7,030 research outputs found
A Multi-Game Framework for Harmonized LTE-U and WiFi Coexistence over Unlicensed Bands
The introduction of LTE over unlicensed bands (LTE-U) will enable LTE base
stations (BSs) to boost their capacity and offload their traffic by exploiting
the underused unlicensed bands. However, to reap the benefits of LTE-U, it is
necessary to address various new challenges associated with LTE-U and WiFi
coexistence. In particular, new resource management techniques must be
developed to optimize the usage of the network resources while handling the
interdependence between WiFi and LTE users and ensuring that WiFi users are not
jeopardized. To this end, in this paper, a new game theoretic tool, dubbed as
\emph{multi-game} framework is proposed as a promising approach for modeling
resource allocation problems in LTE-U. In such a framework, multiple,
co-existing and coupled games across heterogeneous channels can be formulated
to capture the specific characteristics of LTE-U. Such games can be of
different properties and types but their outcomes are largely interdependent.
After introducing the basics of the multi-game framework, two classes of
algorithms are outlined to achieve the new solution concepts of multi-games.
Simulation results are then conducted to show how such a multi-game can
effectively capture the specific properties of LTE-U and make of it a
"friendly" neighbor to WiFi.Comment: Accepted for publication at IEEE Wireless Communications Magazine,
Special Issue on LTE in Unlicensed Spectru
Experimentation with MANETs of Smartphones
Mobile AdHoc NETworks (MANETs) have been identified as a key emerging
technology for scenarios in which IEEE 802.11 or cellular communications are
either infeasible, inefficient, or cost-ineffective. Smartphones are the most
adequate network nodes in many of these scenarios, but it is not
straightforward to build a network with them. We extensively survey existing
possibilities to build applications on top of ad-hoc smartphone networks for
experimentation purposes, and introduce a taxonomy to classify them. We present
AdHocDroid, an Android package that creates an IP-level MANET of (rooted)
Android smartphones, and make it publicly available to the community.
AdHocDroid supports standard TCP/IP applications, providing real smartphone
IEEE 802.11 MANET and the capability to easily change the routing protocol. We
tested our framework on several smartphones and a laptop. We validate the MANET
running off-the-shelf applications, and reporting on experimental performance
evaluation, including network metrics and battery discharge rate.Comment: 6 pages, 7 figures, 1 tabl
Sharing of Unlicensed Spectrum by Strategic Operators
Facing the challenge of meeting ever-increasing demand for wireless data, the
industry is striving to exploit large swaths of spectrum which anyone can use
for free without having to obtain a license. Major standards bodies are
currently considering a proposal to retool and deploy Long Term Evolution (LTE)
technologies in unlicensed bands below 6 GHz. This paper studies the
fundamental questions of whether and how the unlicensed spectrum can be shared
by intrinsically strategic operators without suffering from the tragedy of the
commons. A class of general utility functions is considered. The spectrum
sharing problem is formulated as a repeated game over a sequence of time slots.
It is first shown that a simple static sharing scheme allows a given set of
operators to reach a subgame perfect Nash equilibrium for mutually beneficial
sharing. The question of how many operators will choose to enter the market is
also addressed by studying an entry game. A sharing scheme which allows dynamic
spectrum borrowing and lending between operators is then proposed to address
time-varying traffic and proved to achieve perfect Bayesian equilibrium.
Numerical results show that the proposed dynamic sharing scheme outperforms
static sharing, which in turn achieves much higher revenue than uncoordinated
full-spectrum sharing. Implications of the results to the standardization and
deployment of LTE in unlicensed bands (LTE-U) are also discussed.Comment: To appear in the IEEE Journal on Selected Areas in Communications,
Special Issue on Game Theory for Network
MAC design for WiFi infrastructure networks: a game-theoretic approach
In WiFi networks, mobile nodes compete for accessing a shared channel by
means of a random access protocol called Distributed Coordination Function
(DCF). Although this protocol is in principle fair, since all the stations have
the same probability to transmit on the channel, it has been shown that unfair
behaviors may emerge in actual networking scenarios because of non-standard
configurations of the nodes. Due to the proliferation of open source drivers
and programmable cards, enabling an easy customization of the channel access
policies, we propose a game-theoretic analysis of random access schemes.
Assuming that each node is rational and implements a best response strategy, we
show that efficient equilibria conditions can be reached when stations are
interested in both uploading and downloading traffic. More interesting, these
equilibria are reached when all the stations play the same strategy, thus
guaranteeing a fair resource sharing. When stations are interested in upload
traffic only, we also propose a mechanism design, based on an artificial
dropping of layer-2 acknowledgments, to force desired equilibria. Finally, we
propose and evaluate some simple DCF extensions for practically implementing
our theoretical findings.Comment: under review on IEEE Transaction on wireless communication
Modeling the relationship between network operators and venue owners in public Wi-Fi deployment using non-cooperative game theory
Wireless data demands keep rising at a fast rate. In 2016, Cisco measured a global mobile data traffic volume of 7.2 Exabytes per month and projected a growth to 49 Exabytes per month in 2021. Wi-Fi plays an important role in this as well. Up to 60% of the total mobile traffic was off-loaded via Wi-Fi (and femtocells) in 2016. This is further expected to increase to 63% in 2021. In this publication, we look into the roll-out of public Wi-Fi networks, public meaning in a public or semi-public place (pubs, restaurants, sport stadiums, etc.). More concretely we look into the collaboration between two parties, a technical party and a venue owner, for the roll-out of a new Wi-Fi network. The technical party is interested in reducing load on its mobile network and generating additional direct revenues, while the venue owner wants to improve the attractiveness of the venue and consequentially generate additional indirect revenues. Three Wi-Fi pricing models are considered: entirely free, slow access with ads or fast access via paid access (freemium), and paid access only (premium). The technical party prefers a premium model with high direct revenues, the venue owner a free/freemium model which is attractive to its customers, meaning both parties have conflicting interests. This conflict has been modeled using non-cooperative game theory incorporating detailed cost and revenue models for all three Wi-Fi pricing models. The initial outcome of the game is a premium Wi-Fi network, which is not the optimal solution from an outsider's perspective as a freemium network yields highest total payoffs. By introducing an additional compensation scheme which corresponds with negotiation in real life, the outcome of the game is steered toward a freemium solution
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