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18
Distributed Selfish Replication
- IEEE Transactions on Parallel and Distributed Systems
, 2005
"... A commonly employed abstraction for studying the object placement problem for the purpose of Internet content distribution is that of a distributed replication group. In this work the initial model of distributed replication group of Le#, Wolf, and Yu (IEEE TPDS '93) is extended to the case that ..."
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Cited by 15 (6 self)
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A commonly employed abstraction for studying the object placement problem for the purpose of Internet content distribution is that of a distributed replication group. In this work the initial model of distributed replication group of Le#, Wolf, and Yu (IEEE TPDS '93) is extended to the case that individual nodes act selfishly, i.e., cater to the optimization of their individual local utilities. Our main contribution is the derivation of equilibrium object placement strategies that: (a) can guarantee improved local utilities for all nodes concurrently as compared to the corresponding local utilities under greedy local object placement; (b) do not su#er from potential mistreatment problems, inherent to centralized strategies that aim at optimizing the social utility; (c) do not require the existence of complete information at all nodes. We develop a baseline computationally e#cient algorithm for obtaining the aforementioned equilibrium strategies and then extend it to improve its performance with respect to fairness. Both algorithms are realizable in practice through a distributed protocol that requires only limited exchange of information.
Local utility aware content replication
- in Proceedings of IFIP Networking 2005
, 2005
"... Abstract. A commonly employed abstraction for studying the object placement problem for the purpose of Internet content distribution is that of a distributed replication group. In this work the initial model of distributed replication group of Leff, Wolf, and Yu (IEEE TPDS ’93) is extended to the ca ..."
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Cited by 6 (2 self)
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Abstract. A commonly employed abstraction for studying the object placement problem for the purpose of Internet content distribution is that of a distributed replication group. In this work the initial model of distributed replication group of Leff, Wolf, and Yu (IEEE TPDS ’93) is extended to the case that individual nodes act selfishly, i.e., cater to the optimization of their individual local utilities. Our main contribution is the derivation of equilibrium object placement strategies that: (a) can guarantee improved local utilities for all nodes concurrently as compared to the corresponding local utilities under greedy local object placement; (b) do not suffer from potential mistreatment problems, inherent to centralized strategies that aim at optimizing the social utility; (c) do not require the existence of complete information at all nodes. We develop a baseline computationally efficient algorithm for obtaining the aforementioned equilibrium strategies and then extend it to improve its performance with respect to fairness. Both algorithms are realizable in practice through a distributed protocol that requires only limited exchange of information. 1
Mistreatment in distributed caching groups: Causes and implications
- in Proc. of IEEE INFOCOM ’06
, 2006
"... Abstract — Although cooperation generally increases the amount of resources available to a community of nodes, thus improving individual and collective performance, it also allows for the appearance of potential mistreatment problems through the exposition of one node’s resources to others. We study ..."
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Cited by 6 (4 self)
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Abstract — Although cooperation generally increases the amount of resources available to a community of nodes, thus improving individual and collective performance, it also allows for the appearance of potential mistreatment problems through the exposition of one node’s resources to others. We study such concerns by considering a group of independent, rational, self-aware nodes that cooperate using on-line caching algorithms, where the exposed resource is the storage of each node. Motivated by content networking applications – including web caching, CDNs, and P2P – this paper extends our previous work on the off-line version of the problem, which was limited to object replication and was conducted under a game-theoretic framework. We identify and investigate two causes of mistreatment: (1) cache state interactions (due to the cooperative servicing of requests) and (2) the adoption of a common scheme for cache replacement/redirection/admission policies. Using analytic models, numerical solutions of these models, as well as simulation experiments, we show that online cooperation schemes using caching are fairly robust to mistreatment caused by state interactions. When this becomes possible, the interaction through the exchange of miss-streams has to be very intense, making it feasible for the mistreated nodes to detect and react to the exploitation. This robustness ceases to exist when nodes fetch and store objects in response to remote requests, i.e., when they operate as Level-2 caches (or proxies) for other nodes. Regarding mistreatment due to a common scheme, we show that this can easily take place when the “outlier ” characteristics of some of the nodes get overlooked. This finding underscores the importance of allowing cooperative caching nodes the flexibility of choosing from a diverse set of schemes to fit the peculiarities of individual nodes. To that end, we outline an emulation-based framework for the development of mistreatment-resilient distributed selfish caching schemes.
The Growth of Internet Overlay Networks: Implications for Architecture, Industry Structure and Policy
- In TPRC
, 2005
"... * * Preliminary draft. Please do not cite without contacting authors 1 ** Over the past several years, we have seen the emergence of numerous types of socalled "overlay " networks in the Internet. There are many diverse examples of such overlay networks including the content-delivery-cachi ..."
