88 research outputs found

    Soft Computing

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    Soft computing is used where a complex problem is not adequately specified for the use of conventional math and computer techniques. Soft computing has numerous real-world applications in domestic, commercial and industrial situations. This book elaborates on the most recent applications in various fields of engineering

    Soft Computing

    Get PDF
    Soft computing is used where a complex problem is not adequately specified for the use of conventional math and computer techniques. Soft computing has numerous real-world applications in domestic, commercial and industrial situations. This book elaborates on the most recent applications in various fields of engineering

    Multi-Agent Systems

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    A multi-agent system (MAS) is a system composed of multiple interacting intelligent agents. Multi-agent systems can be used to solve problems which are difficult or impossible for an individual agent or monolithic system to solve. Agent systems are open and extensible systems that allow for the deployment of autonomous and proactive software components. Multi-agent systems have been brought up and used in several application domains

    Game Theory for Multi-Access Edge Computing:Survey, Use Cases, and Future Trends

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    Game theory (GT) has been used with significant success to formulate, and either design or optimize, the operation of many representative communications and networking scenarios. The games in these scenarios involve, as usual, diverse players with conflicting goals. This paper primarily surveys the literature that has applied theoretical games to wireless networks, emphasizing use cases of upcoming multiaccess edge computing (MEC). MEC is relatively new and offers cloud services at the network periphery, aiming to reduce service latency backhaul load, and enhance relevant operational aspects such as quality of experience or security. Our presentation of GT is focused on the major challenges imposed by MEC services over the wireless resources. The survey is divided into classical and evolutionary games. Then, our discussion proceeds to more specific aspects which have a considerable impact on the game's usefulness, namely, rational versus evolving strategies, cooperation among players, available game information, the way the game is played (single turn, repeated), the game's model evaluation, and how the model results can be applied for both optimizing resource-constrained resources and balancing diverse tradeoffs in real edge networking scenarios. Finally, we reflect on lessons learned, highlighting future trends and research directions for applying theoretical model games in upcoming MEC services, considering both network design issues and usage scenarios
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