7,813 research outputs found

    Energy-Efficient Resource Allocation in Wireless Networks: An Overview of Game-Theoretic Approaches

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    An overview of game-theoretic approaches to energy-efficient resource allocation in wireless networks is presented. Focusing on multiple-access networks, it is demonstrated that game theory can be used as an effective tool to study resource allocation in wireless networks with quality-of-service (QoS) constraints. A family of non-cooperative (distributed) games is presented in which each user seeks to choose a strategy that maximizes its own utility while satisfying its QoS requirements. The utility function considered here measures the number of reliable bits that are transmitted per joule of energy consumed and, hence, is particulary suitable for energy-constrained networks. The actions available to each user in trying to maximize its own utility are at least the choice of the transmit power and, depending on the situation, the user may also be able to choose its transmission rate, modulation, packet size, multiuser receiver, multi-antenna processing algorithm, or carrier allocation strategy. The best-response strategy and Nash equilibrium for each game is presented. Using this game-theoretic framework, the effects of power control, rate control, modulation, temporal and spatial signal processing, carrier allocation strategy and delay QoS constraints on energy efficiency and network capacity are quantified.Comment: To appear in the IEEE Signal Processing Magazine: Special Issue on Resource-Constrained Signal Processing, Communications and Networking, May 200

    Optimal configuration of active and backup servers for augmented reality cooperative games

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    Interactive applications as online games and mobile devices have become more and more popular in recent years. From their combination, new and interesting cooperative services could be generated. For instance, gamers endowed with Augmented Reality (AR) visors connected as wireless nodes in an ad-hoc network, can interact with each other while immersed in the game. To enable this vision, we discuss here a hybrid architecture enabling game play in ad-hoc mode instead of the traditional client-server setting. In our architecture, one of the player nodes also acts as the server of the game, whereas other backup server nodes are ready to become active servers in case of disconnection of the network i.e. due to low energy level of the currently active server. This allows to have a longer gaming session before incurring in disconnections or energy exhaustion. In this context, the server election strategy with the aim of maximizing network lifetime is not so straightforward. To this end, we have hence analyzed this issue through a Mixed Integer Linear Programming (MILP) model and both numerical and simulation-based analysis shows that the backup servers solution fulfills its design objective

    Trade & Cap: A Customer-Managed, Market-Based System for Trading Bandwidth Allowances at a Shared Link

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    We propose Trade & Cap (T&C), an economics-inspired mechanism that incentivizes users to voluntarily coordinate their consumption of the bandwidth of a shared resource (e.g., a DSLAM link) so as to converge on what they perceive to be an equitable allocation, while ensuring efficient resource utilization. Under T&C, rather than acting as an arbiter, an Internet Service Provider (ISP) acts as an enforcer of what the community of rational users sharing the resource decides is a fair allocation of that resource. Our T&C mechanism proceeds in two phases. In the first, software agents acting on behalf of users engage in a strategic trading game in which each user agent selfishly chooses bandwidth slots to reserve in support of primary, interactive network usage activities. In the second phase, each user is allowed to acquire additional bandwidth slots in support of presumed open-ended need for fluid bandwidth, catering to secondary applications. The acquisition of this fluid bandwidth is subject to the remaining "buying power" of each user and by prevalent "market prices" – both of which are determined by the results of the trading phase and a desirable aggregate cap on link utilization. We present analytical results that establish the underpinnings of our T&C mechanism, including game-theoretic results pertaining to the trading phase, and pricing of fluid bandwidth allocation pertaining to the capping phase. Using real network traces, we present extensive experimental results that demonstrate the benefits of our scheme, which we also show to be practical by highlighting the salient features of an efficient implementation architecture.National Science Foundation (CCF-0820138, CSR-0720604, EFRI-0735974, CNS-0524477, and CNS-0520166); Universidad Pontificia Bolivariana and COLCIENCIAS–Instituto Colombiano para el Desarrollo de la Ciencia y la TecnologĂ­a “Francisco Jose ́ de Caldas”

    Optimal Linear Precoding Strategies for Wideband Non-Cooperative Systems based on Game Theory-Part I: Nash Equilibria

