4,785 research outputs found

    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

    From MANET to people-centric networking: Milestones and open research challenges

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    In this paper, we discuss the state of the art of (mobile) multi-hop ad hoc networking with the aim to present the current status of the research activities and identify the consolidated research areas, with limited research opportunities, and the hot and emerging research areas for which further research is required. We start by briefly discussing the MANET paradigm, and why the research on MANET protocols is now a cold research topic. Then we analyze the active research areas. Specifically, after discussing the wireless-network technologies, we analyze four successful ad hoc networking paradigms, mesh networks, opportunistic networks, vehicular networks, and sensor networks that emerged from the MANET world. We also present an emerging research direction in the multi-hop ad hoc networking field: people centric networking, triggered by the increasing penetration of the smartphones in everyday life, which is generating a people-centric revolution in computing and communications

    Internet of Things-aided Smart Grid: Technologies, Architectures, Applications, Prototypes, and Future Research Directions

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    Traditional power grids are being transformed into Smart Grids (SGs) to address the issues in existing power system due to uni-directional information flow, energy wastage, growing energy demand, reliability and security. SGs offer bi-directional energy flow between service providers and consumers, involving power generation, transmission, distribution and utilization systems. SGs employ various devices for the monitoring, analysis and control of the grid, deployed at power plants, distribution centers and in consumers' premises in a very large number. Hence, an SG requires connectivity, automation and the tracking of such devices. This is achieved with the help of Internet of Things (IoT). IoT helps SG systems to support various network functions throughout the generation, transmission, distribution and consumption of energy by incorporating IoT devices (such as sensors, actuators and smart meters), as well as by providing the connectivity, automation and tracking for such devices. In this paper, we provide a comprehensive survey on IoT-aided SG systems, which includes the existing architectures, applications and prototypes of IoT-aided SG systems. This survey also highlights the open issues, challenges and future research directions for IoT-aided SG systems

    Mobile Computing in Digital Ecosystems: Design Issues and Challenges

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    In this paper we argue that the set of wireless, mobile devices (e.g., portable telephones, tablet PCs, GPS navigators, media players) commonly used by human users enables the construction of what we term a digital ecosystem, i.e., an ecosystem constructed out of so-called digital organisms (see below), that can foster the development of novel distributed services. In this context, a human user equipped with his/her own mobile devices, can be though of as a digital organism (DO), a subsystem characterized by a set of peculiar features and resources it can offer to the rest of the ecosystem for use from its peer DOs. The internal organization of the DO must address issues of management of its own resources, including power consumption. Inside the DO and among DOs, peer-to-peer interaction mechanisms can be conveniently deployed to favor resource sharing and data dissemination. Throughout this paper, we show that most of the solutions and technologies needed to construct a digital ecosystem are already available. What is still missing is a framework (i.e., mechanisms, protocols, services) that can support effectively the integration and cooperation of these technologies. In addition, in the following we show that that framework can be implemented as a middleware subsystem that enables novel and ubiquitous forms of computation and communication. Finally, in order to illustrate the effectiveness of our approach, we introduce some experimental results we have obtained from preliminary implementations of (parts of) that subsystem.Comment: Proceedings of the 7th International wireless Communications and Mobile Computing conference (IWCMC-2011), Emergency Management: Communication and Computing Platforms Worksho
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