Oblivious AQM and Nash Equilibria Dutta, Goal and Heidmann In - - PowerPoint PPT Presentation

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Oblivious AQM and Nash Equilibria Dutta, Goal and Heidmann In - - PowerPoint PPT Presentation

Oblivious AQM and Nash Equilibria Dutta, Goal and Heidmann In Proceedings of the IEEE Infocom, pages 106-113, San Francisco, California, USA, March 2003. IEEE. Presented by ZHOU Zhen cszz COMP 670O 1-1 Oblivious AQM and Nash Equilibria


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Oblivious AQM and Nash Equilibria

Dutta, Goal and Heidmann

In Proceedings of the IEEE Infocom, pages 106-113, San Francisco, California, USA, March 2003. IEEE. Presented by ZHOU Zhen cszz COMP 670O

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Oblivious AQM and Nash Equilibria March 2006

Today’s Internet

  • There are indications that the amount of non-congestion-reactive

traffic is on the rise. Most of this misbehaving traffic does not use TCP. e.g. Real-time multi-media, netork games.

  • The unresponsive behavior can result in both unfairness and con-

gestion collapse for the Internet.

  • The network itself must now participate in controlling its own

resource utilization

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Active Queue Management

A congestion control protocol (e.g. TCP) operates at the end-points and uses the drops or marks received from the Active Queue Manage- ment policies (e.g. Drop-tail, RED) at routers as feedback signals to adaptively modify the sending rate in order to maximize its own good- put.

  • Oblivious (stateless) AQM: a router strategy that does not differ-

entiate between packets belonging to different flows. Easier to implement

  • Stateful schemes: e.g. Fair Queuing

Gateways maintain separate queues for packets from each indi- vidual source. The queues are serviced in a round-robin manner.

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Oblivious AQM Scheme – Drop Tail

Buffers as many packets as it can and drops the ones it can’t buffer

  • Distributes buffer space unfairly among traffic flows.
  • Can lead to global synchronization as all TCP connections ”hold

back” simultaneously, hence networks become under-utilized.

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Oblivious AQM and Nash Equilibria March 2006

Oblivious AQM Scheme – Random Early Detection

Monitors the average queue size and drops packets based on statistical probabilities

  • If the buffer is almost empty, all incoming packets are accepted;

As the queue grows, the probability for dropping an incoming packet grows; When the buffer is full, the probability has reached 1 and all incoming packets are dropped.

  • Considered more fair than tail drop – The more a host transmits,

the more likely it is that its packets are dropped.

  • Prevents global synchronization and achieves lower average buffer
  • ccupancies.
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Oblivious AQM and Nash Equilibria

The paper studies the existence and quality of Nash equilibria imposed by oblivious AQM schemes on selfish agents:

  • Motivation
  • Markovian Internet Game Model
  • Existence
  • Efficiency
  • Achievability
  • Summary
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Game Setting

  • Players: n selfish end-point traffic agents.
  • Strategy: increase or decrease the average sending rate λi.
  • Utility: Ui = goodput µi= successful rate

total rate .

  • Rules: oblivious AQM policy with dropping probability p.

Model the system as M/M/1/K queue. Model player i’s traffic arrival by Poison process (λi).

Poisson arrivals/Exponentially distributed service/one server/finite capacity buffer

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Symmetric Nash Equilibrium Condition

  • No selfish agent has any incentive to unilaterally deviate from its

current state.

∀i,

∂Ui ∂λi = 0

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Symmetric Nash Equilibrium Condition

  • No selfish agent has any incentive to unilaterally deviate from its

current state.

  • Every agent has the same goodput at equilibrium.

∀i,

∂Ui ∂λi = 0

∀i, j µi = µj and λi = λj = λ

n

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Symmetric Nash Equilibrium Condition

  • No selfish agent has any incentive to unilaterally deviate from its

current state.

  • Every agent has the same goodput at equilibrium.

∀i,

∂Ui ∂λi = 0

∀i, j µi = µj and λi = λj = λ

n

  • Hence functions of router state (drop probability, queue length)

are independent in i.

∀i,

∂ ∂λi = d dλ

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Symmetric Nash Equilibrium Condition

  • No selfish agent has any incentive to unilaterally deviate from its

current state.

  • Every agent has the same goodput at equilibrium.

∀i,

∂Ui ∂λi = 0

∀i, j µi = µj and λi = λj = λ

n

  • Hence functions of router state (drop probability, queue length)

are independent in i.

∀i,

∂ ∂λi = d dλ

  • Utility fucntion for each player at N.E.