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    In this two-parts paper we propose a decentralized strategy, based on a game-theoretic formulation, to find out the optimal precoding/multiplexing matrices for a multipoint-to-multipoint communication system composed of a set of wideband links sharing the same physical resources, i.e., time and bandwidth. We assume, as optimality criterion, the achievement of a Nash equilibrium and consider two alternative optimization problems: 1) the competitive maximization of mutual information on each link, given constraints on the transmit power and on the spectral mask imposed by the radio spectrum regulatory bodies; and 2) the competitive maximization of the transmission rate, using finite order constellations, under the same constraints as above, plus a constraint on the average error probability. In Part I of the paper, we start by showing that the solution set of both noncooperative games is always nonempty and contains only pure strategies. Then, we prove that the optimal precoding/multiplexing scheme for both games leads to a channel diagonalizing structure, so that both matrix-valued problems can be recast in a simpler unified vector power control game, with no performance penalty. Thus, we study this simpler game and derive sufficient conditions ensuring the uniqueness of the Nash equilibrium. Interestingly, although derived under stronger constraints, incorporating for example spectral mask constraints, our uniqueness conditions have broader validity than previously known conditions. Finally, we assess the goodness of the proposed decentralized strategy by comparing its performance with the performance of a Pareto-optimal centralized scheme. To reach the Nash equilibria of the game, in Part II, we propose alternative distributed algorithms, along with their convergence conditions.Comment: Paper submitted to IEEE Transactions on Signal Processing, September 22, 2005. Revised March 14, 2007. Accepted June 5, 2007. To be published on IEEE Transactions on Signal Processing, 2007. To appear on IEEE Transactions on Signal Processing, 200

    Distributed Game Theoretic Optimization and Management of Multichannel ALOHA Networks

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    The problem of distributed rate maximization in multi-channel ALOHA networks is considered. First, we study the problem of constrained distributed rate maximization, where user rates are subject to total transmission probability constraints. We propose a best-response algorithm, where each user updates its strategy to increase its rate according to the channel state information and the current channel utilization. We prove the convergence of the algorithm to a Nash equilibrium in both homogeneous and heterogeneous networks using the theory of potential games. The performance of the best-response dynamic is analyzed and compared to a simple transmission scheme, where users transmit over the channel with the highest collision-free utility. Then, we consider the case where users are not restricted by transmission probability constraints. Distributed rate maximization under uncertainty is considered to achieve both efficiency and fairness among users. We propose a distributed scheme where users adjust their transmission probability to maximize their rates according to the current network state, while maintaining the desired load on the channels. We show that our approach plays an important role in achieving the Nash bargaining solution among users. Sequential and parallel algorithms are proposed to achieve the target solution in a distributed manner. The efficiencies of the algorithms are demonstrated through both theoretical and simulation results.Comment: 34 pages, 6 figures, accepted for publication in the IEEE/ACM Transactions on Networking, part of this work was presented at IEEE CAMSAP 201

    Competition in Wireless Systems via Bayesian Interference Games

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    We study competition between wireless devices with incomplete information about their opponents. We model such interactions as Bayesian interference games. Each wireless device selects a power profile over the entire available bandwidth to maximize its data rate. Such competitive models represent situations in which several wireless devices share spectrum without any central authority or coordinated protocol. In contrast to games where devices have complete information about their opponents, we consider scenarios where the devices are unaware of the interference they cause to other devices. Such games, which are modeled as Bayesian games, can exhibit significantly different equilibria. We first consider a simple scenario of simultaneous move games, where we show that the unique Bayes-Nash equilibrium is where both devices spread their power equally across the entire bandwidth. We then extend this model to a two-tiered spectrum sharing case where users act sequentially. Here one of the devices, called the primary user, is the owner of the spectrum and it selects its power profile first. The second device (called the secondary user) then responds by choosing a power profile to maximize its Shannon capacity. In such sequential move games, we show that there exist equilibria in which the primary user obtains a higher data rate by using only a part of the bandwidth. In a repeated Bayesian interference game, we show the existence of reputation effects: an informed primary user can bluff to prevent spectrum usage by a secondary user who suffers from lack of information about the channel gains. The resulting equilibrium can be highly inefficient, suggesting that competitive spectrum sharing is highly suboptimal.Comment: 30 pages, 3 figure
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