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Eitan Altman

Publications and source records attributed to Eitan Altman.

At least 37 records · Page 2Linked to original sources

Fairness in Online Social Network Timelines: Measurements, Models and Mechanism Design

Facebook News Feed personalization algorithm has a significant impact, on a daily basis, on the lifestyle, mood and opinion of millions of Internet users. Nonetheless, the behavior of such algorithm lacks transparency, motivating measurements, modeling and analysis in order to understand and improve its properties. In this paper, we propose a reproducible methodology encompassing measurements, an analytical model and a fairness-based News Feed design. The model leverages the versatility and analytical tractability of time-to-live (TTL) counters to capture the visibility and occupancy of publishers over a News Feed. Measurements are used to parameterize and to validate the expressive power of the proposed model. Then, we conduct a what-if analysis to assess the visibility and occupancy bias incurred by users against a baseline derived from the model. Our results indicate that a significant bias exists and it is more prominent at the top position of the News Feed. In addition, we find that the bias is non-negligible even for users that are deliberately set as neutral with respect to their political views, motivating the proposal of a novel and more transparent fairness-based News Feed design.

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Location Aware Opportunistic Bandwidth Sharing between Static and Mobile Users with Stochastic Learning in Cellular Networks

We consider location-dependent opportunistic bandwidth sharing between static and mobile downlink users in a cellular network. Each cell has some fixed number of static users. Mobile users enter the cell, move inside the cell for some time and then leave the cell. In order to provide higher data rate to mobile users, we propose to provide higher bandwidth to the mobile users at favourable times and locations, and provide higher bandwidth to the static users in other times. We formulate the problem as a long run average reward Markov decision process (MDP) where the per-step reward is a linear combination of instantaneous data volumes received by static and mobile users, and find the optimal policy. The transition structure of this MDP is not known in general. To alleviate this issue, we propose a learning algorithm based on single timescale stochastic approximation. Also, noting that the unconstrained MDP can be used to solve a constrained problem, we provide a learning algorithm based on multi-timescale stochastic approximation. The results are extended to address the issue of fair bandwidth sharing between the two classes of users. Numerical results demonstrate performance improvement by our scheme, and also the trade-off between performance gain and fairness.

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Optimal Investment Strategies for Competing Camps in a Social Network: A Broad Framework

We study the problem of optimally investing in nodes of a social network in a competitive setting, wherein two camps aim to drive the average opinion of the population in their own favor. Using a well-established model of opinion dynamics, we formulate the problem as a zero-sum game with its players being the two camps. We derive optimal investment strategies for both camps, and show that a random investment strategy is optimal when the underlying network follows a popular class of weight distributions. We study a broad framework, where we consider various well-motivated settings of the problem, namely, when the influence of a camp on a node is a concave function of its investment on that node, when a camp aims at maximizing competitor's investment or deviation from its desired investment, and when one of the camps has uncertain information about the values of the model parameters. We also study a Stackelberg variant of this game under common coupled constraints on the combined investments by the camps and derive their equilibrium strategies, and hence quantify the first-mover advantage. For a quantitative and illustrative study, we conduct simulations on real-world datasets and provide results and insights.

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Biases in the Facebook News Feed: a Case Study on the Italian Elections

Facebook News Feed personalization algorithm has a significant impact, on a daily basis, on the lifestyle, mood and opinion of millions of Internet users. Nonetheless, the behavior of such algorithms usually lacks transparency, motivating measurements, modeling and analysis in order to understand and improve its properties. In this paper, we propose a reproducible methodology encompassing measurements and an analytical model to capture the visibility of publishers over a News Feed. First, measurements are used to parameterize and to validate the expressive power of the proposed model. Then, we conduct a what-if analysis to assess the visibility bias incurred by the users against a baseline derived from the model. Our results indicate that a significant bias exists and it is more prominent at the top position of the News Feed. In addition, we found that the bias is non-negligible even for users that are deliberately set as neutral with respect to their political views.

