COMP558 Network Games Martin Gairing University of Liverpool, Computer Science Dept 2nd Semester 2013/14 COMP558 – Network Games · 0.1 Topic 4: Network Formation Games Ch.19 Local Connection Game Model Characterizing Solutions and Price of Stability Price of Anarchy Global Connection Game Model Price of Anarchy Price of Stability Facility Location Model Existence of pure NE and PoS Utility games and PoA COMP558 – Network Games Network Formation · 4.1 4 Network Formation Games Scenario I Consider users constructing a shared network I Each user has its own interest and is driven by: I Minimising the price he pays for creating/using the network I Receiving a high quality of service I We wish to model the networks generated by such selfish behaviour of the users and compare them to the optimal networks COMP558 – Network Games Network Formation · 4.2 Objectives I How to evaluate the overall quality of a network? I social cost = sum of players’ costs I What are stable networks? I we use Nash equilibrium as solution concept I we refer to networks corresponding to Nash equilibrium as being stable I Our main goal: bounding the efficiency loss resulting from selfishness I Price of Anarchy I Price of Stability COMP558 – Network Games Network Formation · 4.3 Local vs. Global Connection Game I Local connection game: I users buy edges I bought edge can be used by all users I users wish to minimise distance to all other nodes I while minimizing the number of edges they buy I Resembles formation of P2P networks I Global connection game: I users want to connect two nodes si , ti in the network I users share the cost of used edges I users minimise their cost I Resembles use of a large scale shared network COMP558 – Network Games Network Formation · 4.4 Local Connection Game Topic 4: Network Formation Games Local Connection Game Model Characterizing Solutions and Price of Stability Price of Anarchy Global Connection Game Model Price of Anarchy Price of Stability Facility Location Model Existence of pure NE and PoS Utility games and PoA COMP558 – Network Games Network Formation · 4.5 Local Connection Game Model Local Connection Game Model I n players: nodes in a graph G on which the network will be build I Strategy Su of player u ∈ V is a set of undirected edges that u will build (all are incident to u) I For a strategy vector S, the union of all edges in players’ strategies form a network G(S) I α ... cost for building an edge I distS(u, v) ... distance (number of edges on shortest path) between u and v in G(S) I Cost of player u ∈ V : Cu(S) = ∑ v∈V distS(u, v) + α · nu, where nu is number of edges bought by player u COMP558 – Network Games Network Formation · 4.6 Local Connection Game Model Local Connection Game I A network G = (V ,E) is stable for a value α, if there is a NE S that forms G. Social Cost of a Network G = (V ,E) (= sum of players’ costs) SC(G) = ∑ u 6=v dist(u, v) + α · |E | Observations I Since the graph is undirected an edge (u, v) is available to both u and v I At Nash equilibrium at most one of the nodes u, v pays for the edge (u, v) I At Nash equilibrium we must have a connected graph, since dist(u, v) =∞, if u and v are not connected COMP558 – Network Games Network Formation · 4.7 Local Connection Game Characterizing Solutions and Price of Stability Characterizing Solutions and Price of Stability Lemma 4.1 (Lem. 19.1) If α ≥ 2 then any star is an optimal solution, and if α ≤ 2 then the complete graph is an optimal solution. Lemma 4.2 (Lem. 19.2) If α ≥ 1 then any star is a Nash equilibrium, and if α ≤ 1 then the complete graph is a Nash equilibrium. Remark: There are also other Nash equilibria. Theorem 4.3 (Thm. 19.3) If α ≥ 2 or α ≤ 1, the price of stability is 1. For 1 < α < 2, the price of stability is at most 4/3. COMP558 – Network Games Network Formation · 4.8 Local Connection Game Price of Anarchy Price of Anarchy To prove upper bound on the Price of Anarchy we 1 bound the diameter of a stable (NE) graph 2 use diameter to bound cost Lemma 4.4 (Lem. 19.4) If a graph G at Nash equilibrium has diameter d , then PoA(G) = O(d). 492 network formation games proof The cost of the optimal solution is at least!(αn+ n2), as we need to buy a connected graph, which costs at least (n− 1)α, and there are !