40,953 research outputs found
Applications of Repeated Games in Wireless Networks: A Survey
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
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 mechanismâs 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 Sigmundâs 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
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
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
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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