29,107 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

    Secure Identification in Social Wireless Networks

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    The applications based on social networking have brought revolution towards social life and are continuously gaining popularity among the Internet users. Due to the advanced computational resources offered by the innovative hardware and nominal subscriber charges of network operators, most of the online social networks are transforming into the mobile domain by offering exciting applications and games exclusively designed for users on the go. Moreover, the mobile devices are considered more personal as compared to their desktop rivals, so there is a tendency among the mobile users to store sensitive data like contacts, passwords, bank account details, updated calendar entries with key dates and personal notes on their devices. The Project Social Wireless Network Secure Identification (SWIN) is carried out at Swedish Institute of Computer Science (SICS) to explore the practicality of providing the secure mobile social networking portal with advanced security features to tackle potential security threats by extending the existing methods with more innovative security technologies. In addition to the extensive background study and the determination of marketable use-cases with their corresponding security requirements, this thesis proposes a secure identification design to satisfy the security dimensions for both online and offline peers. We have implemented an initial prototype using PHP Socket and OpenSSL library to simulate the secure identification procedure based on the proposed design. The design is in compliance with 3GPP‟s Generic Authentication Architecture (GAA) and our implementation has demonstrated the flexibility of the solution to be applied independently for the applications requiring secure identification. Finally, the thesis provides strong foundation for the advanced implementation on mobile platform in future

    Content source selection in Bluetooth networks

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    Large scale market penetration of electronic devices equipped with Bluetooth technology now gives the ability to share content (such as music or video clips) between members of the public in a decentralised manner. Achieved using opportunistic connections, formed when they are colocated, in environments where Internet connectivity is expensive or unreliable, such as urban buses, train rides and coffee shops. Most people have a high degree of regularity in their movements (such as a daily commute), including repeated contacts with others possessing similar seasonal movement patterns. We argue that this behaviour can be exploited in connection selection, and outline a system for the identification of long-term companions and sources that have previously provided quality content, in order to maximise the successful receipt of content files. We utilise actual traces and existing mobility models to validate our approach, and show how consideration of the colocation history and the quality of previous data transfers leads to more successful sharing of content in realistic scenarios

    Game theory for cooperation in multi-access edge computing

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    Cooperative strategies amongst network players can improve network performance and spectrum utilization in future networking environments. Game Theory is very suitable for these emerging scenarios, since it models high-complex interactions among distributed decision makers. It also finds the more convenient management policies for the diverse players (e.g., content providers, cloud providers, edge providers, brokers, network providers, or users). These management policies optimize the performance of the overall network infrastructure with a fair utilization of their resources. This chapter discusses relevant theoretical models that enable cooperation amongst the players in distinct ways through, namely, pricing or reputation. In addition, the authors highlight open problems, such as the lack of proper models for dynamic and incomplete information scenarios. These upcoming scenarios are associated to computing and storage at the network edge, as well as, the deployment of large-scale IoT systems. The chapter finalizes by discussing a business model for future networks.info:eu-repo/semantics/acceptedVersio
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