game dynamics out of sync

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Game Dynamics Out of Sync Michael Schapira (Yale University and UC Berkeley) Joint work with Aaron D. Jaggard and Rebecca N. Wright

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Game Dynamics Out of Sync. Michael Schapira (Yale University and UC Berkeley) Joint work with Aaron D. Jaggard and Rebecca N. Wright. Sprint. AT&T. Comcast. Qwest. Motivation : Internet Routing. Establish routes between Autonomous Systems ( ASes ) . - PowerPoint PPT Presentation

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Page 1: Game Dynamics Out of Sync

Game DynamicsOut of Sync

Michael Schapira(Yale University and UC Berkeley)

Joint work withAaron D. Jaggard

and Rebecca N. Wright

Page 2: Game Dynamics Out of Sync

Motivation: Internet Routing

Establish routes between Autonomous Systems (ASes).

Currently handled by the Border Gateway Protocol (BGP).

AT&T

Qwest

Comcast

Sprint

Page 3: Game Dynamics Out of Sync

Internet Routing as a Game[Levin-S-Zohar]

• Internet routing is a game!– players = ASes – players’ types = preferences over routes– strategies = outgoing edges

• BGP = Best-Response Dynamics– each AS constantly selects its best

available route to each destination– … until a “stable state” (= PNE) is reached.

Page 4: Game Dynamics Out of Sync

But…

• Challenge I: No synchronization ofplayers’ actions– players can best-reply simultaneously.– players can best-reply based on outdated

information.

• Challenge II: Are players incentivized to follow best-response dynamics?– Can a player benefit from not best-replying?

this talk

[Nisan-S-Valiant-Zohar]

Page 5: Game Dynamics Out of Sync

Game Dynamics and Asynchrony

• Dynamic environments– Internet protocols– large-scale markets– social networks– multi-processor computer architectures

• Game theory provides useful tools to analyze these interactions, but….

• … has so far primarily concentrated on synchronous environments (simultaneous, sequential).

Page 6: Game Dynamics Out of Sync

2,1 0,0

1,20,0

RowPlayer

ColumnPlayer

Illustration

Page 7: Game Dynamics Out of Sync

Illustration

2,1 0,0

1,20,0

RowPlayer

ColumnPlayer

Page 8: Game Dynamics Out of Sync

But…

2,1 0,0

1,20,0

RowPlayer

ColumnPlayer

Page 9: Game Dynamics Out of Sync

•Model for asynchronous game dynamics

• Impossibility result

•Circumventing our impossibility result

•Complexity of asynchronous game dynamics

•Directions for future research

Agenda

Page 10: Game Dynamics Out of Sync

• n nodes 1,…,n

• Node i has action space Ai

– A=A1•…•An

– A-i=A1•…•Ai-1•Ai+1•…•An

• Node i has reaction function fi:A→Ai

– f=(f1,…,fn)

Simple Model: Nodes Interacting

Page 11: Game Dynamics Out of Sync

• Infinite sequence of discrete time steps t=1,…

• Initial state a0, Schedule :{1,…} →2[n]

– fair schedule

• The (a0,)-dynamics– Start at the initial state a0

– In each time step t let the nodes in (t) react.

Simple Model: Dynamics

Page 12: Game Dynamics Out of Sync

•Defn: an action profile a=(a1,…,an) is a stable state if fi(a)=ai for all i.– that is, a is a fixed point of f.

•Defn: The system is convergent if the (a0,)-dynamics converges to a stable state for all choices of a0 and (fair) .

Simple Model: Convergence

Page 13: Game Dynamics Out of Sync

• Defn: f is node independent if, for each node i, fi:A-

i→Ai

• Thm: If f is node independent, and there exist multiple stable states, then the system is not convergent.

• Can be generalized to reaction functions that are– randomized– bounded-recall– non-stationary

Guaranteed Convergence?

Page 14: Game Dynamics Out of Sync

• Internet protocols– Internet routing [Sami-S-Zohar]– congestion control [Godfrey-S-Zohar-Shenker]

• Best-response dynamics– with consistent tie-breaking– orthogonal to the results of Hart and Mas-Colell

• Diffusion of technologies in social networks– 2 technologies {A,B}. Each node wants to be consistent with the majority of

its neighbours.

• Circuit design

Applications

Page 15: Game Dynamics Out of Sync

• Example 1: (node-dependent reactions)Each fi is such that for every a=(a1,…,an) it holds that fi(a)=ai.

“Tightness” of Our Result

Page 16: Game Dynamics Out of Sync

• Example 1: (node dependent reactions)Each fi is such that for every a=(a1,…,an) it holds that fi(a)=ai.

• Example 2: (unbounded recall)– 2 nodes, 1 and 2, each with action space {a,b}. – Node 2 wants to match node 1’s action.– Node 1 selects b if node 2 changed its action from a

to b in the past, and a otherwise.– What happens at the initial state (b,a)?

“Tightness” of Our Result

Page 17: Game Dynamics Out of Sync

• Thm: If f is node independent, andthere exist multiple stable states, thenthe system is not convergent.

• Interesting connections to fundamental results in distributed computing theory.– the Fischer-Lynch-Patterson impossibility result for

consensus protocols (1983)

• But, neither result is a special case of the other.