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Controlling Packet Drops to Improve Freshness of information

Many systems require frequent and regular updates of a certain information. These updates have to be transferred regularly from the source to the destination. We consider scenarios in which an old packet becomes completely obsolete, in the presence of a new packet. In this context, if a new packet arrives at the source while it is transferring a packet, one needs to decide the packet to be dropped. New packet has recent information, but might require more time to transfer. Thus it is not clear as to which packet to be dis- carded, and this is the main focus of the paper. Recently introduced performance metrics, called average age of information (AAoI) and peak age of information (PAoI) of the information available at the destination, are the relevant performance measures. These type of systems do not require storage buffers, of size more than one, at the source queue. We consider single source / multiple sources regularly updating information to a single destination possibly over wireless channels to derive optimal drop policies that optimize the AAoI. We showed that the state independent (static) policies like dropping always the old packets or dropping always the new packets is optimal in many scenarios, among an appropriate set of stationary Markov policies. We consider relevant games when multiple sources compete. In many scenarios, the non-cooperative solution almost minimizes the social objective, the sum of AAoIs of all the sources.

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Optimal Multiphase Investment Strategies for Influencing Opinions in a Social Network

We study the problem of optimally investing in nodes of a social network in a competitive setting, where two camps aim to maximize adoption of their opinions by the population. In particular, we consider the possibility of campaigning in multiple phases, where the final opinion of a node in a phase acts as its initial biased opinion for the following phase. Using an extension of the popular DeGroot-Friedkin model, we formulate the utility functions of the camps, and show that they involve what can be interpreted as multiphase Katz centrality. Focusing on two phases, we analytically derive Nash equilibrium investment strategies, and the extent of loss that a camp would incur if it acted myopically. Our simulation study affirms that nodes attributing higher weightage to initial biases necessitate higher investment in the first phase, so as to influence these biases for the terminal phase. We then study the setting in which a camp's influence on a node depends on its initial bias. For single camp, we present a polynomial time algorithm for determining an optimal way to split the budget between the two phases. For competing camps, we show the existence of Nash equilibria under reasonable assumptions, and that they can be computed in polynomial time.

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On the Nash Stability in the Hedonic Coalition Formation Games

This paper studies the Nash stability in hedonic coalition formation games. We address the following issue: for a general problem formulation, is there any utility allocation method ensuring a Nash-stable partition? We propose the definition of the Nash-stable core. We study the conditions for having a non-empty Nash-stable core. More precisely, we show how relaxed efficiency in utility sharing method allows to ensure a non-empty Nash-stable core.

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Designing virus-resistant, high-performance networks: a game-formation approach

Designing an optimal network topology while balancing multiple, possibly conflicting objectives like cost, performance, and resiliency to viruses is a challenging endeavor, let alone in the case of decentralized network formation. We therefore propose a game-formation technique where each player aims to minimize its cost in installing links, the probability of being infected by a virus and the sum of hopcounts on its shortest paths to all other nodes. In this article, we (1) determine the Nash Equilibria and the Price of Anarchy for our novel network formation game, (2) demonstrate that the Price of Anarchy (PoA) is usually low, which suggests that (near-)optimal topologies can be formed in a decentralized way, and (3) give suggestions for practitioners for those cases where the PoA is high and some centralized control/incentives are advisable.

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Cell planning for mobility management in heterogeneous cellular networks

In small cell networks, high mobility of users results in frequent handoff and thus severely restricts the data rate for mobile users. To alleviate this problem, we propose to use heterogeneous, two-tier network structure where static users are served by both macro and micro base stations, whereas the mobile (i.e., moving) users are served only by macro base stations having larger cells; the idea is to prevent frequent data outage for mobile users due to handoff. We use the classical two-tier Poisson network model with different transmit powers (cf [1]), assume independent Poisson process of static users and doubly stochastic Poisson process of mobile users moving at a constant speed along infinite straight lines generated by a Poisson line process. Using stochastic geometry, we calculate the average downlink data rate of the typical static and mobile (i.e., moving) users, the latter accounted for handoff outage periods. We consider also the average throughput of these two types of users defined as their average data rates divided by the mean total number of users co-served by the same base station. We find that if the density of a homogeneous network and/or the speed of mobile users is high, it is advantageous to let the mobile users connect only to some optimal fraction of BSs to reduce the frequency of handoffs during which the connection is not assured. If a heterogeneous structure of the network is allowed, one can further jointly optimize the mean throughput of mobile and static users by appropriately tuning the powers of micro and macro base stations subject to some aggregate power constraint ensuring unchanged mean data rates of static users via the network equivalence property (see [2]).