(n2) distances, each of which is at least 1. To bound the quality of the solution, consider the distance costs and edge costs separately. The distance cost is at most n2d, and thus is at most d times the minimum possible. We now examine edge costs. First we consider cut edges, those edges whose removal disconnects G. There are at most n− 1 cut edges, so the total cost of all cut edges is at most α(n− 1), which in turn is at most the optimal solution cost. Now consider the set of all noncut edges paid for by a vertex v. We will argue that there are O(nd/α) such edges, with cost O(dn) for node v, and thus the total cost of all noncut edges is O(dn2). This will establish that the cost of G is O(αn+ dn2), completing the proof. Pick a node u, and for each edge e = (u, v) paid for by node u, let Ve be the set of nodes w, where the shortest path from u to w goes through edge e. We will argue that the distance between nodes u and v with edge e deleted is at most 2d. Thus deleting e increases the total distance from u to all other nodes by at most 2d|Ve|. Since deleting the edge would save α in edge costs and G is stable, we must have that α ≤ 2d|Ve|, and hence |Ve| ≥ α/2d. If there are at least α/2d nodes in each Ve, then the number of such edges adjacent to a node v must be at most 2dn/α, as claimed. We now bound the distance between nodes u and v with edge e deleted. Consider Figure 19.1, depicting a shortest path avoiding edge e. Let e′ = (u′, v′) be the edge on this path entering the set Ve. The segment Pu of this path from u to node u′ is the shortest path from u to u′ as u′ !∈ Ve, and hence deleting e does not affect the shortest path. So Pu is at most d long. The segment Pv from v′ to v is at most d − 1 long, as Pv ∪ e forms the shortest path between u and v′. Thus the total length is at most 2d. Using this lemma, we can bound the price of anarchy by O(√α). Theorem 19.5 The diameter of Nash equilibrium is at most 2√α, and hence the pric of narchy is at most O(√α). proof From Lemma 19.4, we need only prove that for any nodes u and v, dist(u, v) < 2√α. Suppose for nodes u and v, dist(u, v) ≥ 2k, for some k. The u v e’ e v’ u’ Ve Pv Pu Figure 19.1. Path Pu, (u′, v ′)Pv is the u–v shortest path after edge e = (u, v ) is deleted. COMP558 – Network Games Network Formation · 4.9 Local Connection Game Price of Anarchy Price of Anarchy Theorem 4.5 (Thm. 19.5) The diameter of a stable graph G is at most 2 √ α, and hence PoA(G) = O( √ α). Theorem 4.6 (Thm. 19.6) The price of anarchy is O(1) whenever α = O( √ n). More generally, PoA = O(1 + α√n ). the local connection game 493 u w t v Aw d ′ Bu Figure 19.2. Nodes u and v that are at maximum distance d apart. B is the set of nodes at most d′ = (d− 1)/4 away from node u, and Aw is the set of nodes whose shortest path leaves B at w. main observation is that by adding the edge (u, v), the node u would pay α and improve her distance to the nodes on the second half of the u− v shortest path by (2k − 1) + (2k − 3) + · · · + 1 = k2. So if dist(u, v) > 2√α, node u would benefit from adding the edge (u, v), a contradiction. We now show an O(1) bound on the price of anarchy that was given by Lin (2003) (and independently also by Albers et al., 2006) for α = O(√n). Theorem 19.6 The price of anarchy is O(1) whenever α is O(√n). More gen- erally, price of anarchy is O(1+ α/√n). proof We again use Lemma 19.4, so all we have to do is improve our bound on the diameter d. Consider nodes u and v with dist(u, v) = d. Let d ′ = "(d − 1)/4$ and let B be the set of nodes at most d ′ away from u, as shown on Figure 19.2. Consider how the distance d(v,w) changes for nodes w ∈ B by adding edge (v, u). Before adding the edge dist(v,w) ≥ d − d ′. After adding (v, u), the distance decreases to at most d ′ + 1. Thus v saves at least (d − 2d ′ − 1) in distance to all nodes in B, and hence would save at least (d − 2d ′ − 1)|B| ≥ (d − 1)|B|/2 in total distance costs by buying edge (v, u). If G is stable, we must have (d − 1)|B|/2 ≤ α. For a node w ∈ B let Aw contain all nodes t for which the u–t shortest path leaves the set B after the node w. Note that if Aw is nonempty, then w must be exactly at distance d ′ from u. Therefore, node u would save |Aw|(d ′ − 1) in distance cost by buying edge (u,w). If the network is at equilibrium, then we must have that |Aw|(d ′ − 1) ≤ α. There must be a node w ∈ B that has |Aw| ≥ (n− |B|)/|B|. Combining these, we get that (d ′ − 1)(n− |B|)/|B| ≤ α. This implies that |B|(1 + α/(d ′ − 1)) ≥ n, and since α > d > d ′, |B| ≥ n(d ′ − 1)/2α. Combining this with the previous bound of α ≥ (d − 1)|B|/2 yields α ≥ (d − 1)|B|/2 ≥ (d − 1)n(d ′ − 1)/4α ≥ n(d ′ − 1)2/α. COMP558 – Network Games Network Formation · 4.10 Global Connection Game Model Topic 4: Network Formation Games Local Connection Game Model Characterizing Solutions and Price of Stability Price of Anarchy Global Connection Game Model Price of Anarchy Price of Stability Facility Location Model Existence of pure NE and PoS Utility games and PoA COMP558 – Network Games Network Formation · 4.11 Global Connection Game Model Global Connection Game Model I directed G = (V ,E) with non-negative edge cost ce I k players , each player i ∈ [k ] has a source si and sink node ti I A strategy for a player i is a path Pi from si to ti in G I Given each players strategy