5,879 research outputs found

    The shared assignment game and applications to pricing in cloud computing

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    ABSTRACT We propose an extension to the Assignment Gam

    POEM: Pricing Longer for Edge Computing in the Device Cloud

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    Multiple access mobile edge computing has been proposed as a promising technology to bring computation services close to end users, by making good use of edge cloud servers. In mobile device clouds (MDC), idle end devices may act as edge servers to offer computation services for busy end devices. Most existing auction based incentive mechanisms in MDC focus on only one round auction without considering the time correlation. Moreover, although existing single round auctions can also be used for multiple times, users should trade with higher bids to get more resources in the cascading rounds of auctions, then their budgets will run out too early to participate in the next auction, leading to auction failures and the whole benefit may suffer. In this paper, we formulate the computation offloading problem as a social welfare optimization problem with given budgets of mobile devices, and consider pricing longer of mobile devices. This problem is a multiple-choice multi-dimensional 0-1 knapsack problem, which is a NP-hard problem. We propose an auction framework named MAFL for long-term benefits that runs a single round resource auction in each round. Extensive simulation results show that the proposed auction mechanism outperforms the single round by about 55.6% on the revenue on average and MAFL outperforms existing double auction by about 68.6% in terms of the revenue.Comment: 8 pages, 1 figure, Accepted by the 18th International Conference on Algorithms and Architectures for Parallel Processing (ICA3PP

    Collocation Games and Their Application to Distributed Resource Management

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    We introduce Collocation Games as the basis of a general framework for modeling, analyzing, and facilitating the interactions between the various stakeholders in distributed systems in general, and in cloud computing environments in particular. Cloud computing enables fixed-capacity (processing, communication, and storage) resources to be offered by infrastructure providers as commodities for sale at a fixed cost in an open marketplace to independent, rational parties (players) interested in setting up their own applications over the Internet. Virtualization technologies enable the partitioning of such fixed-capacity resources so as to allow each player to dynamically acquire appropriate fractions of the resources for unencumbered use. In such a paradigm, the resource management problem reduces to that of partitioning the entire set of applications (players) into subsets, each of which is assigned to fixed-capacity cloud resources. If the infrastructure and the various applications are under a single administrative domain, this partitioning reduces to an optimization problem whose objective is to minimize the overall deployment cost. In a marketplace, in which the infrastructure provider is interested in maximizing its own profit, and in which each player is interested in minimizing its own cost, it should be evident that a global optimization is precisely the wrong framework. Rather, in this paper we use a game-theoretic framework in which the assignment of players to fixed-capacity resources is the outcome of a strategic "Collocation Game". Although we show that determining the existence of an equilibrium for collocation games in general is NP-hard, we present a number of simplified, practically-motivated variants of the collocation game for which we establish convergence to a Nash Equilibrium, and for which we derive convergence and price of anarchy bounds. In addition to these analytical results, we present an experimental evaluation of implementations of some of these variants for cloud infrastructures consisting of a collection of multidimensional resources of homogeneous or heterogeneous capacities. Experimental results using trace-driven simulations and synthetically generated datasets corroborate our analytical results and also illustrate how collocation games offer a feasible distributed resource management alternative for autonomic/self-organizing systems, in which the adoption of a global optimization approach (centralized or distributed) would be neither practical nor justifiable.NSF (CCF-0820138, CSR-0720604, EFRI-0735974, CNS-0524477, CNS-052016, CCR-0635102); Universidad Pontificia Bolivariana; COLCIENCIAS–Instituto Colombiano para el Desarrollo de la Ciencia y la TecnologĂ­a "Francisco JosĂ© de Caldas

    Trade & Cap: A Customer-Managed, Market-Based System for Trading Bandwidth Allowances at a Shared Link

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    We propose Trade & Cap (T&C), an economics-inspired mechanism that incentivizes users to voluntarily coordinate their consumption of the bandwidth of a shared resource (e.g., a DSLAM link) so as to converge on what they perceive to be an equitable allocation, while ensuring efficient resource utilization. Under T&C, rather than acting as an arbiter, an Internet Service Provider (ISP) acts as an enforcer of what the community of rational users sharing the resource decides is a fair allocation of that resource. Our T&C mechanism proceeds in two phases. In the first, software agents acting on behalf of users engage in a strategic trading game in which each user agent selfishly chooses bandwidth slots to reserve in support of primary, interactive network usage activities. In the second phase, each user is allowed to acquire additional bandwidth slots in support of presumed open-ended need for fluid bandwidth, catering to secondary applications. The acquisition of this fluid bandwidth is subject to the remaining "buying power" of each user and by prevalent "market prices" – both of which are determined by the results of the trading phase and a desirable aggregate cap on link utilization. We present analytical results that establish the underpinnings of our T&C mechanism, including game-theoretic results pertaining to the trading phase, and pricing of fluid bandwidth allocation pertaining to the capping phase. Using real network traces, we present extensive experimental results that demonstrate the benefits of our scheme, which we also show to be practical by highlighting the salient features of an efficient implementation architecture.National Science Foundation (CCF-0820138, CSR-0720604, EFRI-0735974, CNS-0524477, and CNS-0520166); Universidad Pontificia Bolivariana and COLCIENCIAS–Instituto Colombiano para el Desarrollo de la Ciencia y la TecnologĂ­a “Francisco Jose ́ de Caldas”
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