Client and server games in peer-to-peer networks

I. Koutsopoulos, L. Tassiulas, Lazaros Gkatzikis
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引用次数: 3

Abstract

We consider a content sharing network of non-cooperative peers. The strategy set of each peer comprises, (i) client strategies, namely feasible request load splits to servers, and (ii) server strategies, namely scheduling disciplines on requests. First, we consider the request load splitting game for given server strategies such as First-In-First-Out or given absolute priority policies. A peer splits its request load to servers to optimize its performance objective. We consider the class of best response load splitting policies residing between the following extremes: a truly selfish, or egotistic one, where a peer optimizes its own delay, and a pseudo-selfish or altruistic one, where a peer also considers incurred delays to others. We derive conditions for Nash equilibrium points (NEPs) and discuss convergence to NEP and properties of the NEP. For both the egotistic cases, the NEP is unique. For the altruistic case, each of the multiple NEPs is an optimum, a global one for the FIFO case and a local one otherwise. Next, we include scheduling in peer strategies. With its scheduling discipline, a peer cannot directly affect its delay, but it can affect the NEP after peers play the load splitting game. The idea is that peer i should offer high priority to (and thus attract traffic from) higher-priority peers that cause large delay to i at other servers. We devise two-stage game models, where, at a first stage, a peer selects a scheduling rule in terms of a convex combination of absolute priorities, and subsequently peers play the load splitting game. In the most sophisticated rule, a peer selects a scheduling discipline that minimizes its delay at equilibrium, after peers play the load splitting game. We also suggest various heuristics for picking the scheduling discipline. Our models and results capture the dual client-server peer role and aim at quantifying the impact of selfish peer interaction on equilibria.
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点对点网络中的客户机和服务器游戏
我们考虑一个由非合作节点组成的内容共享网络。每个对等点的策略集包括:(i)客户端策略,即向服务器分配可行的请求负载;(ii)服务器策略,即对请求进行调度。首先,我们考虑给定服务器策略(如先进先出)或给定绝对优先级策略下的请求负载分配博弈。对等端将其请求负载分配给服务器以优化其性能目标。我们考虑的一类最佳响应负载分配策略介于以下极端之间:一个真正自私的,或自我的,其中一个对等体优化自己的延迟,和一个伪自私或利他的,其中一个对等体也考虑对他人造成的延迟。导出了纳什平衡点的条件,讨论了纳什平衡点的收敛性和性质。对于这两种自私自利的情况,新经济政策都是独一无二的。对于利他情况,多个nep中的每一个都是最优的,对于FIFO情况是全局最优的,否则是局部最优的。接下来,我们将调度纳入对等策略。在其调度规则下,对等体不能直接影响其延迟,但在对等体进行负载分担游戏后会影响NEP。其思想是,对等点i应该向在其他服务器上造成大延迟的高优先级对等点提供高优先级(从而吸引来自高优先级的流量)。我们设计了两阶段博弈模型,其中,在第一阶段,一个节点根据绝对优先级的凸组合选择调度规则,随后节点进行负载分配博弈。在最复杂的规则中,在对等体进行负载分担游戏后,对等体选择一个调度规则,使其在平衡状态下的延迟最小化。我们还建议使用各种启发式方法来选择调度规则。我们的模型和结果捕获了双重客户端-服务器对等角色,旨在量化自私对等交互对均衡的影响。
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