Design Space Analysis for Modeling Incentives in Distributed Systems

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Design Space Analysis for Modeling Incentives in Distributed Systems by Rameez Rahman, Tamas Vinko, David Hales, Johan Pouwelse, and Henk Sips Delft University of Technology 1

Incentives in Distributed Systems Consider a P2P file sharing system, such as BitTorrent: Collective interest: upload to others so everyone gets the file quickly Individual interest: save bandwidth by only downloading and hence free-riding on others Need to tackle freeriding in some way Requires an incentive scheme. How do we evaluate how good the incentive scheme is? 2

Traditional vs Our Approach Brainstorm /Intuition Protocol Variant Game Theoretic Analysis Predicted Outcomes Specify Design Space Many Protocols Simulation Based Analysis Predicted Outcomes 3

We consider BitTorrent like file swarming systems A popular P2P file sharing system Hundreds of millions of users, and a large fraction of Internet traffic A key of BitTorrent s success: Tit-For-Tat (TFT) incentive policy file Peers exchanging file pieces with each other using a rate based TFT approach swarm 4

Our Approach unchoke slot Regular slots First, a game theoretic analysis of BitTorrent, based on heterogeneous bandwidth classes We model the repeated aspects of the protocol. Also, we use different abstractions than in previous work heterogeneous bandwidth classes modeling optimistic unchokes Op9mis9cally unchokes fast responds slow Op9mis9cally unchokes 5

Three Class Analysis Class Above All regular slots Op5mis5c unchokes (not shown in the figure) are nearly uniformly distributed over all classes Higher classes do not reciprocate to the Frac5on of regular Slots Frac9on of regular slots Candidate Class Class Below Majority of regular slots Majority of regular slots 6

Results BT is not a Nash Equilibrium (unlike previous findings) Considering BT as a strategy in a game allows us to build a robust BT variant called Birds Birds sorts on the basis of proximity to its own upload speed Birds is a Nash Equilibrium A recently released BT client called BitMate is very similar to Birds 7

And now? Game theoretic analysis (like most modeling techniques) needs a high level of abstraction Different abstractions may lead to different and even contradictory results. We should remember that the BT variants BitThief, BitTyrant came only after it had been proved that BT is a Nash! 8

Open Questions If we would include more details, would our Birds analysis still hold? Would we come up a variant Bird Flu, that aims to exploit Birds. How robust is Birds anyway, or any protocol that one might devise? Did we model everything? What did we not model? Resource allocation, Candidate list, different Selection functions Maybe it is time for an approach that augments/complements game theoretic approach? 9

Our Approach: Design Space Analysis (DSA) Apply Axelrod-like tournament approach to evaluate realistic P2P protocol variants Interesting bit is: Break down of protocols into a design space Evaluation of protocol variants (PRA) Specific application to BitTorrent protocol variants 10

The Three Elements of DSA 1) Flexible behavioral assumptions 2) Specification of the Design Space Parameterization Actualization 3) Systematic analysis of the Design Space 11

Flexible Behavioral Assumptions In DSA, protocols may, in the words of Axelrod: simply reflect standard operating procedures, rules of thumb, instincts, habits, or imitation. This in contrast to the usual rational framework assumption of traditional game theoretic analysis 12

Design Space Specification (1) Parameterization: identify salient dimensions E.g. for gossip protocols: 1) Selection function for choosing partners 2) Periodicity of data exchange 3) Filtering function for data to exchange 4) Record maintenance policy in local db 13

Design Space Specification (2) Actualization: specify values for the identified dimensions E.g. for selection function for gossip Protocols: 1) Choose partners randomly 2) Choose partners based on similarity 3) Choose partners who have given best service 4) Choose loyal partners And so on 14

PRA characterization of a protocol π Performance - the overall performance of the system when all peers execute π (where performance is determined by the designer) Robustness - the ability of a majority of the population executing π to outperform a minority executing a protocol other than π Aggressiveness - the ability of a minority of the population executing π to outperform a majority executing a protocol other than π 15

More detail on PRA P = average download time R = number of wins in round robin tournaments against all other protocol variants A = number of wins in round robin tournaments against all other protocol variants P,R,A values are normalized over the space 16

Parameterizing of a P2P protocol Peer Discovery Timing and nature of the peer discovery policy Stranger Policy How to treat newcomers Selection Function of known peers E.g.past behavior (through direct experience or reputation system), service availability, and liveness criteria Resource Allocation The way a peer divides its resources among the selected peers 17

Actualizing BT like file-swarming protocols Stranger policy (10 variants) Selection function: Candidate list - peers to consider (2 variants) Ranking function - order list (6 variants) Selection - number of peers to select (9 variants) Resource allocation (3 variants) Gives a space of 3270 unique protocols 18

Methodology of conducting DSA 50 peers, that interact with each other for 500 rounds. Bandwidth distribution taken from Piatek et al. [NSDI 2007] For Performance, 100 runs for each protocol π. For Robustness, each protocol π against all other 3269 protocols. 10 runs for each such encounter. 0.5 π and 0.5 π For Aggressiveness, same as above. But with 0.1 π and 0.9 π This comes to 107 million runs 25 hours on a 50 dual node cluster 19

Results Best Birds Best Loyal Wn Best BT 20

21

Salient Observations (1) Lower cluster (low P) all free rider variants who do not reciprocate with partners Upper cluster (high P) do reciprocate with partners but some defect with strangers Top P, low number of partners (1,2), Sort Loyal, When Needed Top R, high number of partners (6-9), Sort Fastest, When Needed, Prop. Share Sweet spot (P,R>0.8): Sort Loyal 22

Salient Observations (2) Highest performing protocols: - Defect on strangers - Sort Slowest! - Low number of regular partners (1-2) Highly robust protocols -Use Propshare -Sort Fastest -Use When_needed stranger policy 23

Validation of Results with instrumented BitTorrent Clients Based on client from Legout et al [Sigmetrics2007] 24

25

Related Work Mechanism design [Feigenbaum/Shenker 2002; Dash/Jennings/ Parks 2003] Game theory for system design [Majahan/Rodrig/Wetherall/ Zahorjan 2004] Evolutionary game theory to p2p [Feldman/Lai/Stoica/Chuang 2004] BitTorrent is a Nash [Qiu/Srikant, 2004] BitTorrent is an Auction [Levin/LaCurts/Sring/Bhattacharjee, 2008] 26

Conclusions Standard BT is not a Nash; Birds is a Nash Game theoretic models are focused on a single protocol and do not cover all aspects of a protocol DSA is a complementary simulation based approach that explores a larger protocol design space Future research Other DSA dimensions: Fairness? Other protocols than p2p Heuristics to prune search space 27

Thanks for listening! 28

Performance of Various Protocols 29