 2 C 1 C C 2 C 2 1 C 1 1 0 0 2 2 : Special Edges of Congestion at least 2 E C 2 : Players that use edges E 2 2 30
In a similar way we can define: : Special Edges of Congestion at least E C j j : Players that use edges E j j We obtain expansion sequences: , , , , E E E E 0 1 2 3 , , , , 0 1 2 3 31
Redefine expansion: : Special Edges of Congestion at least E C j j whi ch are the majority in some channel r r - 1 and edges are sufficient ly far in r : 2 1 : Players that use edges E j j 32
| | | | E j | | E j | | ( ) C j 1 j * j aC | | E j | | ( ) E C j 1 j * a C 33
| | E j | | ( ) E C j 1 j * a C If then * ( log ) C C n constant k | | | | E k E 1 j j E 2 | | n Contradiction 34
Therefore: * ( log ) C O C n Price of anarchy: C ( log ) ( log ) O n O n * C 35
Tightness of Price of Anarchy Nash Equilibrium Optimal solution * 2 ( ) ( ) C n 1 C C Price of anarchy: 2 ( ) ( ) n * 36 C
Talk Outline Introduction Basic Game Channel Game Extensions 37
Split game A 0 A 1 A 2 A 3 A 0 A 1 A 2 A 3 2 n Price of anarchy: O ( log ) 38
d-dimensional grid Channel game log Price of anarchy: O n d Split game 2 Price of anarchy: 2 log O n d 39
Recommend
More recommend