I'll update this list over time.
SLIC: a selfish link-based incentive mechanism for unstructured peer-to-peer networks
- published 2004, cited by 133
- not quite the same goals as IPFS
- good example of early P2P incentive scheme with no aggregation of trust
values
- simulations demonstrating desired properties
Scrivener: Providing Incentives in Cooperative Content Distribution Systems
- published 2005, cited by 77
- very similar goals (and approach, in many ways) to those of IPFS
- 'chain of credit' approach to finding/obtaining blocks from remote nodes
- focuses on mitigating freeriders, assumes sybil attacks handled otherwise
- simulations demonstrating desired properties
P2P Soft Security: On evolutionary dynamics of P2P incentive mechanism
- published 2011, cited by 48
- found by looking at papers referencing PropShare paper
- uses Evolutionary Game Theory (EGT) to evaluate equilibria of 3 P2P
strategies:
- ALLC: always cooperate, i.e. serve all requests
- ALLD: always defect, basically freeriders
- R: reciprocate, service all requests to ALLC and R users
- assumes small mutation probability (chance that a user with a particular
strategy will suddenly change, modeling user indecision/innovation)
- further assumes probability that user will switch strategies based on who
they interact with, e.g. R user interacts with ALLD user, and if ALLD
user's utility > R user's utility, there's a higher chance R will switch
to ALLD. if this probability tends to be high, we refer to it as the
strong selection case. when it's low, we call it the weak selection
case
- further assumes small cost to R user for determining the reputation of a
user
- also perform analysis with an assumed 'network structure', where users
with like-strategies cluster
- results
- with strong selection and a low mutation probability, strategies
tend to oscillate in a rock-paper-scissors pattern
(ALLD -> R -> ALLC -> ALLD -> ...)
- with weak selection and low mutation probability, strategies tend to
favor R. as I understand it, this is a good point for maintaining
low cost for reputation management in bitswap (e.g. reputation based
on firsthand experience only, no aggregation) if the firsthand
reputation is (1) a good approximation of global reputation, in
general, or (2) reliance on only firsthand experience ends up treating
a peer in proportion to the total benefit that peer provides to the
network. this is, of course, reliant on the model of this paper
fitting Bitswap/IPFS (which it certainly does to a solid extent, but
I'm not sure about the R-type user necessarily corresponding directly
to the 'ideal'/default bitswap user)
- potential extension: as noted above, R users service all requests
for ALLC and R users. but what if R users probabilistically send to a
peer based on their history with that peer, similar to the idea of
Bitswap? would have to think through this
Multi-Reciprocity Policies Co-Evolution Based Incentive Evaluating Framework for Mobile P2P
Systems
Analysis and evaluation of incentive mechanisms in P2P networks: a spatial
evolutionary game theory perspective
Authors: Guanghai Cui, Mingchu Li, Zhen Wang, Jiankang Ren, Dong Jiao, Jianhua
Ma
- Transaction Overlay Network (TON) used to model the fact that peers tend to
cluster into subsets (e.g. with peers of similar interest) and are not, in
fact, well-mixed
- Square lattice w/ periodic boundary conditions
- Each peer has deg 4
- Neighboring peers have same interest
- Question: Wouldn't all peers then have same interest?
- Claim: model easily extended to other topologies, e.g. scale-free
- Reputation based on global peer behavior (shared), not 1-to-1 (private)
- Reciprocative strategy: reputation has a ceiling -- as soon as peer
gives as much as they've received, they cannot increase reputation by
giving more (but can decrease by receiving more than they've given).
Symmetry seems to make more sense here, and can somewhat incentivize
users to be better than 'neutral' (though it also makes sense, I think,
to have this decay so that a peer cannot increase reputation
indefinitely)
- Learning model based on peers, not global info
- Also have imperfection/noise to reflect the fact that peers may make
irrational choices due to 'imperfect monitoring' and 'learning noises'
- Thoughts
- Good because global knowledge unrealistic
- However, seem to need truthfulness guarantees if learning from peers
- What if peer has incentive to lie about their utility/strategy?
- Peers are asymmetric
- Transactions modeled as donor-recipient game (client-server interactions are
inherently asymmetric)
- Rationale: Peer i (client) requesting from peer j (server) does not
imply that peer j wants something from peer i at that time
- When a peer changes strategy, their reputation is wiped
- Rationale
- User could cooperate to build up reputation, then defect and ride
off of the reputation
- A once-defecting user might switch to cooperation, and the
reputation-clearance + better treatment would incentivize them to
continue to cooperate
- Issues
- Cooperative user might defect for a finite period of time due to
'reasonable' issues (possibly outside of their control), shouldn't
lose reputation because of this
- Defectors could switch to cooperation and have their history of
defecting completely wiped as well
- Alternative
- Can simply use a strategy to treat a user based on their reputation.