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Cited by 4 (0 self)
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* * Preliminary draft. Please do not cite without contacting authors 1 ** Over the past several years, we have seen the emergence of numerous types of socalled "overlay " networks in the Internet. There are many diverse examples of such overlay networks including the content-delivery-caching networks, implemented by companies like Akamai, the peer-to-peer file sharing networks associated with applications such as BitTorrent, the voice-over-IP services offered via Skype, and various testbed networks such as PlanetLab. These overlay networks enhance or modify the basic functioning of traffic handling within the Internet. Overlays exist in the blurry boundary between what we think of as "the Internet " (a globally interconnected network of IP networks) and the applications that exist on top of the Internet. Overlays also blur the boundaries between the network edges (what we think of as being associated with customer end-nodes) and the network core (what we think of as associated with the services that support the Internet). As such, overlays have important technological and policy implications for the evolution of next generation Internet architecture that historically has been based on the so-called "end-to-end " principle ([SRC84], [BC01]) which relied on a relatively clear demarcation between applications and network services, and edge and core responsibilities. Because of the Internet's growing role as basic infrastructure and increasingly central role in the communications industry, and hence, obvious focus for regulation, changes in Internet architecture have important policy and industry structure implications. For example, from a regulatory perspective, the debate over overlays in Internet-space is analogous to the on-going debate over "layered
A Pure Nash Equilibrium Guaranteeing Game Theoretical Replica Allocation Method for Reducing Web Access Time
- in Proc. of 12th International Conference on Parallel and Distributed Systems
, 2006
"... This paper proposes a non-cooperative game theoretical replica allocation technique (NCOR) to reduce user perceived Web access delays. NCOR uses distributed agents that because of their local knowledge act in a self-interested manner in order to enhance the performance of the servers that they repre ..."
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Cited by 2 (1 self)
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This paper proposes a non-cooperative game theoretical replica allocation technique (NCOR) to reduce user perceived Web access delays. NCOR uses distributed agents that because of their local knowledge act in a self-interested manner in order to enhance the performance of the servers that they represent. This can lead to some performance gains for some servers but has the potential to negatively impact the overall system’s performance. NCOR uses an effective cost model to guarantee the overall system performance gain despite the self-interested actions of these agents. With spontaneous and non-deterministic strategies, the system can exhibit Nash equilibrium. However, that may or may not guaranteed system-wide performance at a given time. Furthermore, their can be multiple Nash equilibria, making it difficult to decide which one is the best. Instead, we use the notion of pure Nash equilibrium, which if achieved is guaranteed to ensure stable optimal performance. Pure Nash equilibrium can be only achieved by deterministic strategies. In general, the existence of a pure Nash equilibrium is remarkably hard to achieve; however, we prove the existence of such an equilibrium in NCOR. Experimental comparisons with several non-game theoretical techniques reveal that NCOR maintains superior solution quality, in terms of lower communication cost and reduced execution time. 1.
Distributed Selfish Caching
, 2006
"... Although coope"+E=@ ge+E=@DT incre@DT the amount ofre@zO"@D available to a community of node" thus improving individual andcollezED e pezzO@DT@=fi it also allows for the appe arance of pote tial mistreDT@z t proble" throughthe ee osition of one nodefi refi=fi+O toothefifl We study suchconce@D by con ..."
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Cited by 1 (1 self)
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Although coope"+E=@ ge+E=@DT incre@DT the amount ofre@zO"@D available to a community of node" thus improving individual andcollezED e pezzO@DT@=fi it also allows for the appe arance of pote tial mistreDT@z t proble" throughthe ee osition of one nodefi refi=fi+O toothefifl We study suchconce@D by consideT@fl a group ofinde e nde t, rational, se"fiO ware node that coopeEz" using on-line caching algorithms,wheo the eh ose reorit isthe storage at eD h no de Motivate by content networking applications -- including we b caching, C Ns, and P2P -- this pap e eDfi""" our prez=z" work onthe o#-line ve"=OO ofthe probleD which was conducte unde agameEDTEzO++D frame ork, andlimite to objeE re@Oz@DTEflz We ide tify and invefi""zzD twocause of mistre+DTE t: (1) interactions(due tothe coopeD@zz e se@zz=fiD ofrefiOzEfiD and (2)the adoption of a common scheme for cache managefiD t policiez Using analytic mode"" numeEfiED solutions ofthe= modeE+ as we@ as simulationea eatio ts, we show that on-line coope"zzOO scheEE using caching are fairly robust to mistreDT"z t cause bystate intefl@""DT"fl To app eD in a substantial manneE the intefi"==ED throughthe eh hange of miss-stre@= has to be veE inte@"fl making itfe@+E=O forthe mistreODT node to de"fi+ andreD" toeE@fifi=DT""=z This robustneT cestn toefiEO whe node fefl h andstore obje"+ inre" onse torez"fl rez"flfiDT i.e.,whe the opefi@= as Lee l-2 cache (or proxieO forothe nodeE ReEz+E"D mistreT+"fi tdue to a common schefi= we show that this caneDE"fl take place whe the "outlie" characteTO"zzD of some # E-mail:{nlaout, gsmaragd, beE" matta}@cs.bu.e=O istavrak@di.uoa.gr + Computer Scuter Dept, Boston University, Boston,Massac husetts, USA.
