110 research outputs found

    On the Limit of Fountain MDC Codes for Video Peer-To-Peer Networks

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    Video streaming for heterogeneous types of devices, where nodes have different devices characteristics in terms of computational capacity and display, is usually handled by encoding the video with different qualities. This is not well suited for Peer-To-Peer (P2P) systems, as a single peer group can only share content of the same quality, thus limiting the peer group size and efficiency. To address this problem, several existing works propose the use of Multiple Descriptions Coding (MDC). The concept of this type of video codec is to split a video in a number of descriptions which can be used on their own, or aggregated to improve the global quality of the video. Unfortunately existing MDC codes are not flexible, as the video is split in a defined number of descriptions. In this paper, we focus on the practical feasibility of using a Fountain MDC code with properties similar to existing Fountain erasure codes, including the ability to create any number of descriptions when needed (on the fly). We perform simulations using selected pictures to assess the feasibility of using these codes, knowing that they should improve the availability of the video pieces in a P2P system and hence the video streaming quality. We observe that, although this idea seems promising, the evaluated benefits, demonstrated by the PSNR values, are limited when used in a real P2P video streaming system

    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

    Multimedia Social Networks: Game Theoretic Modeling and Equilibrium Analysis

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    Multimedia content sharing and distribution over multimedia social networks is more popular now than ever before: we download music from Napster, share our images on Flickr, view user-created video on YouTube, and watch peer-to-peer television using Coolstreaming, PPLive and PPStream. Within these multimedia social networks, users share, exchange, and compete for scarce resources such as multimedia data and bandwidth, and thus influence each other's decision and performance. Therefore, to provide fundamental guidelines for the better system design, it is important to analyze the users' behaviors and interactions in a multimedia social network, i.e., how users interact with and respond to each other. Game theory is a mathematical tool that analyzes the strategic interactions among multiple decision makers. It is ideal and essential for studying, analyzing, and modeling the users' behaviors and interactions in social networking. In this thesis, game theory will be used to model users' behaviors in social networks and analyze the corresponding equilibria. Specifically, in this thesis, we first illustrate how to use game theory to analyze and model users' behaviors in multimedia social networks by discussing the following three different scenarios. In the first scenario, we consider a non-cooperative multimedia social network where users in the social network compete for the same resource. We use multiuser rate allocation social network as an example for this scenario. In the second scenario, we consider a cooperative multimedia social network where users in the social network cooperate with each other to obtain the content. We use cooperative peer-to-peer streaming social network as an example for this scenario. In the third scenario, we consider how to use the indirect reciprocity game to stimulate cooperation among users. We use the packet forwarding social network as an example. Moreover, the concept of ``multimedia social networks" can be applied into the field of signal and image processing. If each pixel/sample is treated as a user, then the whole image/signal can be regarded as a multimedia social network. From such a perspective, we introduce a new paradigm for signal and image processing, and develop generalized and unified frameworks for classical signal and image problems. In this thesis, we use image denoising and image interpolation as examples to illustrate how to use game theory to re-formulate the classical signal and image processing problems

    Game Theory for Multi-Access Edge Computing:Survey, Use Cases, and Future Trends

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    Game theory (GT) has been used with significant success to formulate, and either design or optimize, the operation of many representative communications and networking scenarios. The games in these scenarios involve, as usual, diverse players with conflicting goals. This paper primarily surveys the literature that has applied theoretical games to wireless networks, emphasizing use cases of upcoming multiaccess edge computing (MEC). MEC is relatively new and offers cloud services at the network periphery, aiming to reduce service latency backhaul load, and enhance relevant operational aspects such as quality of experience or security. Our presentation of GT is focused on the major challenges imposed by MEC services over the wireless resources. The survey is divided into classical and evolutionary games. Then, our discussion proceeds to more specific aspects which have a considerable impact on the game's usefulness, namely, rational versus evolving strategies, cooperation among players, available game information, the way the game is played (single turn, repeated), the game's model evaluation, and how the model results can be applied for both optimizing resource-constrained resources and balancing diverse tradeoffs in real edge networking scenarios. Finally, we reflect on lessons learned, highlighting future trends and research directions for applying theoretical model games in upcoming MEC services, considering both network design issues and usage scenarios

