The Price of Anarchy of Strategic Queuing Systems

IF 2.3 2区 计算机科学 Q2 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE Journal of the ACM Pub Date : 2023-05-23 DOI:https://dl.acm.org/doi/10.1145/3587250
Jason Gaitonde, Éva Tardos
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Abstract

Bounding the price of anarchy, which quantifies the damage to social welfare due to selfish behavior of the participants, has been an important area of research in algorithmic game theory. Classical work on such bounds in repeated games makes the strong assumption that the subsequent rounds of the repeated games are independent beyond any influence on play from past history. This work studies such bounds in environments that themselves change due to the actions of the agents. Concretely, we consider this problem in discrete-time queuing systems, where competitive queues try to get their packets served. In this model, a queue gets to send a packet at each step to one of the servers, which will attempt to serve the oldest arriving packet, and unprocessed packets are returned to each queue. We model this as a repeated game where queues compete for the capacity of the servers, but where the state of the game evolves as the length of each queue varies.

We analyze this queuing system from multiple perspectives. As a baseline measure, we first establish precise conditions on the queuing arrival rates and service capacities that ensure all packets clear efficiently under centralized coordination. We then show that if queues strategically choose servers according to independent and stationary distributions, the system remains stable provided it would be stable under coordination with arrival rates scaled up by a factor of just \(\frac{e}{e-1}\). Finally, we extend these results to no-regret learning dynamics: if queues use learning algorithms satisfying the no-regret property to choose servers, then the requisite factor increases to 2, and both of these bounds are tight. Both of these results require new probabilistic techniques compared to the classical price of anarchy literature and show that in such settings, no-regret learning can exhibit efficiency loss due to myopia.

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策略排队系统混乱的代价
限制无政府状态的代价是量化参与者的自私行为对社会福利的损害,一直是算法博弈论的一个重要研究领域。关于重复博弈中这种界限的经典研究强有力地假设,重复博弈的后续回合是独立的,不受过去历史的任何影响。这项工作研究了环境中的边界,这些边界本身由于代理的行为而改变。具体地说,我们在离散时间排队系统中考虑这个问题,其中竞争队列试图让它们的数据包得到服务。在此模型中,队列在每一步向其中一个服务器发送数据包,该服务器将尝试为最早到达的数据包提供服务,而未处理的数据包将返回给每个队列。我们将其建模为一个重复的游戏,其中队列竞争服务器的容量,但随着每个队列的长度变化,游戏的状态也会发生变化。我们从多个角度来分析这个排队系统。作为基线度量,我们首先建立了精确的排队到达率和服务能力条件,以确保所有数据包在集中协调下有效清除。然后,我们证明,如果队列根据独立和平稳的分布策略性地选择服务器,系统保持稳定,只要它在到达率以\(\frac{e}{e-1}\)的比例扩大的协调下保持稳定。最后,我们将这些结果扩展到无遗憾学习动力学:如果队列使用满足无遗憾属性的学习算法来选择服务器,则必要因子增加到2,并且这两个边界都是紧的。这两个结果都需要新的概率技术,而不是经典的无政府主义文献,并表明在这种情况下,无后悔学习可能由于近视而表现出效率损失。
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来源期刊
Journal of the ACM
Journal of the ACM 工程技术-计算机:理论方法
CiteScore
7.50
自引率
0.00%
发文量
51
审稿时长
3 months
期刊介绍: The best indicator of the scope of the journal is provided by the areas covered by its Editorial Board. These areas change from time to time, as the field evolves. The following areas are currently covered by a member of the Editorial Board: Algorithms and Combinatorial Optimization; Algorithms and Data Structures; Algorithms, Combinatorial Optimization, and Games; Artificial Intelligence; Complexity Theory; Computational Biology; Computational Geometry; Computer Graphics and Computer Vision; Computer-Aided Verification; Cryptography and Security; Cyber-Physical, Embedded, and Real-Time Systems; Database Systems and Theory; Distributed Computing; Economics and Computation; Information Theory; Logic and Computation; Logic, Algorithms, and Complexity; Machine Learning and Computational Learning Theory; Networking; Parallel Computing and Architecture; Programming Languages; Quantum Computing; Randomized Algorithms and Probabilistic Analysis of Algorithms; Scientific Computing and High Performance Computing; Software Engineering; Web Algorithms and Data Mining
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