27,857 research outputs found
Mean-Field-Type Games in Engineering
A mean-field-type game is a game in which the instantaneous payoffs and/or
the state dynamics functions involve not only the state and the action profile
but also the joint distributions of state-action pairs. This article presents
some engineering applications of mean-field-type games including road traffic
networks, multi-level building evacuation, millimeter wave wireless
communications, distributed power networks, virus spread over networks, virtual
machine resource management in cloud networks, synchronization of oscillators,
energy-efficient buildings, online meeting and mobile crowdsensing.Comment: 84 pages, 24 figures, 183 references. to appear in AIMS 201
Small-Scale Markets for Bilateral Resource Trading in the Sharing Economy
We consider a general small-scale market for agent-to-agent resource sharing,
in which each agent could either be a server (seller) or a client (buyer) in
each time period. In every time period, a server has a certain amount of
resources that any client could consume, and randomly gets matched with a
client. Our target is to maximize the resource utilization in such an
agent-to-agent market, where the agents are strategic. During each transaction,
the server gets money and the client gets resources. Hence, trade ratio
maximization implies efficiency maximization of our system. We model the
proposed market system through a Mean Field Game approach and prove the
existence of the Mean Field Equilibrium, which can achieve an almost 100% trade
ratio. Finally, we carry out a simulation study motivated by an agent-to-agent
computing market, and a case study on a proposed photovoltaic market, and show
the designed market benefits both individuals and the system as a whole
Advance reservation games
Advance reservation (AR) services form a pillar of several branches of the economy, including transportation,
lodging, dining, and, more recently, cloud computing. In this work, we use game theory to analyze a slotted
AR system in which customers differ in their lead times. For each given time slot, the number of customers
requesting service is a random variable following a general probability distribution. Based on statistical
information, the customers decide whether or not to make an advance reservation of server resources in
future slots for a fee. We prove that only two types of equilibria are possible: either none of the customers
makes AR or only customers with lead time greater than some threshold make AR. Our analysis further
shows that the fee that maximizes the provider’s profit may lead to other equilibria, one of which yields zero
profit. In order to prevent ending up with no profit, the provider can elect to advertise a lower fee yielding
a guaranteed but smaller profit. We refer to the ratio of the maximum possible profit to the maximum
guaranteed profit as the price of conservatism. When the number of customers is a Poisson random variable, we prove that the price of conservatism is one in the single-server case, but can be arbitrarily high in a many-server system.CNS-1117160 - National Science Foundationhttp://people.bu.edu/staro/ACM_ToMPECS_AR.pdfAccepted manuscrip
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A literature review of the use of Web 2.0 tools in Higher Education
This review focuses on the use of Web 2.0 tools in Higher Education. It provides a synthesis of the research literature in the field and a series of illustrative examples of how these tools are being used in learning and teaching. It draws out the perceived benefits that these new technologies appear to offer, and highlights some of the challenges and issues surrounding their use. The review forms the basis for a HE Academy funded project, ‘Peals in the Cloud’, which is exploring how Web 2.0 tools can be used to support evidence-based practices in learning and teaching. The project has also produced two in-depth case studies, which are reported elsewhere (Galley et al., 2010, Alevizou et al., 2010). The case studies focus on evaluation of a recently developed site for learning and teaching, Cloudworks, which harnesses Web 2.0 functionality to facilitate the sharing and discussion of educational practice. The case studies aim to explore to what extent the Web 2.0 affordances of the site are successfully promoting the sharing of ideas, as well as scholarly reflections, on learning and teaching
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