60,902 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
Adaptive Online Sequential ELM for Concept Drift Tackling
A machine learning method needs to adapt to over time changes in the
environment. Such changes are known as concept drift. In this paper, we propose
concept drift tackling method as an enhancement of Online Sequential Extreme
Learning Machine (OS-ELM) and Constructive Enhancement OS-ELM (CEOS-ELM) by
adding adaptive capability for classification and regression problem. The
scheme is named as adaptive OS-ELM (AOS-ELM). It is a single classifier scheme
that works well to handle real drift, virtual drift, and hybrid drift. The
AOS-ELM also works well for sudden drift and recurrent context change type. The
scheme is a simple unified method implemented in simple lines of code. We
evaluated AOS-ELM on regression and classification problem by using concept
drift public data set (SEA and STAGGER) and other public data sets such as
MNIST, USPS, and IDS. Experiments show that our method gives higher kappa value
compared to the multiclassifier ELM ensemble. Even though AOS-ELM in practice
does not need hidden nodes increase, we address some issues related to the
increasing of the hidden nodes such as error condition and rank values. We
propose taking the rank of the pseudoinverse matrix as an indicator parameter
to detect underfitting condition.Comment: Hindawi Publishing. Computational Intelligence and Neuroscience
Volume 2016 (2016), Article ID 8091267, 17 pages Received 29 January 2016,
Accepted 17 May 2016. Special Issue on "Advances in Neural Networks and
Hybrid-Metaheuristics: Theory, Algorithms, and Novel Engineering
Applications". Academic Editor: Stefan Hauf
Tuning the Level of Concurrency in Software Transactional Memory: An Overview of Recent Analytical, Machine Learning and Mixed Approaches
Synchronization transparency offered by Software Transactional Memory (STM) must not come at the expense of run-time efficiency, thus demanding from the STM-designer the inclusion of mechanisms properly oriented to performance and other quality indexes. Particularly, one core issue to cope with in STM is related to exploiting parallelism while also avoiding thrashing phenomena due to excessive transaction rollbacks, caused by excessively high levels of contention on logical resources, namely concurrently accessed data portions. A means to address run-time efficiency consists in dynamically determining the best-suited level of concurrency (number of threads) to be employed for running the application (or specific application phases) on top of the STM layer. For too low levels of concurrency, parallelism can be hampered. Conversely, over-dimensioning the concurrency level may give rise to the aforementioned thrashing phenomena caused by excessive data contention—an aspect which has reflections also on the side of reduced energy-efficiency. In this chapter we overview a set of recent techniques aimed at building “application-specific” performance models that can be exploited to dynamically tune the level of concurrency to the best-suited value. Although they share some base concepts while modeling the system performance vs the degree of concurrency, these techniques rely on disparate methods, such as machine learning or analytic methods (or combinations of the two), and achieve different tradeoffs in terms of the relation between the precision of the performance model and the latency for model instantiation. Implications of the different tradeoffs in real-life scenarios are also discussed
The Flow Fingerprinting Game
Linking two network flows that have the same source is essential in intrusion
detection or in tracing anonymous connections. To improve the performance of
this process, the flow can be modified (fingerprinted) to make it more
distinguishable. However, an adversary located in the middle can modify the
flow to impair the correlation by delaying the packets or introducing dummy
traffic.
We introduce a game-theoretic framework for this problem, that is used to
derive the Nash Equilibrium. As obtaining the optimal adversary delays
distribution is intractable, some approximations are done. We study the
concrete example where these delays follow a truncated Gaussian distribution.
We also compare the optimal strategies with other fingerprinting schemes. The
results are useful for understanding the limits of flow correlation based on
packet timings under an active attacker.Comment: Workshop on Information Forensics and Securit
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