277 research outputs found

    Stackelberg Game for Distributed Time Scheduling in RF-Powered Backscatter Cognitive Radio Networks

    Full text link
    In this paper, we study the transmission strategy adaptation problem in an RF-powered cognitive radio network, in which hybrid secondary users are able to switch between the harvest-then-transmit mode and the ambient backscatter mode for their communication with the secondary gateway. In the network, a monetary incentive is introduced for managing the interference caused by the secondary transmission with imperfect channel sensing. The sensing-pricing-transmitting process of the secondary gateway and the transmitters is modeled as a single-leader-multi-follower Stackelberg game. Furthermore, the follower sub-game among the secondary transmitters is modeled as a generalized Nash equilibrium problem with shared constraints. Based on our theoretical discoveries regarding the properties of equilibria in the follower sub-game and the Stackelberg game, we propose a distributed, iterative strategy searching scheme that guarantees the convergence to the Stackelberg equilibrium. The numerical simulations show that the proposed hybrid transmission scheme always outperforms the schemes with fixed transmission modes. Furthermore, the simulations reveal that the adopted hybrid scheme is able to achieve a higher throughput than the sum of the throughput obtained from the schemes with fixed transmission modes

    Optimal Cross Slice Orchestration for 5G Mobile Services

    Full text link
    5G mobile networks encompass the capabilities of hosting a variety of services such as mobile social networks, multimedia delivery, healthcare, transportation, and public safety. Therefore, the major challenge in designing the 5G networks is how to support different types of users and applications with different quality-of-service requirements under a single physical network infrastructure. Recently, network slicing has been introduced as a promising solution to address this challenge. Network slicing allows programmable network instances which match the service requirements by using network virtualization technologies. However, how to efficiently allocate resources across network slices has not been well studied in the literature. Therefore, in this paper, we first introduce a model for orchestrating network slices based on the service requirements and available resources. Then, we propose a Markov decision process framework to formulate and determine the optimal policy that manages cross-slice admission control and resource allocation for the 5G networks. Through simulation results, we show that the proposed framework and solution are efficient not only in providing slice-as-a-service based on the service requirements, but also in maximizing the provider's revenue.Comment: 6 pages, 6 figures, WCNC 2018 conferenc

    Markov Decision Processes with Applications in Wireless Sensor Networks: A Survey

    Full text link
    Wireless sensor networks (WSNs) consist of autonomous and resource-limited devices. The devices cooperate to monitor one or more physical phenomena within an area of interest. WSNs operate as stochastic systems because of randomness in the monitored environments. For long service time and low maintenance cost, WSNs require adaptive and robust methods to address data exchange, topology formulation, resource and power optimization, sensing coverage and object detection, and security challenges. In these problems, sensor nodes are to make optimized decisions from a set of accessible strategies to achieve design goals. This survey reviews numerous applications of the Markov decision process (MDP) framework, a powerful decision-making tool to develop adaptive algorithms and protocols for WSNs. Furthermore, various solution methods are discussed and compared to serve as a guide for using MDPs in WSNs

    Applications of Repeated Games in Wireless Networks: A Survey

    Full text link
    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

    Performance Evaluation of OpenStack Cloud Integrated with SDN Controller

    Get PDF
    The Internet is undergoing a revolution thanks to the development of a very popular recent technology trend - “Cloud Computing”. Large, small, and medium-sized businesses organizations, as well as individuals increasingly prefer to use cloud computing services due to their many advantages. Furthermore, the widespread implementation of cloud computing in large enterprises is an indicator of the technological advancement of information technology companies. It helps in the efficient allocation and utilization of infrastructure, power, and resources. In the meantime, centralized control provided by software-defined networking (SDN) allows for flexibility in operations and management. For that reason, there has been an adequate amount of research and application of combining these two objects over the years. In this study, we will evaluate network performance between virtual machines in terms of bandwidth, latency, and system performance interms of CPU, RAM, etc. in OpenStack with and without integration of SDN Controller - Tungsten Fabric (TF)
    • …
    corecore