8,586 research outputs found

    A Socially-Aware Incentive Mechanism for Mobile Crowdsensing Service Market

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    Mobile Crowdsensing has shown a great potential to address large-scale problems by allocating sensing tasks to pervasive Mobile Users (MUs). The MUs will participate in a Crowdsensing platform if they can receive satisfactory reward. In this paper, in order to effectively and efficiently recruit sufficient MUs, i.e., participants, we investigate an optimal reward mechanism of the monopoly Crowdsensing Service Provider (CSP). We model the rewarding and participating as a two-stage game, and analyze the MUs' participation level and the CSP's optimal reward mechanism using backward induction. At the same time, the reward is designed taking the underlying social network effects amid the mobile social network into account, for motivating the participants. Namely, one MU will obtain additional benefits from information contributed or shared by local neighbours in social networks. We derive the analytical expressions for the discriminatory reward as well as uniform reward with complete information, and approximations of reward incentive with incomplete information. Performance evaluation reveals that the network effects tremendously stimulate higher mobile participation level and greater revenue of the CSP. In addition, the discriminatory reward enables the CSP to extract greater surplus from this Crowdsensing service market.Comment: 7 pages, accepted by IEEE Globecom'1

    Offloading Content with Self-organizing Mobile Fogs

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    Mobile users in an urban environment access content on the internet from different locations. It is challenging for the current service providers to cope with the increasing content demand from a large number of collocated mobile users. In-network caching to offload content at nodes closer to users alleviate the issue, though efficient cache management is required to find out who should cache what, when and where in an urban environment, given nodes limited computing, communication and caching resources. To address this, we first define a novel relation between content popularity and availability in the network and investigate a node's eligibility to cache content based on its urban reachability. We then allow nodes to self-organize into mobile fogs to increase the distributed cache and maximize content availability in a cost-effective manner. However, to cater rational nodes, we propose a coalition game for the nodes to offer a maximum "virtual cache" assuming a monetary reward is paid to them by the service/content provider. Nodes are allowed to merge into different spatio-temporal coalitions in order to increase the distributed cache size at the network edge. Results obtained through simulations using realistic urban mobility trace validate the performance of our caching system showing a ratio of 60-85% of cache hits compared to the 30-40% obtained by the existing schemes and 10% in case of no coalition

    CSMA Local Area Networking under Dynamic Altruism

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    In this paper, we consider medium access control of local area networks (LANs) under limited-information conditions as befits a distributed system. Rather than assuming "by rule" conformance to a protocol designed to regulate packet-flow rates (e.g., CSMA windowing), we begin with a non-cooperative game framework and build a dynamic altruism term into the net utility. The effects of altruism are analyzed at Nash equilibrium for both the ALOHA and CSMA frameworks in the quasistationary (fictitious play) regime. We consider either power or throughput based costs of networking, and the cases of identical or heterogeneous (independent) users/players. In a numerical study we consider diverse players, and we see that the effects of altruism for similar players can be beneficial in the presence of significant congestion, but excessive altruism may lead to underuse of the channel when demand is low

    A Content-based Centrality Metric for Collaborative Caching in Information-Centric Fogs

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    Information-Centric Fog Computing enables a multitude of nodes near the end-users to provide storage, communication, and computing, rather than in the cloud. In a fog network, nodes connect with each other directly to get content locally whenever possible. As the topology of the network directly influences the nodes' connectivity, there has been some work to compute the graph centrality of each node within that network topology. The centrality is then used to distinguish nodes in the fog network, or to prioritize some nodes over others to participate in the caching fog. We argue that, for an Information-Centric Fog Computing approach, graph centrality is not an appropriate metric. Indeed, a node with low connectivity that caches a lot of content may provide a very valuable role in the network. To capture this, we introduce acontent-based centrality (CBC) metric which takes into account how well a node is connected to the content the network is delivering, rather than to the other nodes in the network. To illustrate the validity of considering content-based centrality, we use this new metric for a collaborative caching algorithm. We compare the performance of the proposed collaborative caching with typical centrality based, non-centrality based, and non-collaborative caching mechanisms. Our simulation implements CBC on three instances of large scale realistic network topology comprising 2,896 nodes with three content replication levels. Results shows that CBC outperforms benchmark caching schemes and yields a roughly 3x improvement for the average cache hit rate

    Matching Theory for Future Wireless Networks: Fundamentals and Applications

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    The emergence of novel wireless networking paradigms such as small cell and cognitive radio networks has forever transformed the way in which wireless systems are operated. In particular, the need for self-organizing solutions to manage the scarce spectral resources has become a prevalent theme in many emerging wireless systems. In this paper, the first comprehensive tutorial on the use of matching theory, a Nobelprize winning framework, for resource management in wireless networks is developed. To cater for the unique features of emerging wireless networks, a novel, wireless-oriented classification of matching theory is proposed. Then, the key solution concepts and algorithmic implementations of this framework are exposed. Then, the developed concepts are applied in three important wireless networking areas in order to demonstrate the usefulness of this analytical tool. Results show how matching theory can effectively improve the performance of resource allocation in all three applications discussed

    Socially Trusted Collaborative Edge Computing in Ultra Dense Networks

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    Small cell base stations (SBSs) endowed with cloud-like computing capabilities are considered as a key enabler of edge computing (EC), which provides ultra-low latency and location-awareness for a variety of emerging mobile applications and the Internet of Things. However, due to the limited computation resources of an individual SBS, providing computation services of high quality to its users faces significant challenges when it is overloaded with an excessive amount of computation workload. In this paper, we propose collaborative edge computing among SBSs by forming SBS coalitions to share computation resources with each other, thereby accommodating more computation workload in the edge system and reducing reliance on the remote cloud. A novel SBS coalition formation algorithm is developed based on the coalitional game theory to cope with various new challenges in small-cell-based edge systems, including the co-provisioning of radio access and computing services, cooperation incentives, and potential security risks. To address these challenges, the proposed method (1) allows collaboration at both the user-SBS association stage and the SBS peer offloading stage by exploiting the ultra dense deployment of SBSs, (2) develops a payment-based incentive mechanism that implements proportionally fair utility division to form stable SBS coalitions, and (3) builds a social trust network for managing security risks among SBSs due to collaboration. Systematic simulations in practical scenarios are carried out to evaluate the efficacy and performance of the proposed method, which shows that tremendous edge computing performance improvement can be achieved.Comment: arXiv admin note: text overlap with arXiv:1010.4501 by other author

    Applications of Repeated Games in Wireless Networks: A Survey

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    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
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