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2011, ACM SIGACT News
Traditionally fault tolerance and security have divided processes into "good guys" and "bad guys". Work on fault tolerance has focused on assuring that certain goals are met, as long as the number of "bad guys" is bounded (e.g., at most one third or one half of the total number of players). The viewpoint in game theory has been quite different. There are no good guys or bad guys, only rational players who will make moves in their own self interest. Making this precise requires assigning payoffs (or utilities) to outcomes. There are various solution concepts in game theorypredictions regarding the outcome of a game with rational players. They all essentially involve players making best responses to their beliefs, but differ in what players are assumed to know about what the other players are doing. Perhaps the best-known and most widely-used solution concept is Nash equilibrium (NE). A profile σ of strategies-that is, a collection of strategies consisting of one strategy σ i for each player i-is a Nash equilibrium if no player can improve his payoff by changing his strategy unilaterally, even assuming that he knows the strategies of all the other players. In the notation traditionally used in game theory, σ is a Nash equilibrium if, for all i and all strategies τ i for player i, u i (σ −i , τ i) ≤ u i (σ): player i does not gain any utility by switching to τ i if all the remaining players continue to play their component of σ. (See a standard game theory text, such as [20], for an introduction to solution concepts, and more examples and intuition.) Both the game theory approach and the distributed computing approach have something to recommend them. In fact, for many applications, it is important to take both fault tolerance and strategic behavior into account. That is, we are interested in solution concepts that consider strategic behavior while maintaining a level of fault tolerance. In this paper, we briefly review the approaches to combine these concerns taken in two papers, [1] and [4], and discuss more generally the question of
2008
In this paper we use game theory to study node behavior in distributed systems. Single stage game of complete information and infinitely repeated game is used to give prescription of node's behavior. In a single stage game nodes will be non-cooperative, but when the game is infinitely repeated their strategy depends on the discount factor, i.e. the probability for a next round. Using game theory we also model the interaction between a node and the distributed environment as a whole.
International Journal of Electrical and Computer Engineering (IJECE), 2019
In game theory, cooperative and non-cooperative approaches are distinguished in terms of two elements. The first refers to the player's ability to engage: in a non-cooperative context, they are entirely free to make decisions when they make their choices; However, in a cooperative context, they have the opportunity to engage contractually the strategies that should be adopted during the game, that during a phase of discussions held before the game and during combinations which may be formed.In this context, the problem is not so much to predict the outcome of the game between players to leave the benefit of cooperation. To achieve this, and this is the second major difference with the non-cooperative approach, it adopts an axiomatic approach (or normative) by which we set upstream properties a priori reasonable (or desirable) on the outcome of the game. The purpose of this paper is to present briefly the main types of non-cooperative games and the tools that allow them to be analyzed in a complete information context where all aspects of the game are well known to decision makers.
Proceedings of the 30th annual ACM SIGACT-SIGOPS symposium on Principles of distributed computing - PODC '11, 2011
We present our recent work (ICS 2011) on dynamic environments in which computational nodes, or decision makers, follow simple and unsophisticated rules of behavior that have been extensively studied in game theory and economics. We aim to understand when convergence of the resulting dynamics to an equilibrium point is guaranteed if nodes' interaction is not synchronized (e.g., as in Internet protocols and large-scale markets). We take the first steps of this research agenda. We exhibit a general non-convergence result and consider its implications across a wide variety of interesting and timely applications: routing, congestion control, game theory, social networks and circuit design. We also consider the relationship between classical nontermination results in distributed computing theory and our result, explore the impact of scheduling on convergence, study the computational and communication complexity of asynchronous dynamics and present some basic observations regarding the effects of asynchrony on no-regret dynamics.
2013 World Congress on Computer and Information Technology (WCCIT), 2013
For the past few years, number of accidents have occurred due to the rapid usage of vehicles in the road and the lack of emergency alerts provisioning to the vehicle user during natural disasters. VANETs provide an environment to communicate between vehicles to avoid such accidents. Vulnerabilities in the network layer of VANET delays timely traffic data dissemination to the vehicle user. Ensuring Security in VANET is very essential for the construction of a robust network for transmission of data. In this paper the game theoretic approaches like cooperative and Non-Cooperative Games for handling security issues in VANET are discussed.
Lecture Notes in Computer Science, 2007
In this work, we investigate the problem of resolving conflicts in a distributed environment using only local knowledge. The contribution of this paper is twofold. First, we present a self-stabilizing algorithm to deal with this problem. Self-stabilizing algorithms protect against transient failures. The second result gives a particular implementation and analysis based on probabilistic procedures. Thus, the stabilization time is computed in terms of computation steps, then approximated according to the needed synchronizations.
