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Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Page 1: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

Applying the Repeated Game Framework to Multiparty Networked Applications

Mike AferganJuly 22, 2005

Joint work with Dave Clark, Rahul Sami and John Wroclawski

Page 2: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

My Thesis

Repeated games can be an important and practical tool for the design of networked

applications.

Page 3: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Talk Overview

Fundamental Motivations Background on Repeated Games Example: Incentive-Based Routing Research Overview and Concluding

Thoughts

Page 4: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Initial Assumptions

Networked applications are important

Incentives are a concern for a large class of networked applications.

Routing Peer-to-Peer

Network application developers need tools to build systems robust to user incentives.

Page 5: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

Properties Fundamental to Networked ApplicationsProperty #1: Multiple interacting self-interested

parties Direct communication or shared network Motivates the use of game theory

Property #2: Interactions are repeated. Causal relationship between one time period and

the next Examples:

ISPs in near identical BGP sessions Users in similar interactions with similar users (e.g.,

web, wireless, P2P)

Suggests that the repeated context should be considered to use game theory effectively.

Page 6: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

Repeated Games are Important Repeated games are a well-studied area

of game theory. The outcome of the repeated game can

significantly differ from the outcome of the one-shot game.

This research is the first to consider repeated games as a tool for networked applications.

However, most relevant prior work considers only the one-shot game.

Page 7: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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A Practical Fit

Importantly, in each example we derive practical results

These practical results stem from further relationships between networked applications and repeated games.

Networked

Applications

RepeatedGame Theory

Page 8: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Repeated Games are Practical

Property #3: Networked applications face multiple constraints

Example Constraints: Need to realize system objectives Cost, privacy, shared network

Impact of Constraints: May not be able to realize a one-shot solution Provides explanation for real-world

phenomena

Repeated games work well with practical models of networked applications.

Page 9: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Repeated Games are Practical

Property #4: Actions in Networked Applications Are Highly Parameterized

Parameter value is important More interestingly, parameter granularity

is also important In repeated games, the granularity of the

action qualitatively impacts the equilibrium The freedom permitted can be a first order

concern

Page 10: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

MultipleParties

Properties Fundamental to Networked Applications

These four properties apply to a large class of networked applications

Repeated games are an important and practical tool for the design of networked applications.

Repeated Dynamics

Constraints Parameterized

Repeated games are important and practical

Page 11: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

Areas of Contribution

Exposition of Thesis Introduce the concept of using repeated games Demonstration of a fundamental relationship

between repeated games and networked applications

Present approaches and techniques

Application to Important Networked Problems1. Inter-ISP Relationships with User-Directed Routing

(Chapter 3)

2. Design of Incentive-Based Routing Systems (Chapter 4)

3. Application-Layer Multicast Overlays (Chapter 5)

Later in this talk, I will present #2 in depth.

Page 12: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Talk Overview

Fundamental Motivations Background on Repeated Games Example: Incentive-Based Routing Research Overview and Concluding

Thoughts

Page 13: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

One-Shot Prisoner's Dilemma

P2 Cooperate Defect

Cooperate (5,5) (0,9)

Defect (9,0) (1,1)

Static EquilibriumOutcome

In the one-shot game, (D,D) is the outcome of the unique Nash Equilibrium.

P1

Page 14: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

Repeated Prisoner's Dilemma

$$$ or $+$+$+ $+ $ + S

Key Takeaway: The equilibrium of the repeated game may differ from the equilibrium of the

corresponding one-shot game.

Example Strategy: 1. Play C 2. If the other player defects, play D forever

Outcome ofthe RepeatedGame

P2 Cooperate Defect

Cooperate (5,5) (0,9)

Defect (9,0) (1,1)

P1

Page 15: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Sample Analysis

$$$ or $+$+$+ $+ $ + S

Parameterized by discount factor () Patience Factor (infinite game) Probability of game ending (finite game with unknown horizon)

Example: Strategy is an equilibrium of the game iff: (Playing forever) (One-time “defect”) + (Resulting

payoffs)

“Play C forever. If other plays D, play D forever” is an equilibrium iff:

10

)1(95t

t

t

t ½

P2 Cooperate Defect

Cooperate (5,5) (0,9)

Defect (9,0) (1,1)

P1

Page 16: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

Repeated Equilibria Under General Conditions

“Folk theorem” results show the feasibility of a large set of potential outcome payoffs

Repeated equilibria feasible under a variety of practical assumptions: Imperfect Information [Green-Porter ’84, Fudenberg-

Levine-Maskin ’94] Players of different horizons [Fudenberg-Levine ’94]

Anonymous random matching [Ellison ’93]

In practice, this means many repeated outcomes are possible under a broad class of restrictions.