we define the constructed network to be ∪iPi I Players who use edge e divide the cost ce according to some cost sharing mechanism. I We will consider the equal-division mechanism: costi(S) = ∑ e∈Pi ce ke I S = (P1, . . . ,Pk ) I ke ... number of players whose path contains e COMP558 – Network Games Network Formation · 4.12 Global Connection Game Model Existence of Stable Networks I Does every global connection game have a pure Nash equilibrium? I Yes. I Why? I It is a special congestion game! I Rosenthal’s potential function Φ(S) = ∑ e∈E ,ke>0 ke∑ j=1 ce j = ∑ e∈E ce · Hke (Hk is k-th harmonic number) COMP558 – Network Games Network Formation · 4.13 Global Connection Game Price of Anarchy Price of Anarchy Social Cost (total cost of used edges) SC(S) = ∑ i∈[k ] costi(S) Example potential games and a global connection game 495 a vast number of possible cost-sharing mechanisms, each of which induces a distinct network formation game. We will briefly touch on this large space of games at the end of the section, but for now, our primary focus will be on a single cost-sharing mechanism with a number of nice properties, that is both simple and easy to motivate. In particular, we consider the mechanism that splits the cost of an edge evenly among all players whose path contains it. More concretely, if ke denotes the number of players whose path contains edge e, then e assigns a cost share of ce/ke to each player using e. Thus the total cost incurred by player i under a strategy vector S is given by costi(S) = ∑ e∈Pi ce/ke. Note that the total cost assigned to all players is exactly the cost of the constructed network. This equal-division mechanism was suggested by Herzog et al. (1997), and has a number of basic economic motivations. Moulin and Shenker prove that this mechanism can be derived from the Shapley (2001) value, and it can be shown to be the unique cost-sharing scheme satisfying a number of natural sets of axioms (see Feigenbaum et al., 2001; Moulin and Shenker, 2001). We refer to it as the fair or Shapley cost-sharing mechanism. The social objective for this game is simply the cost of the constructed network. One may view this game as a competitive version of the generalized Steiner tree problem; given a graph and pairs of terminals, find the cheapest possible network connecting all terminal pairs. Indeed, an optimal generalized Steiner tree is precisely the outcome against which we will compare stable solutions in evaluating the efficiency of equilibria. This connection highlights an important difference between this game and routing games; in routing games such as those discussed in Chapter 18, players are sensitive to congestion effects, and thus seek sparsely used paths. But in the global connection game, as with the Steiner forest problem, the objective is simply to minimize costs, and thus sharing edges is in fact encouraged. The two examples in Chapter 17 provide a few useful observations about this game. Example 17.2 (see Figure 19.3(a)) shows that even on very simple networks, this game has multiple equilibria, and that these equilibria may differ dramatically in quality. There are two equilibria with costs k and 1 respectively. Since the latter is also optimal t s1 s2 s3 sk-1 sk 1 1 2 1 3 1 k-1 1 k 1 + ε (a) 1 k v t1, t2, ..., tk s1, s2, ..., sk (b) Figure 19.3. An instance of the global connection game with price of anarchy k (a) and an instance with price of stability Hk (b). I optimal network has cost 1 I best NE: all players use the left edge ⇒ PoS = 1 I worst NE: all players use the right edge ⇒ PoA = k Theorem 4.7 For any global connection game with k players, PoA ≤ k . COMP558 – Network Games Network Formation · 4.14 Global Connection Game Price of Stability Price of Stability: a lower bound ( ε > 0 arbitrary small) potential games and a global connection game 495 a vast number of possible cost-sharing mechanisms, each of which induces a distinct network formation game. We will briefly touch on this large space of games at the end of the section, but for now, our primary focus will be on a single cost-sharing mechanism with a number of nice properties, that is both simple and easy to motivate. In particular, we consider the mechanism that splits the cost of an edge evenly among all players whose path contains it. More concretely, if ke denotes the number of players whose path contains edge e, then e assigns a cost share of ce/ke to each player using e. Thus the total cost incurred by player i under a strategy vector S is given by costi(S) = ∑ e∈Pi ce/ke. Note that the total cost assigned to all players is exactly the cost of the constructed network. This equal-division mechanism was suggested by Herzog et al. (1997), and has a number of basic economic motivations. Moulin and Shenker prove that this