40,953 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

    Image scoring in ad-hoc networks : an investigation on realistic settings

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    Encouraging cooperation in distributed Multi-Agent Systems (MAS) remains an open problem. Emergent application domains such as Mobile Ad-hoc Networks (MANETs) are characterised by constraints including sparse connectivity and a lack of direct interaction history. Image scoring, a simple model of reputation proposed by Nowak and Sigmund, exhibits low space and time complexity and promotes cooperation through indirect reciprocity, in which an agent can expect cooperation in the future without repeat interactions with the same partners. The low overheads of image scoring make it a promising technique for ad-hoc networking domains. However, the original investigation of Nowak and Sigmund is limited in that it (i) used a simple idealised setting, (ii) did not consider the effects of incomplete information on the mechanism’s efficacy, and (iii) did not consider the impact of the network topology connecting agents. We address these limitations by investigating more realistic values for the number of interactions agents engage in, and show that incomplete information can cause significant errors in decision making. As the proportion of incorrect decisions rises, the efficacy of image scoring falls and selfishness becomes more dominant. We evaluate image scoring on three different connection topologies: (i) completely connected, which closely approximates Nowak and Sigmund’s original setup, (ii) random, with each pair of nodes connected with a constant probability, and (iii) scale-free, which is known to model a number of real world environments including MANETs

    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

    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-

    Cooperation Enforcement for Packet Forwarding Optimization in Multi-hop Ad-hoc Networks

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    Ad-hoc networks are independent of any infrastructure. The nodes are autonomous and make their own decisions. They also have limited energy resources. Thus, a node tends to behave selfishly when it is asked to forward the packets of other nodes. Indeed, it would rather choose to reject a forwarding request in order to save its energy. To overcome this problem, the nodes need to be motivated to cooperate. To this end, we propose a self-learning repeated game framework to enforce cooperation between the nodes of a network. This framework is inspired by the concept of "The Weakest Link" TV game. Each node has a utility function whose value depends on its cooperation in forwarding packets on a route as well as the cooperation of all the nodes that form this same route. The more these nodes cooperate the higher is their utility value. This would establish a cooperative spirit within the nodes of the networks. All the nodes will then more or less equally participate to the forwarding tasks which would then eventually guarantee a more efficient packets forwarding from sources to respective destinations. Simulations are run and the results show that the proposed framework efficiently enforces nodes to cooperate and outperforms two other self-learning repeated game frameworks which we are interested in.Comment: Published in the proceedings of the IEEE Wireless Communications and Networking Conference (WCNC 2012), Paris, France, 201
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