A game theoretical study of peering vs transit in the internet

Giovanni Accongiagioco, E. Altman, E. Gregori, L. Lenzini
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Abstract

We propose a model for network optimization in a non-cooperative game setting with specific reference to the Internet connectivity. We refer to the general model shown in internal report [1], where Autonomous Systems (AS) decisions on link creation and traffic routing are strategically based on realistic interconnection costs, keeping into account the peering/transit dichotomy. Equilibria existence and convergence results were obtained in [1] only for a specific toy problem, while here we study larger scale scenarios which better fit the complex nature of the Internet. We are able to show that equilibria existence and convergence properties still hold for many possible generalizations, yet not all of them, and provide a specific example for which the system enters in a never-ending oscillation. Thanks to the use of simulations we covered those scenarios for which analytic results could not be obtained, thus analyzing a broad variety of general cases which were not studied in [1]. Simulation shows that the system, in the vast majority of cases, converges to an equilibrium. Very interestingly, even in asymmetric scenarios the equilibrium reached suggests that players tend to be symmetric with respect to the peering exchange points and send their asymmetric traffic quota via the transit service providers.
互联网中对等与传输的博弈理论研究
我们提出了一个非合作博弈环境下的网络优化模型,并特别参考了互联网连接。我们参考了内部报告[1]中所示的一般模型,其中自治系统(AS)关于链路创建和流量路由的决策是基于现实的互连成本,同时考虑到对等/传输二分法。在[1]中,均衡存在性和收敛性结果仅针对特定的玩具问题,而在这里,我们研究了更适合互联网复杂性的更大规模场景。我们能够证明平衡存在性和收敛性仍然适用于许多可能的推广,但不是所有的推广,并提供了一个系统进入永无休止振荡的具体例子。由于使用了模拟,我们涵盖了无法获得分析结果的那些场景,从而分析了[1]中未研究的各种各样的一般情况。仿真结果表明,在绝大多数情况下,系统收敛到平衡状态。非常有趣的是,即使在不对称的情况下,达到的均衡表明,玩家倾向于对对等交换点对称,并通过传输服务提供商发送他们的不对称流量配额。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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