12,312 research outputs found

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

    Full text link
    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

    Applications of Repeated Games in Wireless Networks: A Survey

    Full text link
    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

    The Hanabi Challenge: A New Frontier for AI Research

    Full text link
    From the early days of computing, games have been important testbeds for studying how well machines can do sophisticated decision making. In recent years, machine learning has made dramatic advances with artificial agents reaching superhuman performance in challenge domains like Go, Atari, and some variants of poker. As with their predecessors of chess, checkers, and backgammon, these game domains have driven research by providing sophisticated yet well-defined challenges for artificial intelligence practitioners. We continue this tradition by proposing the game of Hanabi as a new challenge domain with novel problems that arise from its combination of purely cooperative gameplay with two to five players and imperfect information. In particular, we argue that Hanabi elevates reasoning about the beliefs and intentions of other agents to the foreground. We believe developing novel techniques for such theory of mind reasoning will not only be crucial for success in Hanabi, but also in broader collaborative efforts, especially those with human partners. To facilitate future research, we introduce the open-source Hanabi Learning Environment, propose an experimental framework for the research community to evaluate algorithmic advances, and assess the performance of current state-of-the-art techniques.Comment: 32 pages, 5 figures, In Press (Artificial Intelligence

    Generating and Adapting to Diverse Ad-Hoc Cooperation Agents in Hanabi

    Full text link
    Hanabi is a cooperative game that brings the problem of modeling other players to the forefront. In this game, coordinated groups of players can leverage pre-established conventions to great effect, but playing in an ad-hoc setting requires agents to adapt to its partner's strategies with no previous coordination. Evaluating an agent in this setting requires a diverse population of potential partners, but so far, the behavioral diversity of agents has not been considered in a systematic way. This paper proposes Quality Diversity algorithms as a promising class of algorithms to generate diverse populations for this purpose, and generates a population of diverse Hanabi agents using MAP-Elites. We also postulate that agents can benefit from a diverse population during training and implement a simple "meta-strategy" for adapting to an agent's perceived behavioral niche. We show this meta-strategy can work better than generalist strategies even outside the population it was trained with if its partner's behavioral niche can be correctly inferred, but in practice a partner's behavior depends and interferes with the meta-agent's own behavior, suggesting an avenue for future research in characterizing another agent's behavior during gameplay.Comment: arXiv admin note: text overlap with arXiv:1907.0384

    PROTECT: Proximity-based Trust-advisor using Encounters for Mobile Societies

    Full text link
    Many interactions between network users rely on trust, which is becoming particularly important given the security breaches in the Internet today. These problems are further exacerbated by the dynamics in wireless mobile networks. In this paper we address the issue of trust advisory and establishment in mobile networks, with application to ad hoc networks, including DTNs. We utilize encounters in mobile societies in novel ways, noticing that mobility provides opportunities to build proximity, location and similarity based trust. Four new trust advisor filters are introduced - including encounter frequency, duration, behavior vectors and behavior matrices - and evaluated over an extensive set of real-world traces collected from a major university. Two sets of statistical analyses are performed; the first examines the underlying encounter relationships in mobile societies, and the second evaluates DTN routing in mobile peer-to-peer networks using trust and selfishness models. We find that for the analyzed trace, trust filters are stable in terms of growth with time (3 filters have close to 90% overlap of users over a period of 9 weeks) and the results produced by different filters are noticeably different. In our analysis for trust and selfishness model, our trust filters largely undo the effect of selfishness on the unreachability in a network. Thus improving the connectivity in a network with selfish nodes. We hope that our initial promising results open the door for further research on proximity-based trust

    Equilibrium Analysis of Packet Forwarding Strategies in Wireless Ad Hoc Networks - the Static Case (extended version)

    Get PDF
    In multi-hop wireless networks, every node is expected to forward packets for the benefit of other nodes. Yet, if each node is its own authority, then it may selfishly deny packet forwarding in order to save its own resources. Some researchers have proposed to introduce an incentive mechanism in the network that motivates the nodes to cooperate. In this paper, we address the question of whether such an incentive mechanism is necessary or cooperation between the nodes exists in the absence of it. We define a model in a game theoretic framework and identify the conditions under which cooperative strategies can form an equilibrium. As theproblem is somewhat involved, we deliberately restrict ourselves to a static configuration
    • …
    corecore