5,517 research outputs found
Applications of Repeated Games in Wireless Networks: A Survey
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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Robust peer-to-peer systems
textPeer-to-peer (p2p) approaches are an increasingly effective way to deploy services. Popular examples include BitTorrent, Skype, and KaZaA. These approaches are attractive because they can be highly fault-tolerant, scalable, adaptive, and less expensive than a more centralized solution. Cooperation lies at the heart of these strengths. Yet, in settings where working together is crucial, a natural question is: "What if users stop cooperating?" After all, cooperative services are typically deployed over multiple administrative domains, and thus vulnerable to Byzantine failures and users who may act selfishly. This dissertation explores how to construct p2p systems to tolerate Byzantine participants while also incentivizing selfish participants to contribute resources. We describe how to balance obedience against choice in building a robust p2p live streaming system. Imposing obedience is desirable as it leaves little room for peers to attack or cheat the system. However, providing choice is also attractive as it allows us to engineer flexible and efficient solutions. We first focus on obedience by using Nash equilibria to drive the design of BAR Gossip, the first gossip protocol that is resilient to Byzantine and selfish nodes. BAR Gossip relies on verifiable pseudo-random partner selection to eliminate non-determinism, which can be used to game the system, while maintaining the robustness and rapid convergence of traditional gossip. A novel fair enough exchange primitive entices cooperation among selfish peers on short timescales, thereby avoiding the need for distributed reputation schemes. We next focus on tempering obedience with choice by using approximate equilibria to guide the construction of a novel p2p live streaming system. These equilibria allow us to design incentives to limit selfish behavior rigorously, yet provide sufficient flexibility to build practical systems. We show the advantages of using an [element of]-Nash equilibrium, instead of an exact Nash, to design and implement FlightPath, our live streaming system that uses bandwidth efficiently, absorbs flash crowds, adapts to sudden peer departures, handles churn, and tolerates malicious activity.Computer Science
Video-on-Demand over Internet: a survey of existing systems and solutions
Video-on-Demand is a service where movies are delivered to distributed users with low delay and free interactivity. The traditional client/server architecture experiences scalability issues to provide video streaming services, so there have been many proposals of systems, mostly based on a peer-to-peer or on a hybrid server/peer-to-peer solution, to solve this issue. This work presents a survey of the currently existing or proposed systems and solutions, based upon a subset of representative systems, and defines selection criteria allowing to classify these systems. These criteria are based on common questions such as, for example, is it video-on-demand or live streaming, is the architecture based on content delivery network, peer-to-peer or both, is the delivery overlay tree-based or mesh-based, is the system push-based or pull-based, single-stream or multi-streams, does it use data coding, and how do the clients choose their peers. Representative systems are briefly described to give a summarized overview of the proposed solutions, and four ones are analyzed in details. Finally, it is attempted to evaluate the most promising solutions for future experiments. Résumé La vidéo à la demande est un service où des films sont fournis à distance aux utilisateurs avec u
Music 2025 : The Music Data Dilemma: issues facing the music industry in improving data management
© Crown Copyright 2019Music 2025ʼ investigates the infrastructure issues around the management of digital data in an increasingly stream driven industry. The findings are the culmination of over 50 interviews with high profile music industry representatives across the sector and reflects key issues as well as areas of consensus and contrasting views. The findings reveal whilst there are great examples of data initiatives across the value chain, there are opportunities to improve efficiency and interoperability
Scalable playback rate control in P2P live streaming systems
Current commercial live video streaming systems are based either on a typical client–server (cloud) or on a peer-to-peer (P2P) architecture. The former architecture is preferred for stability and QoS, provided that the system is not stretched beyond its bandwidth capacity, while the latter is scalable with small bandwidth and management cost. In this paper, we propose a P2P live streaming architecture in which by adapting dynamically the playback rate we guarantee that peers receive the stream even in cases where the total upload bandwidth changes very abruptly. In order to achieve this we develop a scalable mechanism that by probing only a small subset of peers monitors dynamically the total available bandwidth resources and a playback rate control mechanism that dynamically adapts playback rate to the aforementioned resources. We model analytically the relationship between the playback rate and the available bandwidth resources by using difference equations and in this way we are able to apply a control theoretical approach. We also quantify monitoring inaccuracies and dynamic bandwidth changes and we calculate dynamically, as a function of these, the maximum playback rate for which the proposed system able to guarantee the uninterrupted and complete distribution of the stream. Finally, we evaluate the control strategy and the theoretical model in a packet level simulator of a complete P2P live streaming system that we designed in OPNET Modeler. Our evaluation results show the uninterrupted and complete stream delivery (every peer receives more than 99 % of video blocks in every scenario) even in very adverse bandwidth changes
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