1 distributed selfish replication nikolaos laoutaris orestis telelis vassilios zissimopoulos ioannis...

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1 Distributed Selfish Replication Nikolaos Laoutaris Orestis Telelis Vassilios Zissimopoulos Ioannis Stavrakakis {laoutaris,telelis,vassilis,ioannis}@di. uoa.gr Department of Informatics and Telecommunications, University of Athens, Greece

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Distributed Selfish Replication

Nikolaos LaoutarisOrestis Telelis

Vassilios Zissimopoulos Ioannis Stavrakakis

{laoutaris,telelis,vassilis,ioannis}@di.uoa.gr

Department of Informatics and Telecommunications, University of Athens, Greece

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A Distributed replication group (Leff et al., IEEE TPDS ‘93)

vj

tr

ts

tl

origin server

group

Cj: vj’s storage capacityrij: vj’s request rate for obj. oi

access cost: tl <tr< ts

•n nodes•Ν objects

Applications Content

distribution Shared

memory Network file

systems

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Two main issues to address

Object placement which objects to replicate in each node? …will be the focus of this talk

Request routing how to find a node that replicates the

requested object? … our object placement solution facilitates

perfect routing routing to the closest node that’s holding the

object

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Two popular obj. placement strategies

Socially Optimal (SO) placement strategy minimizes the average access cost in the entire group requires complete information (all request vectors) and

a centralized algorithm Leff et al.: SO by casting the object placement problem as a

capacitated transportation problem (polynomial complexity) SO appropriate under a single authority (e.g., CDN operator)

Greedy Local (GL) placement strategy each node acting in isolation (completely uncooperative) node vj replicates the Cj most popular objects according to

the local demand rj

requires only local information (the local request vector)

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What happens when nodes are selfish?

a selfish node: seeks to minimize its local access cost is a better model for applications with:

multiple/independent authorities e.g., P2P, distributed web-caching

our main research goal will be to:

“Find appropriate object placement strategies for distributed replication groups of selfish nodes”

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Why not use SO or GL?

the SO strategy: can mistreat some nodes (example coming

next) requires transmitting too much information

the GL strategy: being uncooperative leads to poor performance

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Mistreatment under SO

group

an over-active node

10 reqs/sec

1000 reqs/sec

1 2

3 4SO replicates the

most popular objects locally

(smaller id-> greater popularity)

5 6

7 8

9 10

11 12

13 14

15 16

17 18

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uses the storage capacity of all other nodes to replicate

the next most popular ones

these nodes end up replicating potentially

irrelevant objects. They are mistreated

by SO

“I can do better by following GL”(replicate objs

1,2,3,4)

“Lets get out of here!”

… mistreated nodes pursue GL and the group disintegrates

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The problem with nodes following GL

Poor performance under common scenarios

Uncooperativeness is harmful to both the social and the local utility

Lets assume that the nodes: have similar demand patterns are adjacent (trtl) then fetching an object locally or remotely costs the same

If all nodes follow GL: they will be replicating the same few objects multiple

times this is inefficient. Clearly they can do much better by:

replicating different objects, and fetching the missing ones from their (adjacent) neighbors

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The bottom line…

Seems that a selfish node faces a deadlock

(1) it cannot blindly trust the SO strategy because SO might mistreat him

(2) it is not satisfied with the potentially poor performance of the (uncooperative) GL

Research question: How can we claim the (freely) available “cooperation gain”without risking a mistreatment and do that without complete information?

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The Equilibrium (EQ) placement strtgy

is our approach for breaking the deadlock fills the gap between SO and GL in both:

performance (access cost) required amount of information

is based on the concept of pure Nash equilibrium from game theory

forbids the mistreatment of any one node all nodes do at least as good as GL and typically much better (cooperation driven by

selfish motives) requires the exchange of a small amount of

information

no reason for a node to abandon the group

then

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The Distributed Selfish Replication (DSR) game

nodes players n players

local placements strategies player vj can choose among (N choose Cj) possible

strategies global placement outcome of the game

global placement=sum of the individual local placements reduction of access cost payoff function

DSR is a non-cooperative, non-zero-sum, n-player game

pure Nash equilibria?

