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Collaboration of Untrusting Peers with Changing Interests Baruch Awerbuch, Boaz Patt-Shamir, David Peleg, Mark Tuttle Review by Pinak Pujari – PowerPoint PPT presentation

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Title: Collaboration of Untrusting Peers with Changing Interests


1
Collaboration of Untrusting Peers with Changing
Interests
  • Baruch Awerbuch, Boaz Patt-Shamir, David Peleg,
    Mark Tuttle
  • Review by Pinak Pujari

2
Introduction
  • Reputation systems are an integral part of
    e-commerce application systems.
  • Engines like eBay depend on reputation systems to
    improve customer confidence.
  • More importantly, they limit the economic damage
    done by disreputable peers.

3
Introduction eBay example
  • For Instance in eBay, after every transaction,
    the system invites each party to post its rating
    of the transaction on a public billboard the
    system maintains.
  • Consulting the billboard is a key step before
    making a transaction.

4
Introduction Possibility of fraud?
  • Scene 1 A group of sellers engaging in phony
    transactions, and rating these transactions
    highly to generate an appearance of reliability
    while ripping off other people.
  • Scene 2 A single seller behaving in responsible
    manner long enough to entice an unsuspecting
    buyer into a single large transaction, and then
    vanishing.
  • Reputation systems are valuable, but not
    infallible.

5
Model of the Reputation System
  • n players. (Some honest, some dishonest)
  • m objects. (Some good, some bad)
  • Player probes an object to learn if it good or
    bad.
  • The cost of the probe is 1 if the object is bad
    and 0 if the object is good.
  • Goal Find a good object incurring minimal cost.

6
Model of the Reputation System
  • Players collaborate by posting the results of
    their probes on a public billboard.
  • And, consulting the board when choosing an object
    to probe.
  • Assume that entries are write-once, and that
    billboard is reliable.

7
So what is the problem?
  • Problem Definition
  • Some of the players are dishonest, and can behave
    in an arbitrary fashion, including colluding and
    posting false reports on the billboard to entice
    honest players to probe bad objects.

8
Model of the Reputation System (contd.)
  • The execution of the system is as follows-
  • A player reads the billboard, optionally probes
    an object, and writes to the billboard. (Some
    randomized protocol is used that chooses the
    object to probe based on the contents of the
    billboard)
  • Honest players are required to follow the
    protocol.
  • But dishonest players are allowed to behave in an
    arbitrary (or Byzantine) fashion, including
    posting incorrect information on the billboard.

9
Strategy
  • Exploration rule A player should choose an
    object at random (uniformly) and probe it.
  • This might be a good idea if there are a lot of
    good objects, or if there are a lot of dishonest
    players posting inaccurate reports to the
    billboard.
  • Exploitation rule A player should choose another
    player at random and probe whichever object it
    recommends (if any), thereby exploiting or
    benefiting from the effort the other player.
  • This might be a good idea most of the players
    posting recommendations to the billboard are
    honest.

10
The Balanced Rule
  • In most cases, the player will not know how many
    honest players or good objects are in the system.
    So best option would be to balance between the
    two approaches.
  • Flip a coin. If the result is heads, follow
    Exploration rule. If the result is tails,
    follow Exploitation rule.

11
Models with Restricted Access to players
  • Dynamic object model Objects can enter and
    leave the system over time.
  • Partial access model Each player has access to
    a different subset of the objects.

12
Model of the Reputation System (contd.)
  • The execution of an algorithm is uniquely
    determined by the algorithm, the coins flipped by
    the players while executing the protocol, and by
    three external entities
  • Three external entities
  • The player schedule that determines the order in
    which players take steps.
  • The dishonest players.
  • The adversary that determines the behavior of the
    dishonest players.

13
Model of the Reputation System (contd.)
  • What is the adversary?
  • The adversary is a function from a sequence of
    coin flips to a sequence of objects for each
    dishonest player to probe and the results for the
    player to post on the billboard.
  • Adversary is quite powerful, and may behave in an
    adaptive, Byzantine fashion.

14
Model of the Reputation System (contd.)
  • What is an operating environment?
  • An operating environment is a triple consisting
    of a player schedule, a set of dishonest players,
    and an adversary.
  • The purpose of the operating environment is to
    factor out all of the nondeterministic choices
    made during an execution, leaving only the
    probabilistic choices to consider.

15
Models with Restricted Access to players
  • Dynamic object model Objects can enter and
    leave the system over time.
  • Partial access model Each player has access to
    a different subset of the objects.

16
The Dynamic Object Model
  • Operating Environment
  • The player schedule.
  • The dishonest players.
  • The adversary.
  • The object schedule that determines when objects
    enter and leave the system, and their values.
  • m - upper bound on the number of objects
    concurrently present in the system.
  • ß - lower bound on the fraction of good objects
    at any time, for some 0 ß 1.

17
The Dynamic Object Model Algorithm
  • The algorithm is an immediate application of the
    Balanced rule.
  • Algorithm DynAlg If the player has found a good
    object, then probe it again. If not, then apply
    the Balanced rule.

18
Analysis of Algorithm DynAlg
  • Given a probe sequence s, switches(s) denotes the
    number of distinct objects in s.
  • Given an operating environment E, let sE(DynAlg)
    be the random variable whose value is the probe
    sequence of the honest players generated by
    DynAlg under E.
  • s - the cost of an optimal probe sequence.