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Backward-Shifted Strategies Based on SVC for HTTP Adaptive Video Streaming

Although HTTP-based video streaming can easily penetrate firewalls and profit from Web caches, the underlying TCP may introduce large delays in case of a sudden capacity loss. To avoid an interruption of the video stream in such cases we propose the Backward-Shifted Coding (BSC). Based on Scalable Video Coding (SVC), BSC adds a time-shifted layer of redundancy to the video stream such that future frames are downloaded at any instant. This pre-fetched content maintains a fluent video stream even under highly variant network conditions and leads to high Quality of Experience (QoE). We characterize this QoE gain by analyzing initial buffering time, re-buffering time and content resolution using the Ballot theorem. The probability generating functions of the playback interruption and of the initial buffering latency are provided in closed form. We further compute the quasi-stationary distribution of the video quality, in order to compute the average quality, as well as temporal variability in video quality. Employing these analytic results to optimize QoE shows interesting trade-offs and video streaming at outstanding fluency.

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The Social Medium Selection Game

We consider in this paper competition of content creators in routing their content through various media. The routing decisions may correspond to the selection of a social network (e.g. twitter versus facebook or linkedin) or of a group within a given social network. The utility for a player to send its content to some medium is given as the difference between the dissemination utility at this medium and some transmission cost. We model this game as a congestion game and compute the pure potential of the game. In contrast to the continuous case, we show that there may be various equilibria. We show that the potential is M-concave which allows us to characterize the equilibria and to propose an algorithm for computing it. We then give a learning mechanism which allow us to give an efficient algorithm to determine an equilibrium. We finally determine the asymptotic form of the equilibrium and discuss the implications on the social medium selection problem.

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Load Balancing Congestion Games and their Asymptotic Behavior

A central question in routing games has been to establish conditions for the uniqueness of the equilibrium, either in terms of network topology or in terms of costs. This question is well understood in two classes of routing games. The first is the non-atomic routing introduced by Wardrop on 1952 in the context of road traffic in which each player (car) is infinitesimally small; a single car has a negligible impact on the congestion. Each car wishes to minimize its expected delay. Under arbitrary topology, such games are known to have a convex potential and thus a unique equilibrium. The second framework is splitable atomic games: there are finitely many players, each controlling the route of a population of individuals (let them be cars in road traffic or packets in the communication networks). In this paper, we study two other frameworks of routing games in which each of several players has an integer number of connections (which are population of packets) to route and where there is a constraint that a connection cannot be split. Through a particular game with a simple three link topology, we identify various novel and surprising properties of games within these frameworks. We show in particular that equilibria are non unique even in the potential game setting of Rosenthal with strictly convex link costs. We further show that non-symmetric equilibria arise in symmetric networks. I. INTRODUCTION A central question in routing games has been to establish conditions for the uniqueness of the equilibria, either in terms of the network topology or in terms of the costs. A survey on these issues is given in [1]. The question of uniqueness of equilibria has been studied in two different frameworks. The first, which we call F1, is the non-atomic routing introduced by Wardrop on 1952 in the context of road traffic in which each player (car) is infinitesimally small; a single car has a negligible impact on the congestion. Each car wishes to minimize its expected delay. Under arbitrary topology, such games are known to have a convex potential and thus have a unique equilibrium [2]. The second framework, denoted by F2, is splitable atomic games. There are finitely many players, each controlling the route of a population of individuals. This type of games have already been studied in the context of road traffic by Haurie and Marcotte [3] but have become central in the telecom community to model routing decisions of Internet Service Providers that can decide how to split the traffic of their subscribers among various routes so as to minimize network congestion [4]. In this paper we study properties of equilibria in two other frameworks of routing games which exhibit surprising

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Multilevel beamforming for high data rate communication in 5G networks

Large antenna arrays can be used to generate highly focused beams that support very high data rates and reduced energy consumption. However, optimal beam focusing requires large amount of feedback from the users in order to choose the best beam, especially in Frequency Division Duplex (FDD) mode. This paper develops a methodology for designing a multilevel codebook of beams in an environment with low number of multipaths. The antenna design supporting the focused beams is formulated as an optimization problem. A multilevel codebook of beams is constructed according to the coverage requirements. An iterative beam scheduling is proposed that searches through the codebook to select the best beam for a given user. The methodology is applied to a mass event and to a rural scenario, both analyzed using an event-based network simulator. Very significant gains are obtained for both scenarios. It is shown that the more dominant the Line of Sight (LoS) component, the higher the gain achieved by the multilevel beamforming.

