177,811 research outputs found
Game Theory for Multi-Access Edge Computing:Survey, Use Cases, and Future Trends
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
Applications of Repeated Games in Wireless Networks: A Survey
A repeated game is an effective tool to model interactions and conflicts for
players aiming to achieve their objectives in a long-term basis. Contrary to
static noncooperative games that model an interaction among players in only one
period, in repeated games, interactions of players repeat for multiple periods;
and thus the players become aware of other players' past behaviors and their
future benefits, and will adapt their behavior accordingly. In wireless
networks, conflicts among wireless nodes can lead to selfish behaviors,
resulting in poor network performances and detrimental individual payoffs. In
this paper, we survey the applications of repeated games in different wireless
networks. The main goal is to demonstrate the use of repeated games to
encourage wireless nodes to cooperate, thereby improving network performances
and avoiding network disruption due to selfish behaviors. Furthermore, various
problems in wireless networks and variations of repeated game models together
with the corresponding solutions are discussed in this survey. Finally, we
outline some open issues and future research directions.Comment: 32 pages, 15 figures, 5 tables, 168 reference
Toward optimal multi-objective models of network security: Survey
Information security is an important aspect of a successful business today. However, financial difficulties and budget cuts create a problem of selecting appropriate security measures and keeping networked systems up and running. Economic models proposed in the literature do not address the challenging problem of security countermeasure selection. We have made a classification of security models, which can be used to harden a system in a cost effective manner based on the methodologies used. In addition, we have specified the challenges of the simplified risk assessment approaches used in the economic models and have made recommendations how the challenges can be addressed in order to support decision makers
Optimal Scanning Bandwidth Strategy Incorporating Uncertainty about Adversary's Characteristics
In this paper we investigate the problem of designing a spectrum scanning
strategy to detect an intelligent Invader who wants to utilize spectrum
undetected for his/her unapproved purposes. To deal with this problem we model
the situation as two games, between a Scanner and an Invader, and solve them
sequentially. The first game is formulated to design the optimal (in maxmin
sense) scanning algorithm, while the second one allows one to find the optimal
values of the parameters for the algorithm depending on parameters of the
network. These games provide solutions for two dilemmas that the rivals face.
The Invader's dilemma consists of the following: the more bandwidth the Invader
attempts to use leads to a larger payoff if he is not detected, but at the same
time also increases the probability of being detected and thus fined.
Similarly, the Scanner faces a dilemma: the wider the bandwidth scanned, the
higher the probability of detecting the Invader, but at the expense of
increasing the cost of building the scanning system. The equilibrium strategies
are found explicitly and reveal interesting properties. In particular, we have
found a discontinuous dependence of the equilibrium strategies on the network
parameters, fine and the type of the Invader's award. This discontinuity of the
fine means that the network provider has to take into account a human/social
factor since some threshold values of fine could be very sensible for the
Invader, while in other situations simply increasing the fine has minimal
deterrence impact. Also we show how incomplete information about the Invader's
technical characteristics and reward (e.g. motivated by using different type of
application, say, video-streaming or downloading files) can be incorporated
into scanning strategy to increase its efficiency.Comment: This is the last draft version of the paper. Revised version of the
paper was published in EAI Endorsed Transactions on Mobile Communications and
Applications, Vol. 14, Issue 5, 2014, doi=10.4108/mca.2.5.e6. arXiv admin
note: substantial text overlap with arXiv:1310.724
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