mechanism can be derived from the Shapley (2001) value, and it can be shown to be the unique cost-sharing scheme satisfying a number of natural sets of axioms (see Feigenbaum et al., 2001; Moulin and Shenker, 2001). We refer to it as the fair or Shapley cost-sharing mechanism. The social objective for this game is simply the cost of the constructed network. One may view this game as a competitive version of the generalized Steiner tree problem; given a graph and pairs of terminals, find the cheapest possible network connecting all terminal pairs. Indeed, an optimal generalized Steiner tree is precisely the outcome against which we will compare stable solutions in evaluating the efficiency of equilibria. This connection highlights an important difference between this game and routing games; in routing games such as those discussed in Chapter 18, players are sensitive to congestion effects, and thus seek sparsely used paths. But in the global connection game, as with the Steiner forest problem, the objective is simply to minimize costs, and thus sharing edges is in fact encouraged. The two examples in Chapter 17 provide a few useful observations about this game. Example 17.2 (see Figure 19.3(a)) shows that even on very simple networks, this game has multiple equilibria, and that these equilibria may differ dramatically in quality. There are two equilibria with costs k and 1 respectively. Since the latter is also optimal t s1 s2 s3 sk-1 sk 1 1 2 1 3 1 k-1 1 k 1 + ε (a) 1 k v t1, t2, ..., tk s1, s2, ..., sk (b) Figure 19.3. An instance of the global connection game with price of anarchy k (a) and an instance with price of stability Hk (b). I optimal network has a cost of 1 + ε Is it stable? I cost of unique stable network: ∑k j=1 1 j = Hk COMP558 – Network Games Network Formation · 4.15 Global Connection Game Price of Stability Price of Stability: an upper bound Lemma 4.8 (Lem. 19.8) For any strategy profile S = (P1, . . . ,Pk ) we have SC(S) ≤ Φ(S) ≤ Hk · SC(S) Lemma 4.8 and Lemma 3.18 directly imply: Theorem 4.9 (Thm. 19.10) The price of stability in the global connection game with k players is at most Hk . Remark: Hk = Θ(log k) COMP558 – Network Games Network Formation · 4.16 Facility Location Topic 4: Network Formation Games Local Connection Game Model Characterizing Solutions and Price of Stability Price of Anarchy Global Connection Game Model Price of Anarchy Price of Stability Facility Location Model Existence of pure NE and PoS Utility games and PoA COMP558 – Network Games Network Formation · 4.17 Facility Location Model Facility Location Game Model I k service providers and a set of clients [m] I each provider i ∈ [k ] has a set of possible locations Ai where he can locate his facility; denote A = ∪i∈[k ]Ai I cjsi .. cost of serving customer j ∈ [m] from location si ∈ Ai I pij .. value of client j ∈ [m] for being served 502 network formation games the worst case. See the notes on this chapter (Section 19.5.2) for a brief discussion of research concerning other cost-sharing approaches. 19.4 Facility Location In the models we have considered so far, players construct networks so as to achieve certain connectivity-based goals. Intuitively, these goals are meant to capture players’ desires to provide service for some implicit population of network users. Given this per- spective, we might then ask what happens when we instead view players as financially motivated agents; after all, service providers are primarily concerned with maximizing profits, and only maintain networks for this purpose. This suggests a model in which players not only build networks but also charge for usage, while network users spur competition by seeking the cheapest service available. We will consider here a pricing game introduced by Vetta (2002) that is based on the facility location problem. In the facility location problem, we want to locate k facilities, such as Web servers or warehouses, so as to serve a set of clients profitably. Our focus here will be to understand the effect of selfish pricing on the overall efficiency of the networks that players form. We first present Vetta’s competitive facility location problem, in which players place facilities so as to maximize their own profit. We then show that this facility location game is a potential game, and prove that the price of anarchy for an even broader class of games is small. 