60 research outputs found

    Small-Scale Markets for Bilateral Resource Trading in the Sharing Economy

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    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

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    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

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    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

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    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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