Page 17: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Talk Overview High Level Argument Background on Repeated Games Specific Example: Incentive-Based Routing

Problem Overview The Problem of Repeated Dynamics Finding Key Protocol Parameters Generalizing the Results Summary

Research Overview and Concluding Thoughts

Page 18: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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The ContextIncentive-Based Interdomain Routing

Architecture Overview Routes as goods Applied specifically and deployed incrementally

Well-motivated by: Economic realities of today’s Internet Increasingly prevalent technology (User-Directed Routing)

[A., Wroclawski ’04] This talk does not defend such an architecture.

s t

A

B

PriceC

PriceA

C

PriceB

Page 19: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

Protocol Design Question We consider a single

competitive interchange

Our Question: How should one design a protocol for conveying pricing information for routes?

Protocol Designer Does Control Protocol Designer Does Not Control

Protocol period (time between updates)

Number of networks

Unit of Measure (Mbps vs. MBps)

Network Cost

Width of protocol fields (number of bits)

Strategies used by Networks

s t

Page 20: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

Our Analytical Framework:Repeated Games

1. Routing is inherently a repeated process

2. The outcome of the repeated game can differ qualitatively from that of the one-shot game

Our research is the first to consider routing as a repeated game.

Page 21: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Our ContributionsPractical Conclusions

Although routing is repeated, important properties of prior models do not hold in the repeated setting.

We find newfound importance for several parameters1.The length of the protocol period2.The granularity of the unit-of-measure

(e.g., Mbps, MBps, or Gbps)3.The width of the price field

These provide practical insight for protocol designers.

It is possible to upper-bound prices using these parameters.This helps designers (to the extent desired) control the uncertainty presented by the repeated game.

Page 22: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Talk Overview High Level Argument Background on Repeated Games Specific Example: Incentive-Based Routing

Problem Overview The Problem of Repeated Dynamics Finding Key Protocol Parameters Generalizing the Results Summary

Research Overview and Concluding Thoughts

Page 23: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Problem of Repeated Routing

An interconnect is A repeated game Between a small number of players (ISPs)

The repeated game may cause artificially higher prices

Standard pricing technique: Strategyproof Mechanisms

Truthtelling is at least as good as any other strategy Benefits: Reduced strategizing and potential oscillation Standard mechanism: Vickrey-Clark-Groves (VCG) Feigenbaum, Papadimitriou, Sami, and Shenker (FPSS ’02)

show how to apply this to an Internet-like network efficiently

s t

Page 24: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Applying VCG to a Network [FPSS ’02]

1

10

10

11

1t2

t1

A

Bs

Each node, i, on the Least Cost Path (LCP) paid: pi = (LCP avoiding i) – LCP + ci

Page 25: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

Applying VCG to a Network [FPSS ’02]

1

10

10

11

1t2

t1

A

Bs

Each node, i, on the Least Cost Path (LCP) paid: pi = (LCP avoiding i) – (LCP) + ci

Example: s -> t1: A is paid (10 + 1) – (1 + 1) + 1 = 10 s -> t2: B is paid (10 + 1) – (1 + 1) + 1 = 10

In the one-shot game, this is strategyproof.

Page 26: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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The Repeated Version

In the repeated game A and B could both bid 20: A is paid (10 + 20) – (1 + 20) + 20 = 29 B is paid (10 + 20) – (1 + 20) + 20 = 29

1

10

10

11

1t2

t1

A

Bs

Conclusion #1: Although Internet routing is a repeated setting, the VCG mechanism (and thus the FPSS implementation) is not strategyproof in the repeated routing game.

Page 27: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Questions

1. What determines the equilibrium price?

2. What can be done to control, bound, or influence prices (if so desirable)?

Page 28: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Talk Overview High Level Argument Background on Repeated Games Specific Example: Incentive-Based Routing

Problem Overview The Problem of Repeated Dynamics Finding Key Protocol Parameters Generalizing the Results Summary

Research Overview and Concluding Thoughts

Page 29: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

A Full Model of Routing

We: Prove that particular parameters may significantly impact price Formally analyze that impact (by looking at the derivatives)

given a model with: Repeated interactions Asynchronous interactions Heterogeneous networks Multi-hop paths and multiple destinations Confluent (BGP-like) routing Large class of strategies

This talk focuses on a simple model: Repeated Incentive Routing Game (RIRG)

Intuition and analysis is similar for more general models Will later briefly discuss generalizations (more details in thesis)

Page 30: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Repeated Incentive Routing Game (RIRG): Topology

A particular interchange: Single Source Single Destination Multiple homogenous networks offering connectivity Networks compete for traffic on price (Bertrand

competition) Route is the market good

s…

t

Direction of Traffic

Strategic Player

Page 31: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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RIRG: Key Assumptions

Key Assumption #1: The game is played via a networked protocol.

