何时到达拥挤系统:通过学习算法实现平衡

Parth Thaker, Aditya Gopalan, R. Vaze
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引用次数: 2

摘要

在竞争激烈的WiFi传感应用和社交网络中争夺用户注意力的竞争的推动下,何时到达/采样具有多个玩家的共享资源/服务器平台的问题被考虑。服务器活动是间歇性的,服务器在ON和OFF周期之间交替切换。每个玩家花费一定的成本来采样服务器状态,每个玩家的收益与同时连接/到达的玩家数量成反比。每个玩家的目标是在任何ON周期开始时尽快到达/采样服务器,同时产生最小的感知成本,并避免有许多其他玩家与自己重叠。对于这个竞争模型,我们为每个玩家提出了一个分布式随机学习算法(采样服务器的策略),该算法收敛到一个唯一的非平凡不动点。固定点还被证明是博弈的纳什均衡,其中每个参与者的效用函数被证明具有所有必要的自私权衡。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
When to arrive in a congested system: Achieving equilibrium via learning algorithm
Motivated by applications in competitive WiFi sensing, and competition to grab user attention in social networks, the problem of when to arrive at/sample a shared resource/server platform with multiple players is considered. Server activity is intermittent, with the server switching between ON and OFF periods alternatively. Each player spends a certain cost to sample the server state, and the per-player payoff is inversely proportional to the number of simultaneously connected/arrived players. The objective of each player is to arrive/sample the server as soon as any ON period begins while incurring minimal sensing cost and to avoid having many other players overlap in time with itself. For this competition model, we propose a distributed randomized learning algorithm (strategy to sample the server) for each player, which is shown to converge to a unique non-trivial fixed point. The fixed point is moreover shown to be a Nash equilibrium of a game, where each player's utility function is demonstrated to possess all the required selfish tradeoffs.
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