Quality of Routing Congestion Games in Wireless Sensor Networks Costas Busch Louisiana State University Rajgopal Kannan Louisiana State University Athanasios Vasilakos Univ. of Western Macedonia 1
Outline of Talk Introduction Price of Stability Price of Anarchy 2
Sensor Network Routing Each player corresponds to a pair of source-destination Objective is to select paths with small cost 3
Main objective of each player is to minimize congestion: minimize maximum utilized edge player i congestion 3 C 4
Congestion Games: A player may selfishly choose an alternative path that minimizes congestion congestion 1 3 C C 5
We consider Quality of Routing (QoR) congestion games where the paths are partitioned into routing classes: , , , Q Q Q 1 2 With service costs: ( ) ( ) ( ) S Q S Q S Q 1 2 Only paths in same routing class can cause congestion to each other 6
An example: • We can have routing classes (log n ) O • Each routing class contains paths Q j with length in range 1 j j [ 2 , 2 ] • Service cost: 1 j ( ) 2 S Q j • Each routing class uses a different wireless frequency channel 7
Player cost function for routing : p i ( ) pc p C S i i i Congestion Cost of respective of selected path routing class 8
Social cost function for routing : p ( ) SC p C S Largest player cost 9
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 p is optimal coordinated routing * with smallest social cost * ) * * ( SC p C S
Results: • Price of Stability is 1 • Price of Anarchy is * * (min( , ) log ) O C S n 11
Outline of Talk Introduction Price of Stability Price of Anarchy 12
We show: • QoR games have Nash Equilibriums (we define a potential function) • The price of stability is 1 13
Routing Vector ( ) [ , , , , , ] M p m m m m 1 2 k r number of players with cost k m k Size of vector: ( ) r N S Q 14
Routing Vectors are ordered lexicographically ( ) ( ) ( ) p p M p M p ( ) [ , , , ] M p m m m 1 2 r = = = = ( ) [ , , , ] M p m m m 1 2 r ( ) ( ) ( ) M p M p p p ( ) [ , , , , , ] M p m m m m 1 1 k k r < = < = ( ) [ , , , , , ] M p m m m m 1 1 k k r 15
Lemma: If player performs a greedy move i p p p transforming routing to then: p Proof Idea: Show that the greedy move gives a lower order routing vector 16
Player Cost i Before greedy move: ( ) k pc p C S i i i After greedy move: ( ) k pc p C S i i i Since player cost decreases: k k 17
Before greedy move player was counted here i ( ) [ , , , , , , , ] M p m m m m m 1 1 k k k r ( ) [ , , , , , , , ] M p m m m m m 1 1 k k k r After greedy move player is counted here i 18
( ) [ , , , , , , , ] M p m m m m m 1 1 k k k r > = = > ( ) [ , , , , , , , ] M p m m m m m 1 1 k k k r possible possible No change increase decrease or decrease Definite Decrease Possible increase END OF PROOF IDEA 19
Existence of Nash Equilibriums Greedy moves give lower order routings Eventually a local minimum for every player is reached which is a Nash Equilibrium 20
Price of Stability Lowest order routing : p min • Is a Nash Equilibrium • Achieves optimal social cost * ( min ) SC p SC ( min ) SC p Price of Stability 1 * SC 21
Outline of Talk Introduction Price of Stability Price of Anarchy 22
We consider restricted QoR games p For any path : p | | ( ) S p Path length Service Cost of path 23
We show for any restricted QoR game: Price of Anarchy = * * (min( , ) log ) O C S n 24
Consider an arbitrary Nash Equilibrium p Path of player i maximum edge congestion C i in path 25
* In optimal routing : p * ) * * ( SC p C S Optimal path of player i must have an edge with congestion i * C C S C i Since otherwise: * * * 1 1 1 ( ) p c C S C S S C C S pc p i i i i i i i i 26
In Nash Equilibrium : p ( ) SC p C S C 0 0 : Edges of Congestion E C 0 : Paths that use edges E 0 0 27
C C * C S * S 0 0 Edges in optimal paths of 0 28
C C * C S * S 1 1 0 0 * : Edges of Congestion at least E C S 1 : Players that use edges E 1 1 29
C C C * C * C * 2 S S C * 2 S * C S 2 S * 2 S 1 1 0 0 Edges in optimal paths of 1 30
C C C * C * C * 2 S S C * 2 S * C S 2 S * 2 S 1 1 0 0 2 2 * : Edges of Congestion at least 2 E C S 2 : Players that use edges E 2 2 31
In a similar way we can define: * : Edges of Congestion at least E C jS j : Players that use edges E j j 32
We obtain sequences: , , , , E E E E 0 1 2 3 , , , , 0 1 2 3 There exist subsequence: , , , , E E E E 0 1 1 s s , , , 0 1 1 s log s n and Where: | | 2 | | | | 2 | | E E E E 1 j j 1 s s s 1 j 33
Maximum path length L * S Maximum edge utilization * | | ( ( 1 ) ) | | L C s S E 1 1 s s C * ( log ) O S n Minimum edge utilization * C | | * 1 s C | | E s Known relations log s n | | 2 | | E E 1 s s 34
C We have: * ( log ) O S n * C By considering class service costs, we obtain: C S * * Price of Anarchy (min( , ) log ) O C S n * * C S 35
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