Protocol runs in a series of synchronized rounds (of length d)

There is a minimum bid granularity size (b).

Key Assumption #2: The game is not infinite. Players only know length in expectation (D) Note: D and d define : = 1- d/D

Additional Assumptions that can be Relaxed Traffic is fixed Networks have fixed per unit cost Networks have infinite capacity Minimum bid becomes common knowledge Traffic is splittable

FPSS-like network

Page 32: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

RIRG: Play of the Game

In each round:1. All N players announce their bids2. Traffic is evenly split among the

provider(s) with the lowest price3. Provider is paid for the volume of

traffic at the price bid (1st price auction)

Key Decision: In each round, each network can either:1. Try to be the low-price provider2. Split the market with other firms at a higher price

Page 33: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Equilibrium Notion The potential strategy space is quite large

An equilibrium notion refines the strategy space Subgame perfect equilibrium (SPE) is natural and

standard for repeated games

A strategy is subgame perfect if i) is a Nash equilibrium for the entire

game and ii) is a Nash equilibrium for each subgame.

Page 34: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Price Matching For the purposes of this talk, I will focus on Price

Matching (PM) Strategies Informally: “Bid the lowest price seen in the prior period” Results generalize, for example:

“Match price and then raise later” “Punish by doubling initial deviation”

Price Matching Strategy:

1. At t0, offer p*

2. For all t>t0, pi =

p* is the largest p such that PM is SPE

1min,max t

jjpc

Page 35: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

Defining Price MatchingSolving for p*

Term Meaning

(pi, p-i) Profit function

Period probability of game ending (discount factor)

One Stage Deviation Principle (Abridged): is subgame perfect if and only if no player can gain by deviating from in a single stage and conforming to thereafter.

(1)

11

,,,t

it

it

it bpbppbppp

bpbppbppp iii ,,1, (2)

p* is the maximum p such that the inequality holds.

Page 36: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

Solving for Equilibrium

)1)(1(

N

NNbp

bpbpNp 1

(3)

Variable Meaning

b Minimum bid size

N Number of players

Period probability of game ending (discount factor)

N

bpTbpT

N

Tp 1

(4)

Theorem: In the RIRG, the unique equilibrium price from Price Matching is:

bpbppbppp iii ,,1, (2’)

Page 37: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

Deriving Practical Intuition

Theorem: When playing Price Matching:

where d is the length of the protocol period.

0d

p

Conclusion #2: A longer period may lead to lower prices

Page 38: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

“A longer period may lead to lower prices”

$$$ or $+$+$+ $+ $ + S

Lowering price leads to:

Big payoff now

Higher payoffs later

Period of protocol1sec 1 month

$ $$$ $

Page 39: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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“A longer period may lead to lower prices”

Longer protocol period

More benefit to deviating

Lower prices

Longer time before competitors react

Page 40: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

More Practical Intuition Theorem: When playing PM:

where b is the minimum bid size. “Minimum bid size” is not a protocol

parameter. But:

Unit-of-measure (Megabits, Megabytes, Terabits) Width of price field (number of bits in protocol)are protocol parameters

0b

p

Conclusion #3: A wider price field and a more granular unit of measure may reduce price.

Page 41: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

Profit Margin vs Delta (N=2)

0

0.2

0.4

0.6

0.8

1

0 0.2 0.4 0.6 0.8 1Delta

Pro

fit M

argi

n

b=0.01

b=0.05

b=0.1

Sensitivity to Parameters

Observations:1. Sensitivity to delta is large, especially in the relevant range

2. Impact of b is qualitative, not just precision

Page 42: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

Result Summary

Example Takeaways:1) Using Megabytes instead of Megabits can lead to lower

prices.2) A system that runs faster may lead to higher prices.

As [Variable] Increases… Prices

# of players Decreases

Width of price field Increases

Unit-of-Measure Granularity

Decreases

Protocol period Decreases

Topology Stability Increases

A priori, some of these parameters seem benign or at most only having impact as “rounding error.”