Proving Our Result

Page 18: Game Dynamics Out of Sync

The Dynamics Graph

action vector aS=(aS1,… aS

n)knowledge vector bS=(bS

1,…

bSn)

StateR

knowledge transition

i-transition

StateT

StateS

1. aT:=aS

2. bT:=aS

1. aR:=aS except aR

i:=fi(bS)

2. bR:=bS

Page 19: Game Dynamics Out of Sync

• The dynamics graph captures all dynamics.

• The scenario where– the initial state is a0.– nodes 1 and 3 react simultaneously.– then nodes 2 and 3 react simultaneously.

is captured as follows:

Visualising Dynamics

Page 20: Game Dynamics Out of Sync

• The dynamics graph captures all dynamics.

• The scenario where– the initial state is a0.– nodes 1 and 3 react simultaneously.– then nodes 2 and 3 react simultaneously.

is captured as follows:

Visualising Dynamics

State SaS=bS=a0

Page 21: Game Dynamics Out of Sync

• The dynamics graph captures all dynamics.

• The scenario where– the initial state is a0.– nodes 1 and 3 react simultaneously.– then nodes 2 and 3 react simultaneously.

is captured as follows:

Visualising Dynamics

State SaS=bS=a0

1-transition 3-transition k-transition

Page 22: Game Dynamics Out of Sync

• The dynamics graph captures all dynamics.

• The scenario where– the initial state is a0.– nodes 1 and 3 react simultaneously.– then nodes 2 and 3 react simultaneously.

is captured as follows:

Visualising Dynamics

State SaS=bS=a0

1-transition 3-transition k-transition 2-transition 3-transition k-transition

Page 23: Game Dynamics Out of Sync

• Defn: A state S in the dynamics graph is stable if every outgoing edge from S leads to S.

• Defn: A fair path in the dynamics graph is a path that (1) for each i, contains an i-transition; and (2) also contains a knowledge transition.

Stability and Fairness

Page 24: Game Dynamics Out of Sync

• Defn: The attractor region of a stable state S are all states from which any (long enough) fair path reaches S.

Attractor Regions

Page 25: Game Dynamics Out of Sync

• Claim: A fair cycle in the dynamics graph implies an oscillation in our model.

• Proposition: If there are multiple stable states then there are states in the dynamics graph that are not in any attractor region (“neutral states”).

Proof Sketch (Cont.)

Page 26: Game Dynamics Out of Sync

• Colour each

attractor region in a different colour – red, blue, etc.

• Colour the neutral states in purple.

Colouring States

Page 27: Game Dynamics Out of Sync

•Key idea: We show that from every purple state there is a fair path that leads to another purple state.

•The number of purple states is finite and so this implies a fair cycle.

Creating Oscillations

Page 28: Game Dynamics Out of Sync

• Lemma: There cannot be two edges leading from a purple state to two non-purple states that do not have the same colour.

• Intuition: We can swap the order of activations without affecting the outcome.

Proof Sketch (Cont.)

?

: different transitions

Page 29: Game Dynamics Out of Sync

• Fix a purple state p.

• Let R be a “maximal” fair path from p to another purple state.

Proof Sketch (Cont.)

p ……

q

R

Page 30: Game Dynamics Out of Sync

• Let be a transition that is not on R.

• Observe that at q takes us to a non-purple state.

p ……

q

R

Proof Sketch (Cont.)

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• Because q is purple it must have a fair path to a non-purple non-red state.

p ……

q

R

……

u

Proof Sketch (Cont.)

Page 32: Game Dynamics Out of Sync

• Now, we prove that at u must take us to a red state --- a contradiction!

p ……

q

R

……

u

Proof Sketch (Cont.)

Page 33: Game Dynamics Out of Sync

• Our result holds for randomized reaction functions.– adversarially-chosen schedule

• What if the schedule is randomized?– our impossibility result breaks …– … but no general possibility result either

Circumventing Our Impossibility Result: Randomness

Page 34: Game Dynamics Out of Sync

• Defn: A schedule is r-fair if each node is activated at least once within every r consecutive time steps.

• Can we prove our impossibility result for schedules that are r-fair? If so, for what values of r?

• We present positive and negative results.

Circumventing Our Impossibility Result: r-Fair Schedules

Page 35: Game Dynamics Out of Sync

•Thm: Determining if a system with n nodes, each with two actions, is convergent requires exponential communication (in n).

• The proof requires reaction functions to be of exponential size.

• Combinatorial proof: a “Snake in the Box” construction

Complexity Results

Page 36: Game Dynamics Out of Sync

• What if the reaction functions can be succinctly described?

•Thm: Determining if a system with n nodes is convergent is PSPACE-Complete.

• Hence, there is no “short” characterization of asynchronous convergence!

Complexity Results

Page 37: Game Dynamics Out of Sync

•Other notions of asynchrony

•Other reaction functions– fictitious play, regret minimization– Observation: regret minimization is much more

resilient to asynchrony (different framework…).

•Other restrictions on schedules– random schedules– r-fair schedules– more

Directions for Future Research

Page 38: Game Dynamics Out of Sync

THANK YOU