2007
Replicating data objects onto servers across a system can alleviate access delays. The selection of data objects and servers requires solving a constraint optimization problem, which is NP-complete in general. A majority of conventional replica placement techniques falter on issues of scalability or solution quality. To counteract such issues, we propose a game theoretical replica placement technique, in which computational agents compete for the allocation or reallocation of replicas onto their servers in order to reduce the user perceived access delays. The technique is based upon six well-defined axioms, each guaranteeing certain basic game theoretical properties. This eccentric method of designing game theoretical techniques using axioms is unique in the literature and takes away from the designers the cumbersome mathematical details of game theory. The distinctive feature of these axioms is that when amassed together, their individual properties constrict into one system-wide performance enhancement property, which in our case is the reduction of access time. The control of the proposed technique is "semi-distributed" in nature, wherein all the heavy processing is done on the servers of the distributed system and the central body is only required to take a binary decision: (0) not to replicate or (1) to replicate. This semi-distributed approach makes the technique scalable and helps solutions to converge in a fast turn-around time without loosing much of the solution quality. Experimental comparisons are made against: 1) branch and bound, 2) greedy, 3) genetic, 4) Dutch auction, and 5) English auction. As attested by the results, the proposed technique maintains superior solution quality in terms of lower communication cost and reduced execution time.
2009
We use ideas from distributed computing to study dynamic environments in which computational nodes, or decision makers, follow adaptive heuristics [16], i.e., simple and unsophisticated rules of behavior, e.g., repeatedly "best replying" to others' actions, and minimizing "regret", that have been extensively studied in game theory and economics. We explore when convergence of such simple dynamics to an equilibrium is guaranteed in asynchronous computational environments, where nodes can act at any time. Our research agenda, distributed computing with adaptive heuristics, lies on the borderline of computer science (including distributed computing and learning) and game theory (including game dynamics and adaptive heuristics). We exhibit a general non-termination result for a broad class of heuristics with bounded recall-that is, simple rules of behavior that depend only on recent history of interaction between nodes. We consider implications of our result across a wide variety of interesting and timely applications: game theory, circuit design, social networks, routing and congestion control. We also study the computational and communication complexity of asynchronous dynamics and present some basic observations regarding the effects of asynchrony on no-regret dynamics. We believe that our work opens a new avenue for research in both distributed computing and game theory.
Sajjad Haider , Naveed Riaz Ansari , Muhammad Akbar , Mohammad Raza Perwez , Khawaja MoyeezUllah Ghori 1 National University of Modern Languages, Islamabad, 2 Shaheed Zulfiqar Ali Bhutto Institute of Science & Technology, Islamabad Abstract. Distributed systems are responsible for providing the main execution platform for High Performance Computing (HPC). As distributed systems can be homogeneous (cluster) as well as heterogeneous (grid and cloud etc), they are prone to different kinds of problems. The issues in distributed systems can be Security, Quality of Service, Resource Selection and Fault Tolerance etc. Fault tolerance is responsible for handling the reliability and availability of distributed systems. It is not feasible to ignore job failures in distributed environments where long and persistent commitments of resources are required. In this paper we have presented a comprehensive classification of errors, failures and faults that can be encountered in a Distributed environ...
ACM Computing Surveys, 1993
The consensus problem is concerned with the agreement on a system status by the fault-free segment of a processor population in spite of the possible inadvertent or even malicious spread of disinformation by the faulty segment of that population. The resulting protocols are useful throughout fault-tolerant parallel and distributed systems and will impact the design of decision systems to come. This paper surveys research on the consensus problem, compares approaches, outlines applications, and suggests directions for future work.
Proceedings of the first …, 2002
2009
We use ideas from distributed computing to study dynamic environments in which computational nodes, or decision makers, follow adaptive heuristics (Hart 2005), i.e., simple and unsophisticated rules of behavior, e.g., repeatedly "best replying" to others' actions, and minimizing "regret", that have been extensively studied in game theory and economics. We explore when convergence of such simple dynamics to an equilibrium is guaranteed in asynchronous computational environments, where nodes can act at any time. Our research agenda, distributed computing with adaptive heuristics, lies on the borderline of computer science (including distributed computing and learning) and game theory (including game dynamics and adaptive heuristics). We exhibit a general non-termination result for a broad class of heuristics with bounded recall---that is, simple rules of behavior that depend only on recent history of interaction between nodes. We consider implications of our result across a wide variety of interesting and timely applications: game theory, circuit design, social networks, routing and congestion control. We also study the computational and communication complexity of asynchronous dynamics and present some basic observations regarding the effects of asynchrony on no-regret dynamics. We believe that our work opens a new avenue for research in both distributed computing and game theory.
