Acyclic Preference Systems in P2P Networks
Anh-Tuan Gai (INRIA Rocquencourt), Dmitry Lebedev (FT R&D), Fabien, Mathieu (FT R&D), Fabien De Montgolfier (LIAFA), Julien Reynier (LIENS),, Laurent Viennot (INRIA Rocquencourt)

TL;DR
This paper investigates acyclic preference systems in P2P networks, showing they can be represented with symmetric matrices and often form small-world graphs, which has implications for network stability and efficiency.
Contribution
It introduces a method to represent and merge acyclic preference systems using symmetric matrices and analyzes their structural properties in P2P networks.
Findings
Acyclic preference systems can be represented with symmetric mark matrices.
Stable configurations often form small-world graphs.
Preferences based on real latency measurements lead to small-world stable configurations.
Abstract
In this work we study preference systems natural for the Peer-to-Peer paradigm. Most of them fall in three categories: global, symmetric and complementary. All these systems share an acyclicity property. As a consequence, they admit a stable (or Pareto efficient) configuration, where no participant can collaborate with better partners than their current ones. We analyze the representation of the such preference systems and show that any acyclic system can be represented with a symmetric mark matrix. This gives a method to merge acyclic preference systems and retain the acyclicity. We also consider such properties of the corresponding collaboration graph, as clustering coefficient and diameter. In particular, studying the example of preferences based on real latency measurements, we observe that its stable configuration is a small-world graph.
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsPeer-to-Peer Network Technologies · Game Theory and Applications · Logic, Reasoning, and Knowledge