User-centric Utility-based Data Replication in Heterogeneous Networks
"... Abstract—Information overload and convergence of devices aggravate the difficulties of accessing data distributed among various user devices especially when this is performed by mobile users and over heterogeneous wireless networks. Existing data replication systems help increase the performance of ..."
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Cited by 1 (0 self)
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Abstract—Information overload and convergence of devices aggravate the difficulties of accessing data distributed among various user devices especially when this is performed by mobile users and over heterogeneous wireless networks. Existing data replication systems help increase the performance of the distributed data system, but they do not consider users ’ different levels of interest in various pieces of data and neither heterogeneous wireless connectivity issues. This paper presents the Smart Personal Information Network (Smart PIN), a performance and cost-aware personal information network which uses a novel usercentric utility-based data replication scheme to exchange content automatically, based on both network performance and user interests. The proposed user-centric data replication scheme’s evaluation, through simulation, shows improved results in comparison with existing solutions.
Equilibria in Online Games
"... We initiate the study of scenarios that combine online decision making with interaction between non-cooperative agents. To this end we introduce online games that model such scenarios as non-cooperative games, and lay the foundations for studying this model. Roughly speaking, an online game captures ..."
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Cited by 1 (0 self)
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We initiate the study of scenarios that combine online decision making with interaction between non-cooperative agents. To this end we introduce online games that model such scenarios as non-cooperative games, and lay the foundations for studying this model. Roughly speaking, an online game captures systems in which independent agents serve requests in a common environment. The requests arrive in an online fashion and each is designated to be served by a different agent. The cost incurred by serving a request is paid for by the serving agent, and naturally, the agents seek to minimize the total cost they pay. Since the agents are independent, it is unlikely that some central authority can enforce a policy or an algorithm (centralized or distributed) on them, and thus, the agents can be viewed as selfish players in a non-cooperative game. In this game, the players have to choose as a strategy an online algorithm according to which requests are served. To further facilitate the game theoretic approach, we suggest the measure of competitive analysis as the players ’ decision criterion. As the expected result of noncooperative games is an equilibrium, the question of finding the equilibria of a game is of central importance, and thus, it is the central issue we concentrate on in this paper. We study some natural examples for online games; in order to obtain general insights and develop generic techniques, we present an abstract model for the study of online games generalizing metrical task systems. We suggest a method for constructing equilibria in this model and further devise techniques for implementing it.
ON A SELFISH CACHING GAME
"... Introduction: We address the problem of content caching in a hybrid wireless network: mobile nodes can connect to a cellular network (e.g., a mobile broadband network such as 3G) and are able to form a temporary multi-hop network (e.g., a 802.11-based ad hoc network). We assume content to be hosted ..."
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Cited by 1 (1 self)
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Introduction: We address the problem of content caching in a hybrid wireless network: mobile nodes can connect to a cellular network (e.g., a mobile broadband network such as 3G) and are able to form a temporary multi-hop network (e.g., a 802.11-based ad hoc network). We assume content to be hosted at an origin server in the Internet, which can only be accessed through the cellular network. Nodes using the cellular network are able to download a fresh
On Pure and (approximate) Strong Equilibria of Facility Location Games
, 2008
"... We study social cost losses in Facility Location games, where n selfish agents install facilities over a network and connect to them, so as to forward their local demand (expressed by a non-negative weight per agent). Agents using the same facility share fairly its installation cost, but every age ..."
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Cited by 1 (1 self)
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We study social cost losses in Facility Location games, where n selfish agents install facilities over a network and connect to them, so as to forward their local demand (expressed by a non-negative weight per agent). Agents using the same facility share fairly its installation cost, but every agent pays individually a (weighted) connection cost to the chosen location. We study the Price of Stability (PoS) of pure Nash equilibria and the Price of Anarchy of strong equilibria (SPoA), that generalize pure equilibria by being resilient to coalitional deviations. For unweighted agents on metric networks we prove upper and lower bounds on PoS, while an O(ln n) upper bound implied by previous work is tight for nonmetric networks. We also prove a constant upper bound for the SPoA of metric networks when strong equilibria exist. For the weighted game on general networks we prove existence of e-approximate (e = 2.718...) strong equilibria and an upper bound of O(ln W) on SPoA (W is the sum of agents’ weights), which becomes tight Θ(ln n) for unweighted agents.

