106,704 research outputs found

    Energy Efficiency of Hybrid-Power HetNets: A Population-like Games Approach

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    In this paper, a distributed control scheme based on population games is proposed. The controller is in charge of dealing with the energy consumption problem in a Heterogeneous Cellular Network (HetNet) powered by hybrid energy sources (grid and renewable energy) while guaranteeing appropriate quality of service (QoS) level at the same time. Unlike the conventional approach in population games, it considers both atomicity and non-anonymity. Simulation results show that the proposed population-games approach reduces grid consumption by up to about 12% compared to the traditional best-signal level association policy.U.S. Air Force Office of Scientific Research FA9550-17-1-0259Ministerio de Cultura y Deporte DPI2016-76493-C3-3-RMinisterio de EconomĂ­a y Empresa DPI2017-86918-

    Student perception towards in-class simulation games: A case of hospitality investment simulation / Mohd Hafiz Hanafiah and Mohd Raziff Jamaluddin

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    This research note emphasis on the adoption of simulation games in financial classes. This research reports the perception of Faculty of Hotel and Tourism Management (FPHP) students attending the Hospitality Financial Management for Hospitality Management subjects. Previous studies claimed that classroom games and simulation increase students’ knowledge and interest level. However, only a few researchers focus on whether students’ performance was improved after attending such simulation games. A structured questionnaire was distributed to 191 final‐year FPHP undergraduates. The survey assessed students’ perceived ease of use, perceived usefulness, attitude and enjoyment with HIS and their examination result. This research found student performance correlate with their perception towards the investment simulation games

    Distributed Cooperative Sensing in Cognitive Radio Networks: An Overlapping Coalition Formation Approach

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    Cooperative spectrum sensing has been shown to yield a significant performance improvement in cognitive radio networks. In this paper, we consider distributed cooperative sensing (DCS) in which secondary users (SUs) exchange data with one another instead of reporting to a common fusion center. In most existing DCS algorithms, the SUs are grouped into disjoint cooperative groups or coalitions, and within each coalition the local sensing data is exchanged. However, these schemes do not account for the possibility that an SU can be involved in multiple cooperative coalitions thus forming overlapping coalitions. Here, we address this problem using novel techniques from a class of cooperative games, known as overlapping coalition formation games, and based on the game model, we propose a distributed DCS algorithm in which the SUs self-organize into a desirable network structure with overlapping coalitions. Simulation results show that the proposed overlapping algorithm yields significant performance improvements, decreasing the total error probability up to 25% in the Q_m+Q_f criterion, the missed detection probability up to 20% in the Q_m/Q_f criterion, the overhead up to 80%, and the total report number up to 10%, compared with the state-of-the-art non-overlapping algorithm

    Mobile Online Gaming via Resource Sharing

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    Mobile gaming presents a number of main issues which remain open. These are concerned mainly with connectivity, computational capacities, memory and battery constraints. In this paper, we discuss the design of a fully distributed approach for the support of mobile Multiplayer Online Games (MOGs). In mobile environments, several features might be exploited to enable resource sharing among multiple devices / game consoles owned by different mobile users. We show the advantages of trading computing / networking facilities among mobile players. This operation mode opens a wide number of interesting sharing scenarios, thus promoting the deployment of novel mobile online games. In particular, once mobile nodes make their resource available for the community, it becomes possible to distribute the software modules that compose the game engine. This allows to distribute the workload for the game advancement management. We claim that resource sharing is in unison with the idea of ludic activity that is behind MOGs. Hence, such schemes can be profitably employed in these contexts.Comment: Proceedings of 3nd ICST/CREATE-NET Workshop on DIstributed SImulation and Online gaming (DISIO 2012). In conjunction with SIMUTools 2012. Desenzano, Italy, March 2012. ISBN: 978-1-936968-47-

    Payoff-Based Dynamics for Multiplayer Weakly Acyclic Games

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    We consider repeated multiplayer games in which players repeatedly and simultaneously choose strategies from a finite set of available strategies according to some strategy adjustment process. We focus on the specific class of weakly acyclic games, which is particularly relevant for multiagent cooperative control problems. A strategy adjustment process determines how players select their strategies at any stage as a function of the information gathered over previous stages. Of particular interest are “payoff-based” processes in which, at any stage, players know only their own actions and (noise corrupted) payoffs from previous stages. In particular, players do not know the actions taken by other players and do not know the structural form of payoff functions. We introduce three different payoff-based processes for increasingly general scenarios and prove that, after a sufficiently large number of stages, player actions constitute a Nash equilibrium at any stage with arbitrarily high probability. We also show how to modify player utility functions through tolls and incentives in so-called congestion games, a special class of weakly acyclic games, to guarantee that a centralized objective can be realized as a Nash equilibrium. We illustrate the methods with a simulation of distributed routing over a network

    A Game-Theoretic Framework for Medium Access Control

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    In this paper, we generalize the random access game model, and show that it provides a general game-theoretic framework for designing contention based medium access control. We extend the random access game model to the network with multiple contention measure signals, study the design of random access games, and analyze different distributed algorithms achieving their equilibria. As examples, a series of utility functions is proposed for games achieving the maximum throughput in a network of homogeneous nodes. In a network with n traffic classes, an N-signal game model is proposed which achieves the maximum throughput under the fairness constraint among different traffic classes. In addition, the convergence of different dynamic algorithms such as best response, gradient play and Jacobi play under propagation delay and estimation error is established. Simulation results show that game model based protocols can achieve superior performance over the standard IEEE 802.11 DCF, and comparable performance as existing protocols with the best performance in literature
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