Self-Organising, Open and Cooperative P2P Societies From Tags to Networks

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Self-Organising, Open and Cooperative P2P Societies From Tags to Networks David Hales www.davidhales.com Department of Computer Science University of Bologna Italy Project funded by the Future and Emerging Technologies arm of the IST Programme

What s DELIS? Dynamically Evolving Large Scale Information Systems (DELIS) A four year EU funded Integrated Project (IP) of Framework Program 6 (FP6) within the Future and Emerging Technologies area (FET) 19 Partners across EU Bologna: Biologically and Socially inspired mechanisms (self-healing, scalable, robust) 27 April 2004 2

Talk Overview 1) Why study cooperation in P2P systems? 2) Some previous models of cooperation 3) Tags a new novel mechanism 4) Translating tags into a P2P simulation 27 April 2004 3

1) Why Study Cooperation in P2P systems? What s the big picture? What s the big problem? How do we solve it? Project funded by the Future and Emerging Technologies arm of the IST Programme

Why study cooperation in P2P? We want to know how nodes (agents) can perform tasks involving: Coordination & Cooperation Specialisation & Self-Repair Scalability & Adapting to Change WITHOUT centralised supervision and in a scalable way 27 April 2004 5

The Bigger Problem Often systems composed of agents with limited or faulty knowledge Agents may be malicious, deceptive, selfish or crazy (open systems and / or adaptive agents) Agents have limited resources How to design algorithms that allow agents to collectively emerge the desired properties under these difficult conditions? 27 April 2004 6

A Solution Required properties bear a strong resemblance to those of living systems (organisms, groups, societies etc.) Historically studied within in the broad fields of Life and Social Sciences Theories & proposed mechanisms exist in various forms (including computer models!) Can we import some of these? 27 April 2004 7

Some Previous Models of Cooperation The Prisoner s Dilemma (PD) game Ideas from Economics, Biology and Political Science Project funded by the Future and Emerging Technologies arm of the IST Programme

The Prisoner s Dilemma Two thieves are taken in. The police have little evidence. They interrogate them separately each is offered a deal. If they give evidence against the other they get a lighter punishment (whatever the other does), otherwise they get some time in jail. If both keep quiet they get off lightly, if both talk then they both get put away for longer, but if one talks and the other stays silent then the grass walks free while the silent one goes away for an even longer time. 27 April 2004 9

The Prisoner s Dilemma Given: T > R > P > S and 2R > T + S Player 2 Player 1 C D C R R S T D T S P P 27 April 2004 10

The Prisoner s Dilemma This is a minimal form of a Commons Tragedy (Hardin 1968). The rational game theoretic solution (the Nash equilibrium is to defect) Selfish adaptive / evolutionary units would also tend to Nash It is desirable for societies to maintain at least some level of cooperation in such situations and many seem to. But how? 27 April 2004 11

Maintaining Cooperation in the PD Binding Agreements (3 rd party enforcement) expensive, complex, tends to centralisation (Thomas Hobbes 1660) Repeated Interactions so can punish defectors requires enough repeated interactions and good guys at the start (Axelrod 1984) Fixed spatial relationships lattice or fixed networks not good with dynamic networks (Nowak & May 1992) Tags scalable, single round, simple (Holland 1993, Riolo 1997, Hales 2000) 27 April 2004 12

Tags New and Novel Mechanism for Cooperation A little detail on a previous tag model Hales (2000, 2004). Project funded by the Future and Emerging Technologies arm of the IST Programme

What are Tags? Visible and changeable markers attached to agents (e.g. dress style, accent, hair-style) If agents preferentially mix with those sharing same tags Distinct groups are formed - By excluding those without the same tags By changing tags agents move between groups Membership of some groups may be more desirable than others 27 April 2004 14

Evolving Tags If we assume (evolutionary process): Strategies and tags of agents obtaining high credit tend to get copied Periodically agents randomly mutate tag and strategy bits Result is all defection since a defector never gets less credit from an interaction than its partner (ESS and Nash) 27 April 2004 15

Evolving Tags But if we bias partner selection to those with matching tags (if any exist) We get unstable yet high levels of cooperation A dynamic group formation and dissolution process Tags mutate and are copied like strategies (but with a higher mutation rate) 27 April 2004 16

Agents - a Tag and a PD strategy Tag = 5 Tag = 10 Cooperate Defect Tag = (say) Some Integer Game interaction between those with same tag (if possible) 27 April 2004 17

How Tags Work Shared tags Game Interactions Mutation of tag Copy tag and strategy 27 April 2004 18

Visualising the Process (Hales 2000) 0250500CoopDefectMixedEmpty U Cycles Coop Defect Mixed Empty Unique Tag Values Time 27 April 2004 19

Visualising the Process Coop Defect Mixed Empty 250350Cycles450CoopDefectMixedEmpty Unique Tag Values Time 27 April 2004 20

A Reverse Scaling Property 1600 Population size (n) Number of agents (N) 800 400 200 Empirical Analytical ang( n, m) = 1 2 n (1 (1 m) n 1 nm(1 m) n 1 ) 100 0 2000 4000 6000 8000 10000 12000 14000 Generations before co-operation Generations to high cooperation 27 April 2004 21

Recent finding (Hales 2004) tag mutation rate needs to be higher 1.0 0.8 Cooperation 0.6 0.4 0.2 0.0 0 2 4 6 8 10 Mutation Factor (f) 27 April 2004 22

Translating Tags into a P2P Scenario All well and good, but can these previous results be applied to something like looks more like: unstructured overlay networks with limited degree and open to free riders Project funded by the Future and Emerging Technologies arm of the IST Programme

