60 research outputs found
Small-Scale Markets for Bilateral Resource Trading in the Sharing Economy
We consider a general small-scale market for agent-to-agent resource sharing,
in which each agent could either be a server (seller) or a client (buyer) in
each time period. In every time period, a server has a certain amount of
resources that any client could consume, and randomly gets matched with a
client. Our target is to maximize the resource utilization in such an
agent-to-agent market, where the agents are strategic. During each transaction,
the server gets money and the client gets resources. Hence, trade ratio
maximization implies efficiency maximization of our system. We model the
proposed market system through a Mean Field Game approach and prove the
existence of the Mean Field Equilibrium, which can achieve an almost 100% trade
ratio. Finally, we carry out a simulation study motivated by an agent-to-agent
computing market, and a case study on a proposed photovoltaic market, and show
the designed market benefits both individuals and the system as a whole
Mode-Suppression: A Simple, Stable and Scalable Chunk-Sharing Algorithm for P2P Networks
The ability of a P2P network to scale its throughput up in proportion to the
arrival rate of peers has recently been shown to be crucially dependent on the
chunk sharing policy employed. Some policies can result in low frequencies of a
particular chunk, known as the missing chunk syndrome, which can dramatically
reduce throughput and lead to instability of the system. For instance, commonly
used policies that nominally "boost" the sharing of infrequent chunks such as
the well known rarest-first algorithm have been shown to be unstable. Recent
efforts have largely focused on the careful design of boosting policies to
mitigate this issue. We take a complementary viewpoint, and instead consider a
policy that simply prevents the sharing of the most frequent chunk(s).
Following terminology from statistics wherein the most frequent value in a data
set is called the mode, we refer to this policy as mode-suppression. We also
consider a more general version that suppresses the mode only if the mode
frequency is larger than the lowest frequency by a fixed threshold. We prove
the stability of mode-suppression using Lyapunov techniques, and use a Kingman
bound argument to show that the total download time does not increase with peer
arrival rate. We then design versions of mode-suppression that sample a small
number of peers at each time, and construct noisy mode estimates by aggregating
these samples over time. We show numerically that the variants of
mode-suppression yield near-optimal download times, and outperform all other
recently proposed chunk sharing algorithms
Avoiding Interruptions - QoE Trade-offs in Block-coded Streaming Media Applications
We take an analytical approach to study Quality of user Experience (QoE) for
video streaming applications. First, we show that random linear network coding
applied to blocks of video frames can significantly simplify the packet
requests at the network layer and save resources by avoiding duplicate packet
reception. Network coding allows us to model the receiver's buffer as a queue
with Poisson arrivals and deterministic departures. We consider the probability
of interruption in video playback as well as the number of initially buffered
packets (initial waiting time) as the QoE metrics. We characterize the optimal
trade-off between these metrics by providing upper and lower bounds on the
minimum initial buffer size, required to achieve certain level of interruption
probability for different regimes of the system parameters. Our bounds are
asymptotically tight as the file size goes to infinity.Comment: Submitted to ISIT 2010 - Full versio
Access-Network Association Policies for Media Streaming in Heterogeneous Environments
We study the design of media streaming applications in the presence of
multiple heterogeneous wireless access methods with different throughputs and
costs. Our objective is to analytically characterize the trade-off between the
usage cost and the Quality of user Experience (QoE), which is represented by
the probability of interruption in media playback and the initial waiting time.
We model each access network as a server that provides packets to the user
according to a Poisson process with a certain rate and cost. Blocks are coded
using random linear codes to alleviate the duplicate packet reception problem.
Users must take decisions on how many packets to buffer before playout, and
which networks to access during playout. We design, analyze and compare several
control policies with a threshold structure. We formulate the problem of
finding the optimal control policy as an MDP with a probabilistic constraint.
We present the HJB equation for this problem by expanding the state space, and
exploit it as a verification method for optimality of the proposed control law.Comment: submitted to CDC 201
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