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Self-optimizing load balancing with backhaul-constrained radio access networks

Self-Organizing Network (SON) technology aims at autonomously deploying, optimizing and repairing the Radio Access Networks (RAN). SON algorithms typically use Key Performance Indicators (KPIs) from the RAN. It is shown that in certain cases, it is essential to take into account the impact of the backhaul state in the design of the SON algorithm. We revisit the Base Station (BS) load definition taking into account the backhaul state. We provide an analytical formula for the load along with a simple estimator for both elastic and guaranteed bit-rate (GBR) traffic. We incorporate the proposed load estimator in a self-optimized load balancing algorithm. Simulation results for a backhaul constrained heterogeneous network illustrate how the correct load definition can guarantee a proper operation of the SON algorithm.

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Forecasting popularity of videos in YouTube

This paper proposes a new prediction process to explain and predict popularity evolution of YouTube videos. We exploit our recent study on the classification of YouTube videos in order to predict the evolution of videos' view-count. This classification allows to identify important factors of the observed popularity dynamics. Our experimental results show that our prediction process is able to reduce the average prediction errors compared to a state-of-the-art baseline model. We also evaluate the impact of adding popularity criteria in our classification.

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Competitive Selection of Ephemeral Relays in Wireless Networks

We consider a setting in which two nodes (referred to as forwarders) compete to choose a relay node from a set of relays, as they ephemerally become available (e.g., wake up from a sleep state). Each relay, when it arrives, offers a (possibly different) "reward" to each forwarder. Each forwarder's objective is to minimize a combination of the delay incurred in choosing a relay and the reward offered by the chosen relay. As an example, we develop the reward structure for the specific problem of geographical forwarding over a network of sleep-wake cycling relays. We study two variants of the generic relay selection problem, namely, the completely observable (CO) case where, when a relay arrives, both forwarders get to observe both rewards, and the partially observable (PO) case where each forwarder can only observe its own reward. Formulating the problem as a two person stochastic game, we characterize solution in terms of Nash Equilibrium Policy Pairs (NEPPs). For the CO case we provide a general structure of the NEPPs. For the PO case we prove that there exists an NEPP within the class of threshold policy pairs. We then consider the particular application of geographical forwarding of packets in a shared network of sleep-wake cycling wireless relays. For this problem, for a particular reward structure, using realistic parameter values corresponding to TelosB wireless mote, we numerically compare the performance (in terms of cost to both forwarders) of the various NEPPs and draw the following key insight: even for moderate separation between the two forwarders, the performance of the various NEPPs is close to the performance of a simple strategy where each forwarder behaves as if the other forwarder is not present. We also conduct simulation experiments to study the end-to-end performance of the simple forwarding policy.

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Pricing Agreement between Service and Content Providers: A Net Neutrality Issue

The Net Neutrality issue has been at the center of debate worldwide lately. Some countries have established laws so that principles of Net Neutrality are respected, the Netherlands being the latest country in Europe. Among the questions that have been discussed in these debates are whether to allow agreements between service and content providers, i.e. to allow some preferential treatment by an operator to traffic from some subset of providers. Our goal in this paper is to analyze the impact of non neutral pricing and agreements on the Internet users and on the content providers. Each one of several Internet users have to decide in which way to split their demand among several content providers. The cost for an Internet user depends on whether the content providers have an agreement with the Internet Service Provider in which the Internet user is connected to. In addition, the requests coming from users depend on the preference of the consumer in the different CP. We model the choice of how to split the demands and the pricing aspects faced by the content providers as a hierarchical game model composed of a congestion game at the lower level and a noncooperative pricing game at the upper level. We show that agreement between providers have a positive impact on the equilibrium performance of the Internet users. We further show that at equilibrium, the content provider on the contrary, does not benefit from the agreement.

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Virtual sectorization: design and self-optimization

Virtual Sectorization (ViSn) aims at covering a confined area such as a traffic hot-spot using a narrow beam. The beam is generated by a remote antenna array located at-or close to the Base Station (BS). This paper develops the ViSn model and provides the guidelines for designing the Virtual Sector (ViS) antenna. In order to mitigate interference between the ViS and the traditional macro sector covering the rest of the area, a Dynamic Spectrum Allocation (DSA) algorithm that self-optimizes the frequency bandwidth split between the macro cell and the ViS is also proposed. The Self-Organizing Network (SON) algorithm is constructed to maximize the proportional fair utility of all the users throughputs. Numerical simulations show the interest in deploying ViSn, and the significant capacity gain brought about by the self-optimized bandwidth sharing with respect to a full reuse of the bandwidth by the ViS.

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