19.4.1 The Model Suppose that we have a set of users that need a service, and k service providers. We assume that each service provider i has a set of possible locations Ai where he can locate his facility. Define A = ∪iAi to be the set of all possible facility locations. For each location si ∈ Ai there is an associated cost cjsi for serving customer j from location si . We can think of these costs as associated with edges of a bipartite graph that has all users on one side and all of A on the other, as shown on Figure 19.4. A strategy vector Possible facilities A1 Clients s jcjs A2 Figure 19.4. The bipartite graph of possible locations and clients. Selected facilities are marked in black. COMP558 – Network Games Network Formation · 4.18 Facility Location Model Facility Location Game Model cont. I If provider i serves client j from location si at a price p I pij − p .. benefit for client j I p − cjsi .. profit for provider i I ⇒ social value: pij − cjsi (independent of price) 502 network formation games the worst case. See the notes on this chapter (Section 19.5.2) for a brief discussion of research concerning other cost-sharing approaches. 19.4 Facility Location In the models we have considered so far, players construct networks so as to achieve certain connectivity-based goals. Intuitively, these goals are meant to capture players’ desires to provide service for some implicit population of network users. Given this per- spective, we might then ask what happens when we instead view players as financially motivated agents; after all, service providers are primarily concerned with maximizing profits, and only maintain networks for this purpose. This suggests a model in which players not only build networks but also charge for usage, while network users spur competition by seeking the cheapest service available. We will consider here a pricing game introduced by Vetta (2002) that is based on the facility location problem. In the facility location problem, we want to locate k facilities, such as Web servers or warehouses, so as to serve a set of clients profitably. Our focus here will be to understand the effect of selfish pricing on the overall efficiency of the networks that players form. We first present Vetta’s competitive facility location problem, in which players place facilities so as to maximize their own profit. We then show that this facility location game is a potential game, and prove that the price of anarchy for an even broader class of games is small. 19.4.1 The Model Suppose that we have a set of users that need a service, and k service providers. We assume that each service provider i has a set of possible locations Ai where he can locate his facility. Define A = ∪iAi to be the set of all possible facility locations. For each location si ∈ Ai there is an associated cost cjsi for serving customer j from location si . We can think of these costs as associated with edges of a bipartite graph that has all users on one side and all of A on the other, as shown on Figure 19.4. A strategy vector Possible facilities A1 Clients s jcjs A2 Figure 19.4. The bipartite graph of possible locations and clients. Selected facilities are marked in black. I To simplify notation assume pij ≥ cjsi for all j , i and si ∈ Ai . I This does not change social value. I Given s = (s1, . . . , sk ), each client j I is assigned to provider i with lowest cost cjsi , I pays price pij = mini′ 6=i cjsi′ I total social value of s = (s1, . . . , sk ): V (s) = ∑ j∈[m] (pij −min i∈[k ] cjsi ) COMP558 – Network Games Network Formation · 4.19 Facility Location Existence of pure NE and PoS Facility Location Game is Potential Game Theorem 4.10 (Thm. 19.16) V (s) is a potential function for the facility location game. Corollary 4.11 1 Each facility location game admits a pure NE. 2 Every optimum is also a NE and thus PoS = 1. Up next: I bound price of anarchy I we do this for the more general class of utility games COMP558 – Network Games Network Formation · 4.20 Facility Location Utility games and PoA Utility Games I each player i ∈ [k ] has a set of available strategies Ai (e.g. locations) I A = ∪i∈[k ]Ai I Social welfare function V (B) defined for all B ⊆ A I αi(s) .. welfare of player i in s = (s1, . . . , sk ) Utility games satisfy the following properties: (i) V (B) is submodular: for any sets B ⊂ B′ ⊂ A and any element e ∈ A, we have V (B ∪ {e})− V (B) ≥ V (B′ ∪ {e})− V (B′). (ii) The total value for players is less than or equal to the total social value: ∑ i∈[k ] αi(s) ≤ V (s). (iii) The value for player i is at least his added value for the society: αi(s) ≥ V (s)− V (s − si). Utility game is basic, if (iii) is satisfied with equality, and monotone if for all B ⊆ B′ ⊆ A, V (B) ≤ V (B′) COMP558 – Network Games Network Formation · 4.21 Facility Location Utility games and PoA PoA in Utility Games To view facility location game as a utility game define for each B ⊆ A = ∪i∈[k ]Ai : V (B) = ∑ j∈[m] (pij −min e∈B cje) Theorem 4.12 The facility location game is a monotone basic utility game. Theorem 4.13 For all monotone utility games G, we have PoA(G) ≤ 2. COMP558 – Network Games Network Formation · 4.22
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