A P2P Scenario Consider a P2P: Assume nodes maintain some max. no. of links Node neighbours can be thought of as a group Nodes may be good guys, share resources with neighbours, or free-ride, using neighbours resources but not sharing theirs (PD) Sharing / free-riding is a Strategy The neighbour links (as a whole) a kind of tag (if clustering high enough) 27 April 2004 24

A P2P Scenario Represent the P2P as a undirected graph Assume nodes are selfish and periodically: Play PD with RND selected neighbour Compare performance to some randomly selected other node If other node is doing better copy its neighbourhood and strategy Mutate strategies and neighbourhood. 27 April 2004 25

Initial thoughts and questions For tag-like dynamics high clustering would appear to be required (groups required) Will dynamic nature of the scenario support this? Can cooperation be maintained without it? We might start simulations of the model with high clustering initially (say small world or lattice) and compare that to random networks Many schemes of neighbourhood copying and mutation are possible which to use? What kind of topologies emerge over time? 27 April 2004 26

Design Decisions Mutation of neighbourhood = replace all neighbours with a single neighbour chosen at random from the population Mutation on strategy = flip the strategy Node j copying a more successful node i = replace i neighbourhood with j s U j itself When maximum degree of node is exceeded throw away a randomly chosen link Payoffs as before: T=1.9, R=1, P=d, S=d 27 April 2004 27

Social Climbing, Ostracism, Replication Before After C E B C E B A D D A F u > A u F G A copies F neighbours & strategy F G Where A u = average utility of node A In his case mutation has not changed anything 27 April 2004 28

Mutation on the Neighbourhood Before After C E B C E B F D A D A G G F Mutation applied to F s neighbourhood F is wired to a randomly selected node (B) 27 April 2004 29

The Simulation Cycle LOOP some number of generations LOOP for each node (i) in the population N Select a game partner node (j) randomly from neighbour list Agent (i) and (j) invoke their strategies and get appropriate payoff END LOOP Select N/2 random pairs of agents (i, j) reproduce higher scoring agent Apply mutation to neighbour list and strategy of each reproduced agent with probability m END LOOP 27 April 2004 30

Parameters Vary N between 4,000..120,000 Maximum degree 20 Initial topology random graph Initial strategies all defection (not random) Mutation rate m = 0.001 (small) a previous Payoffs as before: T=1.9, R=1, P=d, S=d (where d is a small value) 27 April 2004 31

Results Tag MF = 1 4000 Cycles to 99% Coop 3000 2000 1000 0 4000 8000 12000 16000 20000 Nodes 27 April 2004 32

Results increased mf=10 Tag MF = 10 Cycles to 99% Coop 400 300 200 100 0 4000 8000 12000 16000 20000 Nodes 27 April 2004 33

A few more nodes Tag MF = 10 200 Cycles to 99% Coop 150 100 50 1000 10000 100000 1000000 Nodes 27 April 2004 34

A typical run (10,000 nodes) Cooperative nodes % 100 90 80 70 60 50 40 30 20 10 0 Neighbour MF = 10 0 100 200 300 400 500 Cycles 27 April 2004 35

A 100 node example after 500 generations 27 April 2004 36

27 April 2004 37

Topology Evolution so far it seems. From ANY initial starting topology / strategy mix same outcome (tried random, lattice, small world, all nodes disconnected, all defect, random, all coop) Typically (very approx.) a max of n/10 unstable components exist at any one time which are highly internally connected (L not much more than 1 and C very high) But they are not of equal size Constantly reforming and changing due to mutation and replication Rough characterisation of disconnectedness = prob. that two random nodes are connected 27 April 2004 38

Typical run, 200 nodes L / 5, K / 20, CM / 20 coop C L K cm cp 1.4 1.2 C=clustering coeff, L = path length, K = degree, cm = no of components, cp = connection prob, coop = prop of cooperators 1.0 Value 0.8 0.6 0.4 0.2 0.0 0 20 40 60 80 100 Generations 27 April 2004 39

A message passing game Keep everything the same but change game A message passing game select two nodes (i,j) randomly from G. i tries to send a message to j. Do a flood fill query from i to j. If a route of cooperators is found from i to j then i gets a hit (one point added to score) Only cooperators pass on a messages incurring a small cost for doing so, reducing score Hence defectors will do better than cooperators getting the same proportion of hits Tough task since need a route between specific nodes via a chain of coops only 27 April 2004 40

Message Passing game - 200 nodes after 500 generations 27 April 2004 41

Message passing game - 200 nodes to 100 generations L / 5, K / 20, CM / 20 coop hit hop C L K cm cp 1.4 1.2 1 Value 0.8 0.6 0.4 0.2 0 0 20 40 60 80 100 Generations 27 April 2004 42

But its not as good as it seems... Increased games to 25n per generation Start with random strategies (all def. no good) Does not appear to scale well (oscillations) More work needs to be done (only a few runs) A very tough test for scaling on this mechanism On reflection - surprising it did this well Try easier and more realistic game 27 April 2004 43

Next steps Assume random selections from the population (will it work with net. generated selections?) Try more realistic task (file sharing) (Qixiang Sun & Hector Garcia-Molina 2004) So far robustness tested as effect of mutation static pop size try drop or introduce lots of nodes at once Simplistically treats all neighbour links as one chunk rather than selectively removing links (eliminate comparison also? Vance Maverick s idea) various schemes possible Translate model into PeerSim framework 27 April 2004 44

Conclusion Tag-like dynamics can be put into a network using simple rewiring rules Even simple rules appear flexible, able to create and maintain different topologies for different tasks Free-riding is minimised, even though node behaviour selfishly and have no knowledge of past interaction At least for close neighbour interaction the method scales well But much more analysis needs to be done and more realistic kinds of p2p task domain need to be tested 27 April 2004 45