Ui = µi = λi(1 − p).

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Symmetric Nash Equilibrium Condition

  • No selfish agent has any incentive to unilaterally deviate from its

current state.

  • Every agent has the same goodput at equilibrium.

∀i,

∂Ui ∂λi = 0

∀i, j µi = µj and λi = λj = λ

n

  • Hence functions of router state (drop probability, queue length)

are independent in i.

∀i,

∂ ∂λi = d dλ

  • Utility fucntion for each player at N.E.

Ui = µi = λi(1 − p).

Nash condition: dp 1−p = ndλ λ

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Efficient Nash Equilibrium Condition

Oblivious AQM and Nash Equilibria March 2006

  • Denote the aggregate throughput ˜

λn, goodput ˜ µn, and drop prob- ability ˜ pn at N.E..

  • Efficient if the goodput of any selfish agent is bounded below

when the throughput of the same agent is bounded above.

  • 1. ˜

µn = ˜ λn(1 − ˜ pn) ≥ c1

  • 2. ˜

λn ≤ c2 where c1, c2 are some constants.

  • Therefore, ˜

pn is also bounded.

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Outline

  • Motivation
  • Markovian Internet Game Model
  • Existence
  • Efficiency
  • Achievability
  • Summary

Are there oblivious AQM schemes that impose Nash equilibria

  • n selfish users?
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Drop-Tail Queuing

  • Drop probability (from queuing theory)

p = λK(1−λ)

1−λK+1

Theorem 1: There is NO Nash Equilibrium for selfish agents and routes implementing Drop-Tail queuing.

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Drop-Tail Queuing

  • Drop probability (from queuing theory)

p = λK(1−λ)

1−λK+1

Theorem 1: There is NO Nash Equilibrium for selfish agents and routes implementing Drop-Tail queuing. Proof: µi = λi(1 − p) = (λi

λ )λ(1 − p) = (λi λ )µ ∂µi ∂λi = µ ∂ ∂λi(λi λ ) + (λi λ )dµ dλ > 0

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Drop-Tail Queuing

  • Drop probability (from queuing theory)

p = λK(1−λ)

1−λK+1

Theorem 1: There is NO Nash Equilibrium for selfish agents and routes implementing Drop-Tail queuing. Proof: µi = λi(1 − p) = (λi

λ )λ(1 − p) = (λi λ )µ ∂µi ∂λi = µ ∂ ∂λi(λi λ ) + (λi λ )dµ dλ > 0 ∂ ∂λi(λi λ ) = λ−λi λ2

µ = λ(1−λK)

1−λK+1 = 1 − 1 1+λ+λ2+...+λK

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RED

  • Drop probability (approximate steady state model [Dutta et al])

p =    if lq < minth (lq − minth) ×

pmax maxth − minth

if minth ≤ lq ≤ maxth 1

  • therwise
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RED

  • Drop probability (approximate steady state model [Dutta et al])

p =    if lq < minth (lq − minth) ×

pmax maxth − minth

if minth ≤ lq ≤ maxth 1

  • therwise
  • Queue length at steady state (from queuing theory)

lq =

λ(1−p) 1−λ(1−p) ≤ maxth

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RED

Theorem 2: RED Does NOT impose a Nash equilibrium on uncon- trolled selfish agents.

1 − p = (

lq 1+lq )( 1 λ) ∂µi ∂λi = lq 1+lq ∂ ∂λi(λi λ ) + (λi λ )∂µ ∂λ( lq 1+lq ) > 0

µi = λi(1 − p)

Proof:

}

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RED

Theorem 2: RED Does NOT impose a Nash equilibrium on uncon- trolled selfish agents.

  • RED punishes all flows with the same drop probability.
  • Misbehaving flows can push more traffic and get less hurt

(marginally).

  • There is no incentive for any source to stop pushing packets.

1 − p = (

lq 1+lq )( 1 λ) ∂µi ∂λi = lq 1+lq ∂ ∂λi(λi λ ) + (λi λ )∂µ ∂λ( lq 1+lq ) > 0

µi = λi(1 − p)

Proof:

}

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Virtual Load RED

p =    if lvq < minth

lvq−minth maxth − minth

if minth < lvq < maxth 1

  • therwise
  • Drop probability

where lvq =

λ 1−λ is the M/M/1 queue length.

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Virtual Load RED

p =    if lvq < minth

lvq−minth maxth − minth

if minth < lvq < maxth 1

  • therwise
  • Drop probability

where lvq =

λ 1−λ is the M/M/1 queue length.

