Expressing deterministic changes in generic computer systems would be
a huge undertaking unless one restricted ambitions to general features
and trends. Dynamical systems are difficult to trace, even in the
simplest of cases, so one cannot expect to get very far without making
significant simplifications. The aim of considering a dynamical theory
is thus to characterize the significant trends of change which might
occur, owing to idealized influences. A full discussion of this topic
is beyond the scope of the present paper, however based on the axioms
and deliberations presented here, it is possible to outline the way
forward in studying them.
The expression of strategies in the previous section is too general to
be useful for a fully general, dynamical theory. Taking account of
every strategic detail would be a vast undertaking. Instead, one can
analyze the development at the level of a generic computer system
undergoing generic changes as a matter of principle. The purpose of
such a vague preliminary investigation is to elucidate the
relationship between the system administration game and the lattice
description of the ideal state, presented in section 8.
Once a strategy mixture has been decided, one must address the fact
that, in real-world games, the speed of information is finite. It will
take a finite amount of time for a response to develop after a
strategy is implemented. Moves and counter-moves do not follow a rigid
time-plan as in games like chess. This kind of delay leads to races and
duels for superiority between competing players. Delay is the province
of linear response theory.
The aim, then, is to express the causal structure of system development
in the foregoing mathematical language. In order to reduce the
dynamical game to algebra we must express each of these in terms of
basic primitives. Causality is about relating actions to outcomes, or
changes of state
.
A general action A(t) is built up from a
number of primitive action-types Ta (called the generators for the
action transformation) in a linear combination
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(57) |
where ai(t) are functions of time (not necessarily differentiable,
often step-like) and i takes values which number the
full spectrum of primitive actions. The Ti are orthogonal vectors
or matrices (indices suppressed), one for each primitive action type,
which span an abstract vector space. This vector space is the chequerboard
on which the game takes place.
Each complete action A(t), results in a change in the state of the
system, which may be denoted
.
An action can also be a
causal chain of sub-actions, characterizing a sequence of changes in
the state. This type of causal relationship is summarized by a Green function, propagator, or response-function
formulation[15,16]:
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(58) |
where G(t,t') is the two-point response function, as yet unspecified.
If the rules of the game are independent of time, then
G(t,t')=G(t-t');
if the rules change over time, then
G(t,t')=G(t-t',t+t').
In this language of dynamical systems, an action plays the role
of a source or driving force for the system. The equation
above may be inverted to provide an inhomogeneous differential equation for
the changing state of the system. If one formally introduces a
differential operator Dt which is the inverse of the response function:
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(59) |
then the differential equation may be written, schematically:
where, as ad hoc an example one might have,
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(61) |
for an approximately periodic system which degrades over time, like
a damped harmonic oscillator.
Each action A(t) thus leads to a response or change of state; this
in turn implies that the state of the system must be a linear
combination of the same action types:
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(62) |
The state is thus defined on the same lattice, or chequerboard as the
actions themselves. Differential (difference) characterizations of
state have been studied in ref. [7]; this type of
description is interesting, since it leads often to rich
dynamics. Alternating periods of change and stability (riffles and
pools in the flow of the system) might be best described by a
difference representation.
Returning to the idea of the contest as a game, one writes a strategy
as a statistical mixture of actions (i.e. moves in the game) A(t),
applied over an interval of time. This stochastic mixture specifies
the boundary conditions under which the actions are applied. It may
be formed as a linear combination of basic actions An, with
probability weights wn:
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(63) |
The strategy vector Ji is the vector of probabilities for each
primitive action, given the chosen mixture of full actions Anfor J. In other words, Ji are the components of the decomposition
of the strategy J(t) on the space of primitive actions.
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(64) |
It is easy to normalize these so as to be actual probabilities which sum to
unity
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(65) |
Notice that the specific representation of basis generators Ti does not
affect the strategy vector, since it only serves to label the
lattice-work of independent actions. There is no
unique labelling. The components with respect to the basis must
be related by a response function
 |
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(66) |
The matrix value distribution is related to the pay-off matrix, and a
basis of so-called ladder operators, also called creation and
annihilation operator. The represent do-action/undo-action operations
of the users and system administrator.
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(67) |
where
are operators which annihilate a configuration
state at t' and create a new configuration at time t. This is the
generic mechanism by which the system develops. This form of
description might seem unnecessarily formal, but it is actually highly
useful, since the continuous generalization of this kind of dynamical
system has been widely studied in statistical field theory. By picking
out universal features of statistical models and restricting the scope
of the computer system, there is a real chance of being able to build
toy models which have qualitative, predictive power. However, this is
no trivial undertaking and will be considered in a later paper[17].
Since the actions which configure a computer system form a lattice,
and these primitive action types do not necessarily commute with one
another, one concludes that a suitable idealization of the system
administration's stochastic dynamics is found in non-Abelian, statistical field
theories. This line of study would be suitable for modelling resource
availabilities for large numbers of users, in which all users behave
approximately equally on average (like an ideal gas). This approach
promises therefore to be relevant to the problem of anomaly
detection[8] and will be returned to in later work.
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Up: Game theory and the
Previous: The policy P(t) and
Mark Burgess
2000-03-24