    Interference-aware multipath video streaming in vehicular environments

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    The multipath transmission is one of the suitable transmission methods for high data rate oriented communication such as video streaming. Each video packets are split into smaller frames for parallel transmission via different paths. One path may interfere with another path due to these parallel transmissions. The multipath oriented interference is due to the route coupling which is one of the major challenges in vehicular traffic environments. The route coupling increases channel contention resulting in video packet collision. In this context, this paper proposes an Interference-aware Multipath Video Streaming (I-MVS) framework focusing on link and node disjoint optimal paths. Specifically, a multipath vehicular network model is derived. The model is utilized to develop interference-aware video streaming method considering angular driving statistics of vehicles. The quality of video streaming links is measured based on packet error rate considering non-circular transmission range oriented shadowing effects. Algorithms are developed as a complete operational I-MVS framework. The comparative performance evaluation attests the benefit of the proposed framework considering various video streaming related metrics

    Incentive-driven QoS in peer-to-peer overlays

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    A well known problem in peer-to-peer overlays is that no single entity has control over the software, hardware and configuration of peers. Thus, each peer can selfishly adapt its behaviour to maximise its benefit from the overlay. This thesis is concerned with the modelling and design of incentive mechanisms for QoS-overlays: resource allocation protocols that provide strategic peers with participation incentives, while at the same time optimising the performance of the peer-to-peer distribution overlay. The contributions of this thesis are as follows. First, we present PledgeRoute, a novel contribution accounting system that can be used, along with a set of reciprocity policies, as an incentive mechanism to encourage peers to contribute resources even when users are not actively consuming overlay services. This mechanism uses a decentralised credit network, is resilient to sybil attacks, and allows peers to achieve time and space deferred contribution reciprocity. Then, we present a novel, QoS-aware resource allocation model based on Vickrey auctions that uses PledgeRoute as a substrate. It acts as an incentive mechanism by providing efficient overlay construction, while at the same time allocating increasing service quality to those peers that contribute more to the network. The model is then applied to lagsensitive chunk swarming, and some of its properties are explored for different peer delay distributions. When considering QoS overlays deployed over the best-effort Internet, the quality received by a client cannot be adjudicated completely to either its serving peer or the intervening network between them. By drawing parallels between this situation and well-known hidden action situations in microeconomics, we propose a novel scheme to ensure adherence to advertised QoS levels. We then apply it to delay-sensitive chunk distribution overlays and present the optimal contract payments required, along with a method for QoS contract enforcement through reciprocative strategies. We also present a probabilistic model for application-layer delay as a function of the prevailing network conditions. Finally, we address the incentives of managed overlays, and the prediction of their behaviour. We propose two novel models of multihoming managed overlay incentives in which overlays can freely allocate their traffic flows between different ISPs. One is obtained by optimising an overlay utility function with desired properties, while the other is designed for data-driven least-squares fitting of the cross elasticity of demand. This last model is then used to solve for ISP profit maximisation

    Models and Methods for Network Selection and Balancing in Heterogeneous Scenarios

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    The outbreak of 5G technologies for wireless communications can be considered a response to the need for widespread coverage, in terms of connectivity and bandwidth, to guarantee broadband services, such as streaming or on-demand programs offered by the main television networks or new generation services based on augmented and virtual reality (AR / VR). The purpose of the study conducted for this thesis aims to solve two of the main problems that will occur with the outbreak of 5G, that is, the search for the best possible connectivity, in order to offer users the resources necessary to take advantage of the new generation services, and multicast as required by the eMBMS. The aim of the thesis is the search for innovative algorithms that will allow to obtain the best connectivity to offer users the resources necessary to use the 5G services in a heterogeneous scenario. Study UF that allows you to improve the search for the best candidate network and to achieve a balance that allows you to avoid congestion of the chosen networks. To achieve these two important focuses, I conducted a study on the main mathematical methods that made it possible to select the network based on QoS parameters based on the type of traffic made by users. A further goal was to improve the computational computation performance they present. Furthermore, I carried out a study in order to obtain an innovative algorithm that would allow the management of multicast. The algorithm that has been implemented responds to the needs present in the eMBMS, in realistic scenarios
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