This approach would 'decay' allocation to a peer with poor
performance, and improve with good performance.
- If peer earns good reputation, then defect, then they effectively
'spend' the good reputation, which is fair. If peer i sends more to
peer j over time, then it's fair that peer i can capitalize on that
in a time of need. But peer i has to earn whatever it spends back in
the future.
- If peer earns bad reputation, then they have a lot of work to do in
order to improve that reputation, as if they were in debt (hence the
whitewashing issue).
- Analysis considers two cases regarding value of peer service:
- The value of all peers' service is the same.
- Value of peer service follows distribution of some sort (so peer i might
provide something worth more than peer j). This value is not dependent
on the receiver, it is a constant associated with sender (and remains
so for the entire simulation).
- Notes on references
- 5 (2004) and/or 6 (2003)
- Discuss 'private' or 'shared' reputation (private being closer to
what we want to model in IPFS)
- 11 (2009)
- General mathematical framework for evaluating IMs in EGT
(specifically in P2P networks)
- Assumes peers are well-mixed
- Uses replicator equation, which 'is always used in the case that the
population is infinitely large and well-mixed'
- 19 (1992)
- Introduces spatial evolutionary game theory
- 22 (2012)
- IM for truthful reports in reputation systems
- Don't need this if peers use 1-to-1 reputation -- no way for peers
to lie about how much they've sent you
Most helpful comment
I'll update this list over time.
SLIC: a selfish link-based incentive mechanism for unstructured peer-to-peer networks
values
Scrivener: Providing Incentives in Cooperative Content Distribution Systems
P2P Soft Security: On evolutionary dynamics of P2P incentive mechanism
strategies:
strategy will suddenly change, modeling user indecision/innovation)
they interact with, e.g. R user interacts with ALLD user, and if ALLD
user's utility > R user's utility, there's a higher chance R will switch
to ALLD. if this probability tends to be high, we refer to it as the
strong selection case. when it's low, we call it the weak selection
case
user
with like-strategies cluster
tend to oscillate in a rock-paper-scissors pattern
(ALLD -> R -> ALLC -> ALLD -> ...)
favor R. as I understand it, this is a good point for maintaining
low cost for reputation management in bitswap (e.g. reputation based
on firsthand experience only, no aggregation) if the firsthand
reputation is (1) a good approximation of global reputation, in
general, or (2) reliance on only firsthand experience ends up treating
a peer in proportion to the total benefit that peer provides to the
network. this is, of course, reliant on the model of this paper
fitting Bitswap/IPFS (which it certainly does to a solid extent, but
I'm not sure about the R-type user necessarily corresponding directly
to the 'ideal'/default bitswap user)
for ALLC and R users. but what if R users probabilistically send to a
peer based on their history with that peer, similar to the idea of
Bitswap? would have to think through this
Multi-Reciprocity Policies Co-Evolution Based Incentive Evaluating Framework for Mobile P2P
Systems
Analysis and evaluation of incentive mechanisms in P2P networks: a spatial
evolutionary game theory perspective
Authors: Guanghai Cui, Mingchu Li, Zhen Wang, Jiankang Ren, Dong Jiao, Jianhua
Ma
cluster into subsets (e.g. with peers of similar interest) and are not, in
fact, well-mixed
gives as much as they've received, they cannot increase reputation by
giving more (but can decrease by receiving more than they've given).
Symmetry seems to make more sense here, and can somewhat incentivize
users to be better than 'neutral' (though it also makes sense, I think,
to have this decay so that a peer cannot increase reputation
indefinitely)
irrational choices due to 'imperfect monitoring' and 'learning noises'
inherently asymmetric)
imply that peer j wants something from peer i at that time
off of the reputation
reputation-clearance + better treatment would incentivize them to
continue to cooperate
'reasonable' issues (possibly outside of their control), shouldn't
lose reputation because of this
defecting completely wiped as well
This approach would 'decay' allocation to a peer with poor
performance, and improve with good performance.
'spend' the good reputation, which is fair. If peer i sends more to
peer j over time, then it's fair that peer i can capitalize on that
in a time of need. But peer i has to earn whatever it spends back in
the future.
order to improve that reputation, as if they were in debt (hence the
whitewashing issue).
provide something worth more than peer j). This value is not dependent
on the receiver, it is a constant associated with sender (and remains
so for the entire simulation).
what we want to model in IPFS)
(specifically in P2P networks)
population is infinitely large and well-mixed'
to lie about how much they've sent you