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Our approach for finding EQ strategies for the DSR game

starting with the DSR game in normal form we assume that nodes act sequentially following

some pre-defined order (v1,v2,…,vn) this resembles an extensive game formulation

we use the ordering as a device for finding pure Nash equilibrium strategies for

the original DSR game … in a distributed manner without requiring

complete information

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Our first algorithm: TSLS

Two Step Local Search Step 0 (initialization):

each node computes its GL placement

gij=rij(ts-tl), if oi not replicated in another node

rij(tr-tl), if oi replicated in another node

distance reduction with respect to the previous closer copy

incomplete information• only the strategies are

revealed • but not the payoff

functions

Step 1 (improvement): nodes line up; node vj:

“observes” the placements of the other nodes proceeds to improve its GL placement according to the

following definition of “excess gain”

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TSLS (continued)

each node solves a 0/1 Knapsack problem unit-weight objects, value gij, integral knapsack capacity greedy solution optimal

at the end of Step 1 of TSLS -> Nash eq. plcmnt no node can benefit unilaterally

proof: vj’s OPT placement at the time of its turn to improve:

remains OPT until the end of TSLS despite the changes performed from nodes that follow vj

only multiple objects are evicted during Step 1 only unrepresented objects are inserted during Step 1

so a node might exchange some

multiple objects from its GL placement with unrepresented ones

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Comments on the use of ordering

TSLS without ordering may never converge to an EQ placement

nodes inserting/evicting the same objects indefinitely

impact of ordering on individual gains: sometimes a certain turn (higher or lower) gives

an advantage to a node identifying the OPT turn for a node requires

knowing the remote payoff functions (not possible)

when demand patterns (thus the payoffs also) are alike -> then higher turns (towards the end of Step 1) are better

simple “merit based” protocol for deciding turns

more important

nodes getting a

better turn

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Eliminating the impact of ordering

Suppose that the nodes are identical same capacity, demand pattern, request rate

TSLS+”merit-based” protocol give some nodes an advantage (better turn) hard to justify since:

nodes are identical thus lack any kind of difference in merit

We would like to have an algorithm where: a node’s turn does not have a large impact

on the amount of gain that it gets

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TSLS(k): improving the TSLS fairness

Same as TSLS but: at Step 1 -> up to k changes allowed

k (multiple) objects belonging to the GL placement substituted by k (unrepresented) ones

if more changes are desirable a node has to wait for the next round

TSLS(k) requires multiple rounds to converge to EQ we show that convergence is guaranteed for small k a node’s has a diminishing effect on

the amount of gain it receives for large k TSLS(k) reduces to TSLS

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Distributed protocol

Decide turn according to “merit” e.g., jth largest node getting the jth better turn

Phase 0: compute GL placements all nodes in parallel each node to multicast its own

Phase 1: improve the GL placements nodes lining up each one improving its GL plcmnt and multicasting the

differences 1 round for TSLS, M rounds for TSLS(k) M ceil(Cmax/k)

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Main benefit reduced information

centralized algorithm has to send up to n*N (obj. id, obj. rate)

pairs to a central node our protocol

transmits up to ΣCj obj. ids large reduction on the amount of info

sent typically ΣCj << N obj ids encoded easily (can use Bloom

filters) (obj. id, obj. rate) pairs harder to represent

to represent allthe rate vectors

aggregate storagecapacity

known placements perfect routing

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Example n=2, N=100, C1= C2 =40, Zipf-like(0.8)

demand, tl=0, tr=1, ts=2, ρ1=1

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Wrap up

many content distribution applications involve selfish nodes

previous socially optimal object placement solutions not suitable

new EQ strategies: avoid mistreatment problems harness the freely available cooperation

gain require limited information to be

implemented only the local demand pattern remote placements (but not the remote demands)

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The end

Q ?