Page 43: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Constraining Prices Sensitivity to parameters means:

This insight must be considered They can help “solve the problem” of the

repeated dynamics (to the extent desirable)

Theorem: For all >0, there exists protocol parameter settings such that pR

pS + , where: pR is the equilibrium price in the repeated

game pS is the equilibrium price of the stage game.

Page 44: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Talk Overview High Level Argument Background on Repeated Games Specific Example: Incentive-Based Routing

Problem Overview The Problem of Repeated Dynamics Finding Key Protocol Parameters Generalizing the Results

Generalizing the Strategy Space Generalizing the Game

Multiple Destinations and Confluent Flows Heterogeneous Costs

Summary Research Overview and Concluding Thoughts

Page 45: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Proportional Punishment (PP) Strategies Price Matching has two weaknesses:

1. Prices never rise2. Punishment limited to matching price

Proportional Punishment Strategies are SPE Punishment is bound by some constant k Class is very large (perhaps too large)

If is a one-stage deviation from h when playing at t0, then for PPk iff:

'0ˆˆ pk t

h

t

h

th

h

Page 46: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Visualizing PPk

Time

Pricep

p’

p-k(p-p’)

Price Matching

Match then Raise

Punish by Doubling

t0

Page 47: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Analyzing PPk

Theorem 3: For any PPk, the maximal price obtained by is bound by

Further, this bound is tight.

Other results follow similar to the simple Price Matching case Impact of b and Bounds on pR

)1)(1(

N

kNbp

Page 48: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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A More General ModelMultiple Destinations and Confluent Flows

Multiple Destinations Multiple goods, multiple markets Provides for cooperation even with

confluent flows

c

c

t2

t1A

Bs

A wins traffic for t1

B wins traffic for t2

Page 49: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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A More General ModelHeterogeneous Networks

Assume c > c’ Potential for a repeated equilibrium at p*(c’) Requires that |c – c’| is sufficiently small

Equilibria may involve only a subset of the N players Does not necessarily imply repeated equilibria

More general graph presents more options A robust protocol must consider such conditions

c’

c

t2

t1A

Bs

A wins traffic for t1

B wins traffic for t2

Page 50: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Talk Overview High Level Argument Background on Repeated Games Specific Example: Incentive-Based Routing

Problem Overview The Problem of Repeated Dynamics Finding Key Protocol Parameters Generalizing the Results Summary

Research Overview and Concluding Thoughts

Page 51: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Summary1. The repeated setting is a vitally important

setting to consider.2. Our analysis provides insight into the

importance of several protocol parameters3. These parameters are:

Under the control of the protocol designer Unavoidable

4. Consideration of these parameters can help build a robust system

5. Suggests that repeated game analysis can be important and practical

Page 52: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Talk Overview

Fundamental Motivations Background on Repeated Games Example: Incentive-Based Routing Research Overview and Concluding

Thoughts

Page 53: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Benefits and Feasibility of Incentive Based Routing (Chapter 3)

Problem: User-directed routing (e.g., overlays) transforms inter-domain routing into a meaningfully repeated game

Sample Contributions: Exposition of the problem Consideration of principles for why and how incentives (i.e.,

prices) should be integrated to various routing architectures

Traffic PatternsBusiness

RelationshipsTraffic Policies

Page 54: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Application-Layer Multicast Overlays (Chapter 5)

Problem: Selfish users can degrade system performance

Contribution: A repeated model of cooperation Contribution: Use model and simulation to descry

practical techniques and parameters that can aid in building more robust systems

……

Selfish Nodes able to alter the topologyFaithful Nodes create an efficient tree

……

Page 55: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Meaningful Themes

For each problem considered: The repeated dynamic plays a vital

role in defining the system equilibrium

Our model is the first to capture the repeated dynamic

We are able to derive practical insight into how to build more robust systems.

Page 56: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Exogenous Types vs Endogenous Motivations

Some models use exogenous types: Network type: business relationships

(e.g, [GaoRexford00])

Node type: cheater/not [Mathy et al ‘04], generosity parameter [Feldman et al ‘04]

Repeated game models can capture these factors in an endogenous fashion

Page 57: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Concluding Thoughts The repeated dynamic must be considered

in modeling networked applications.

Repeated Games can provide practical results

Relevance of repeated games stems from properties fundamental to networked applications

Page 58: Applying the Repeated Game Framework to Multiparty Networked Applications Mike Afergan July 22, 2005 Joint work with Dave Clark, Rahul Sami and John Wroclawski

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Thank you for coming!

Questions?

Thesis (and slides) will be available athttp://www.mit.edu/~afergan/thesis/