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Load Balancing Mechanisms to Regulate Costs and Quality in Mobile Crowdsensing Systems

机译:负载均衡机制可调节移动人群感知系统的成本和质量

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We study the problem of distributing loads in mobile crowdsensing systems (MCS). In this context, we present a multi-commodity network game, more explicitly, an atomic routing game, to depict the linking of several crowd participants into bundles that are capable of successfully completing desired sensing tasks. The nodes of the network correspond to the resources of the crowd participants and the players of our game are sensing service requesters that wish to route their demand along paths trough the network. One resource may serve several requests at the same time, which can be modeled efficiently using the network structure. Resource usage involves load-dependent costs. Our model caters for the uncertainty inherent from crowd involvement and mobility by incorporating certainty parameters in the model. These certainty parameters describe the quality of the partial result a participant can produce. Requesters may set a minimum certainty level for the successful completion of their overall sensing tasks that has to be met. In our model, we analyze four different solution concepts for balancing loads with respect to costs and quality of results: (1) a distributed brute force approach (engaging all suitable crowd participants), (2) a random selection of suitable crowd participants, (3) a Nash equilibrium (as result of decentralized selfish cost-minimizing game play) and (4) a (centralized) social optimum. All considered distributed solutions or an epsilon-approximation of a solution can be computed efficiently (for affine cost functions). Furthermore, well-known results for the price of anarchy of atomic routing games can be transfered to our model, i.e., the relative solution quality of a Nash equilibrium compared to a social optimum is provably bounded. In addition, we provide an extensive experimental study that supports theoretical results and gives further suggestions on the impact of uncertainty. We merge the findings of our analysis into a truthful distributed mechanism such that requesters have no incentive to deviate from an efficient solution.
机译:我们研究了移动人群感知系统(MCS)中的负载分配问题。在这种情况下,我们提出了一种多商品网络游戏,更明确地说是原子路由游戏,以描述将几个人群参与者链接到能够成功完成所需传感任务的捆绑包中的过程。网络的节点对应于人群参与者的资源,我们游戏的玩家正在感知服务请求者,他们希望沿着网络的路径来路由他们的需求。一种资源可以同时满足多个请求,可以使用网络结构对其进行有效建模。资源使用涉及与负载有关的成本。我们的模型通过在模型中纳入确定性参数,解决了人群参与和流动性所固有的不确定性。这些确定性参数描述了参与者可以产生的部分结果的质量。请求者可以为成功完成必须满足的总体感知任务设置最低确定性级别。在我们的模型中,我们分析了四种用于平衡成本和结果质量的负载的解决方案概念:(1)分布式蛮力方法(吸引所有合适的人群参与者),(2)随机选择合适的人群参与者,( 3)纳什均衡(分散的自私成本最小化游戏玩法的结果)和(4)(分散的)社会最优。可以有效地计算所有考虑的分布式解或解的ε近似(对于仿射成本函数)。此外,可以将原子路由游戏无政府状态价格的著名结果转移到我们的模型中,即,与社会最优值相比,纳什均衡的相对解质量是可证明的。此外,我们提供了广泛的实验研究,以支持理论结果并就不确定性的影响提供进一步的建议。我们将分析的结果合并到真实的分布式机制中,以使请求者没有动机偏离有效的解决方案。

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