2015
Consider a distributed information network with harmful procedures called attackers (e.g., viruses); each attacker uses a probability distribution to choose a node of the network to damage. Opponent to the attackers is the system protector scanning and cleaning from attackers some part of the network (e.g., an edge or a simple path), which it chooses independently using an-other probability distribution. Each attacker wishes to maximize the proba-bility of escaping its cleaning by the system protector; towards a conflicting objective, the system protector aims at maximizing the expected number of cleaned attackers. In [8, 9], we model this network scenario as a non-cooperative strategic game on graphs. We focus on two basic cases for the protector; where it may choose a single edge or a simple path of the network. The two games obtained are called as the Path and the Edge model, respec-tively. For these games, we are interested in the associated Nash equilibria, where no network ent...
… of the 2nd international conference on …, 1976
A technique is described which permits distributed resources to be shared (services to be offered) in a resilient manner. The essence of the technique is to a priori declare one of the server hosts primary and the others backups. Any of the servers can perform the primary duties. ...
The theory of mechanism design in economics/game theory deals with a center who wishes to maximize an objective function which depends on a vector of information variables. The value of each variable is known only to a selfish agent, which is not controlled by the center. In order to obtain its objective the center constructs a game, in which every agent participates and reveals its information, because these actions maximize its utility. However, several crucial new issues arise when one tries to transform existing economic mechanisms into protocols to be used in computational environments. In this paper we deal with two such issues: 1. The communication structure, and 2. the representation (syntax) of the agents' information. The existing literature on mechanism design implicitly assumes that these two features are not relevant. In particular, it assumes a communication structure in which every agent is directly connected to the center. We present new protocols that can be implemented in a large variety of communication structures, and discuss the sensitivity of these protocols to the way in which information is presented.
ACM Transactions on Autonomous and Adaptive Systems, 2016
Self-stabilizing systems tolerate transient faults by always returning to a legitimate system state within a finite time. This goal is challenged by several system features such as arbitrary system states after faults, various process execution models, and constrained process communication means. This work designs self-stabilizing distributed algorithms from the perspective of game theory, achieving an intended system goal through private goals of processes. We propose a generic game design for identifying a maximal independent set (MIS) or a maximal weighted independent set (MWIS) among all processes in a distributed system. From the generic game several specific games can be defined which differ in whether and how neighboring players influence each other. Turning the game designs into self-stabilizing algorithms, we obtain the first algorithms for the MWIS problem and also the first self-stabilizing MIS algorithm that considers node degree (including an analysis of its performance...
2006
Game theory has an elegant way of modeling some structural aspects of social games. The predicted outcome of the social games holds as long as ?the rules of the game? are kept. Therefore, a game authority (which enforces the ?rules?) is implied. We present the first design for that game authority, and the first suiting middleware for executing an algorithmic mechanism in distributed systems. The middleware restricts the agents to ?play by the rules?, and excludes non-selfish agents since we consider them as Byzantine. We base our design on a self-stabilizing Byzantine agreement that allows processors to audit each other?s actions. We show that when the agents are restricted to act selfishly the resource allocation is asymptotically optimal (according to our novel performance ratio; multi-round anarchy cost). Our design also includes services that allow owners to share a collaborative effort for coalition optimization using group-preplay negotiation. Since there are no guarantees for...
Lecture Notes in Computer Science, 2003
We propose a notion of distributed games as a framework to formalize and solve distributed synthesis problems. In general the problem of solving distributed games is undecidable. We give two theorems allowing to simplify, and possibly to solve, some distributed games. We show how several approaches to distributed synthesis found in the literature can be formalized and solved in the proposed setting.
2007
Distributed algorithm designers often assume that system processes execute the same predefined software. Alternatively, when they do not assume that, designers turn to noncooperative games and seek an outcome that corresponds to a rough consensus when no coordination is allowed. We argue that both assumptions are inapplicable in many real distributed systems, e.g., the Internet, and propose designing self-stabilizing and Byzantine fault-tolerant distributed game authorities. Once established, the game authority can secure the execution of any complete information game. As a result, we reduce costs that are due to the processes' freedom of choice. Namely, we reduce the price of malice.
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