Theorem 3: VLRED imposes a Nash Equilibrium on selfish agents if minth ≤ √1 + maxth − 1. Proof: By Nash condition, l2

vq + (n + 1)lvq − n maxth = 0.

Given that ˜ lvq ≥ minth, we have minth ≤ √1 + maxth − 1.

λ dp

dλ = lvq+l2

vq

maxth − minth

The positive root is inde- pendent of minth.

˜ lvq = √

(n+1)2+4n maxth 2

− n+1

2

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Outline

  • Motivation
  • Markovian Internet Game Model
  • Existence
  • Efficiency
  • Achievability
  • Summary

If an Oblivious AQM scheme can impose a Nash equilibria, is that equilibria efficient, in terms of achieving high goodput and low drop probability.

Oblivious AQM and Nash Equilibria March 2006

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VLRED is not Efficient

Oblivious AQM and Nash Equilibria March 2006

˜ lvq =

˜ λn 1−˜ λn

⇒ ˜ λn =

˜ lvq 1+˜ lvq < 1.

  • The total throughput is

bounded above.

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VLRED is not Efficient

Oblivious AQM and Nash Equilibria March 2006

  • At N.E., ˜

l2

vq = αn˜

µn. where ˜ µn = ˜ λn(1 − ˜ pn), and α = maxth − minth.

˜ lvq =

˜ λn 1−˜ λn

⇒ ˜ λn =

˜ lvq 1+˜ lvq < 1.

  • The total throughput is

bounded above. ˜ µn = Θ(˜ l2

vq/n)

  • The total goodput falls to 0 asymptotically.
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Efficient Nash AQM

Oblivious AQM and Nash Equilibria March 2006

  • Assume the total load at N.E. ˜

λn = 1 − 1/(4n2).

  • By Nash condition, assuming n continuous

dp 1−p = dλ 2λ √ 1−λ ⇒ ˜

pn = 1 −

1 √ 3

  • 1+

√ 1−λ 1− √ 1−λ

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Efficient Nash AQM

Oblivious AQM and Nash Equilibria March 2006

  • Assume the total load at N.E. ˜

λn = 1 − 1/(4n2).

  • By Nash condition, assuming n continuous

dp 1−p = dλ 2λ √ 1−λ ⇒ ˜

pn = 1 −

1 √ 3

  • 1+

√ 1−λ 1− √ 1−λ

  • ˜

λn is bounded above, and ˜ µn is bounded below.

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Outline

  • Motivation
  • Markovian Internet Game Model
  • Existence
  • Efficiency
  • Achievability
  • Summary

How easy is it for players (users) to reach the equilibrium point? or How can we ensure that agents actually reach the Nash equilibrium state?

Oblivious AQM and Nash Equilibria March 2006

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Achievability

  • ˜

λi – i agents’ throughput at N.E.

  • p = f(˜

λi) – drop probability (non-decreasing and convex)

  • ∆i = ˜

λi − ˜ λi−1 – sensitivity coefficient The equilibrium imposed by any oblivious AQM strategy is (very) sen- sitive to the number of agents, thus making it impractical to deploy in the Internet. By the Nash condition and the efficient condition The sensitivity coefficient falls faster than the inverse quadric. Assume ∆i = iα ⇒ ∆i = i−(2+ǫ).

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Outline

  • Motivation
  • Markovian Internet Game Model
  • Existence
  • Efficiency
  • Achievability
  • Summary

Oblivious AQM and Nash Equilibria March 2006 Oblivious AQM and Nash Equilibria March 2006

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Summary

Oblivious AQM and Nash Equilibria March 2006

  • The Markovian (M/M/1/K) Game
  • Existence – Drop tail and RED cannot impose a Nash equilibra.

VLRED imposes a Nash equilibra, but the equilibrium points do not have a very high utilization.

  • Efficiency – ENAQM imposes an efficient Nash equilibra.
  • Achievability – Equilibrium points in oblivious AQM strategies are

very sensitive to the change in the number of users.

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Summary

Oblivious AQM and Nash Equilibria March 2006

  • The Markovian (M/M/1/K) Game
  • Existence – Drop tail and RED cannot impose a Nash equilibra.

VLRED imposes a Nash equilibra, but the equilibrium points do not have a very high utilization.

  • Efficiency – ENAQM imposes an efficient Nash equilibra.
  • Achievability – Equilibrium points in oblivious AQM strategies are

very sensitive to the change in the number of users. Protocol Equilibrium: A protocol which leads to an efficient utilization and a somewhat fair distribution of network resources (like TCP does), and also ensure that no user can obtain better performance by deviating from the protocol.