19
Analysis of Algorithm DynAlg
  • Theorem For every operating environment E and
    every probe sequence s for the honest players,
    the expected cost of sE(DynAlg) is at most
  • cost(s) switches(s)(2-ß)(m n ln n))

20
Proof
  • Partition the sequence s into subsequences
  • s s1s2 s K such that for all 1iltK,
  • -gt all probes in si are to the same object.
  • -gt si and si1 probe different objects.
  • Similarly, Partition the sequence s into
    subsequences s s1s2 s K such that,
  • si si for all 1 i K.

21
Proof
  • Consider the difference cost(si) - cost(si).
  • If the probes in si are to a bad object,
  • then trivially cost(si) cost(si).
  • To finish the proof, we show that
  • If all probes in si are to a good object,
  • then cost(si) (2 - ß).(m n ln n).

22
Proof
  • An object i-persistent if it is good and ifvit is
    present in the system throughout the duration of
    si.
  • A probe i-persistent if it probes an i-persistent
    object.
  • Partition the sequence si into n subsequences si
    Di0Di1Di2 Din, where Dik consists of all
    probes in si that are preceded by i-persistent
    probes of exactly k distinct honest players.

23
Proof
  • Obviously, cost (si) Snk0 cost(Dik).
  • The expected cost of a single fresh probe in Dik
    is at most 1-ß/2.
  • Each fresh probe in Dik finds a persistent object
    with some probability pk.
  • The probability that Dik contains exactly l fresh
    probes is (1 - pk)l-1pk.
  • Therefore, the expected cost of Dik is at most

24
Proof
  • For k 0, p0 1/2m.
  • For k gt 0, pk k/2n.
  • So, expected cost of si is at most

25
The Partial Access Model
  • Here, each player is able to access only a subset
    of the objects.
  • The main problem with this model is that in
    contrast to the full access model (where each
    player can access any object), when we have
    partial access, it is difficult to measure the
    amount of collaboration a player can expect from
    other players in searching for a good object.
  • To overcome this difficulty is to concentrate on
    the amount of collective work done by subsets of
    players.

26
The Partial Access Model
  • Notation
  • Model the partial access to the objects with a
    bipartite graph G (P,O,E)
  • P is the set of players
  • O is the set of objects
  • A player j can access an object i only if (j, i)
    belongs to E.
  • For each player j, let obj(j) denote the set of
    objects accessible to j, and let deg(j)
    obj(j).
  • For each honest player j, let best(j) denote the
    set of good objects accessible to j.
  • Let N(j) be the set of all players (honest and
    dishonest) that are at distance 2 from a given
    player j, i.e.,

27
The Partial Access Model Algorithm
  • Algorithm is same as DynAlg from the dynamic
    model, except that the Balanced rule is adapted
    to the restricted access model.
  • In the new rule, a player j flips a coin. If the
    result is heads, it probes an object selected
    uniformly at random from obj(j). Exploration
    Rule
  • If the result is tails, it selects a player k
    uniformly at random from N(j) and probes the
    object k recommends, if any and otherwise it
    probes an object selected uniformly at random
    from obj(j). Exploitation Rule

28
The Partial Access Model
  • Theorem
  • Let Y be any set of honest players.
  • Denote
  • Let
  • If X(Y ) in nonempty, then the total work of
    players in Y is at most

29
Interpretation
  • Consider any set Y of players with common
    interest X(Y) (meaning any object in X(Y) would
    satisfy any player in Y ).
  • From the point of view of a player, its load is
    divided among the members of Y the total work
    done by the group working together is roughly the
    same as the work of an individual working alone.
  • The first term in the bound is just an upper
    bound on expected amount of work until a player
    finds an object in X(Y).
  • The second term is an upper bound on the total
    number of recommendations (times a logarithmic
    factor) a player has to go through.
  • This is pleasing, because it indicates that the
    number of probes is nearly the best one can hope
    for.

30
Collaboration across groups without common
interest
  • Consider sets of players who do not share a
    common interest. Of course, one can partition
    them into subsets SIGs (special interest groups),
    where for each SIG there is at least one object
    that will satisfy all its members.
  • The Theorem guarantees that each SIG is nearly
    optimal.
  • In the sense that the total work done by a SIG is
    not much more than the total work that must be
    done even if SIG members had perfect coordination
    (thus disregarding dishonest players).
  • However, the collection of SIGs may be
    suboptimal, due to overlaps in the neighborhood
    sets (which contribute to the second term of the
    upper bound).

31
Collaboration across groups without common
interest
  • Does there always exists a good partition of
    players into SIGs, so that the overall work
    (summed over all SIGs) is close to optimal?
  • The answer is negative in the general case.
  • Even if each good object would satisfy many
    honest players, the total amount of work, over
    all players, is close to the worst case (being
    the sum of work necessary if each player is
    working alone).

32
Simulation
  • The graph suggests that
  • the algorithm works fairly
  • well for values of p 0.1
  • through p 0.7.
  • It suggests that a little
  • sampling is necessary, and
  • a few recommendations
  • can really help a lot

33
Conclusion
  • This paper shows that, in spite of asynchronous
    behavior, different interests, changes in time,
    and Byzantine behavior of unknown subset of
    peers, the honest peers miraculously succeed in
    collaborating, in the sense that the honest peers
    relatively rarely repeat mistakes of other honest
    peers. One interesting feature of our method is
    that we mostly avoid the issue of discovering who
    the faulty peers are.
  • Future Extensions?
  • How can it be gained by trying to discover the
    faulty peers.
  • Another open question is tightening the bounds
    for the partial access case.
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