18,921 research outputs found

    Distributed Cooperative Sensing in Cognitive Radio Networks: An Overlapping Coalition Formation Approach

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    Cooperative spectrum sensing has been shown to yield a significant performance improvement in cognitive radio networks. In this paper, we consider distributed cooperative sensing (DCS) in which secondary users (SUs) exchange data with one another instead of reporting to a common fusion center. In most existing DCS algorithms, the SUs are grouped into disjoint cooperative groups or coalitions, and within each coalition the local sensing data is exchanged. However, these schemes do not account for the possibility that an SU can be involved in multiple cooperative coalitions thus forming overlapping coalitions. Here, we address this problem using novel techniques from a class of cooperative games, known as overlapping coalition formation games, and based on the game model, we propose a distributed DCS algorithm in which the SUs self-organize into a desirable network structure with overlapping coalitions. Simulation results show that the proposed overlapping algorithm yields significant performance improvements, decreasing the total error probability up to 25% in the Q_m+Q_f criterion, the missed detection probability up to 20% in the Q_m/Q_f criterion, the overhead up to 80%, and the total report number up to 10%, compared with the state-of-the-art non-overlapping algorithm

    Game theoretic aspects of distributed spectral coordination with application to DSL networks

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    In this paper we use game theoretic techniques to study the value of cooperation in distributed spectrum management problems. We show that the celebrated iterative water-filling algorithm is subject to the prisoner's dilemma and therefore can lead to severe degradation of the achievable rate region in an interference channel environment. We also provide thorough analysis of a simple two bands near-far situation where we are able to provide closed form tight bounds on the rate region of both fixed margin iterative water filling (FM-IWF) and dynamic frequency division multiplexing (DFDM) methods. This is the only case where such analytic expressions are known and all previous studies included only simulated results of the rate region. We then propose an alternative algorithm that alleviates some of the drawbacks of the IWF algorithm in near-far scenarios relevant to DSL access networks. We also provide experimental analysis based on measured DSL channels of both algorithms as well as the centralized optimum spectrum management

    Distributed power allocation for D2D communications underlaying/overlaying OFDMA cellular networks

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    The implementation of device-to-device (D2D) underlaying or overlaying pre-existing cellular networks has received much attention due to the potential of enhancing the total cell throughput, reducing power consumption and increasing the instantaneous data rate. In this paper we propose a distributed power allocation scheme for D2D OFDMA communications and, in particular, we consider the two operating modes amenable to a distributed implementation: dedicated and reuse modes. The proposed schemes address the problem of maximizing the users' sum rate subject to power constraints, which is known to be nonconvex and, as such, extremely difficult to be solved exactly. We propose here a fresh approach to this well-known problem, capitalizing on the fact that the power allocation problem can be modeled as a potential game. Exploiting the potential games property of converging under better response dynamics, we propose two fully distributed iterative algorithms, one for each operation mode considered, where each user updates sequentially and autonomously its power allocation. Numerical results, computed for several different user scenarios, show that the proposed methods, which converge to one of the local maxima of the objective function, exhibit performance close to the maximum achievable optimum and outperform other schemes presented in the literature

    Evolution of a supply chain management game for the trading agent competition

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    TAC SCM is a supply chain management game for the Trading Agent Competition (TAC). The purpose of TAC is to spur high quality research into realistic trading agent problems. We discuss TAC and TAC SCM: game and competition design, scientific impact, and lessons learnt

    A Multi-Game Framework for Harmonized LTE-U and WiFi Coexistence over Unlicensed Bands

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    The introduction of LTE over unlicensed bands (LTE-U) will enable LTE base stations (BSs) to boost their capacity and offload their traffic by exploiting the underused unlicensed bands. However, to reap the benefits of LTE-U, it is necessary to address various new challenges associated with LTE-U and WiFi coexistence. In particular, new resource management techniques must be developed to optimize the usage of the network resources while handling the interdependence between WiFi and LTE users and ensuring that WiFi users are not jeopardized. To this end, in this paper, a new game theoretic tool, dubbed as \emph{multi-game} framework is proposed as a promising approach for modeling resource allocation problems in LTE-U. In such a framework, multiple, co-existing and coupled games across heterogeneous channels can be formulated to capture the specific characteristics of LTE-U. Such games can be of different properties and types but their outcomes are largely interdependent. After introducing the basics of the multi-game framework, two classes of algorithms are outlined to achieve the new solution concepts of multi-games. Simulation results are then conducted to show how such a multi-game can effectively capture the specific properties of LTE-U and make of it a "friendly" neighbor to WiFi.Comment: Accepted for publication at IEEE Wireless Communications Magazine, Special Issue on LTE in Unlicensed Spectru

    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
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