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A utility-based power allocation non-cooperative game for the uplink in multi-service CDMA wireless networks

机译:基于实用程序的功率分配非合作游戏,用于多服务CDMA无线网络中的上行链路

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In this paper we address the problem of efficient power allocation in the uplink of CDMA wireless networks supporting simultaneously both real-time and non-real-time services with various and often diverse Quality of Service (QoS) prerequisites. Each mobile is associated with a nested QoS-aware utility function that characterizes its degree of satisfaction for the received service in terms of achieved goodput and corresponding power consumption. The problem is formulated as a non-convex non-cooperative Multi-Service Uplink Power Control (MSUPC) game where users aim selfishly at maximizing their utility-based performance under the imposed physical limitations. We first prove the existence and uniqueness of a Nash equilibrium point of MSUPC game, and then a distributed iterative algorithm is proposed in order to obtain MSUPC game's equilibrium point. Finally, the efficacy of the proposed approach with respect to the fulfillment of both types of services' QoS requirements is extensively illustrated via modeling and simulation.
机译:在本文中,我们解决了在CDMA无线网络的上行链路中高效地分配功率的问题,同时支持实时和非实时服务,并且具有各种(通常是多种)服务质量(QoS)前提。每个移动台都与一个嵌套的QoS感知效用函数相关联,该函数根据获得的吞吐量和相应的功耗来表征其对接收服务的满意度。该问题被表述为非凸面,非合作的多服务上行链路功率控制(MSUPC)游戏,在此游戏中,用户自私地致力于在强加的物理限制下最大化其基于公用事业的性能。首先证明了MSUPC游戏的纳什均衡点的存在性和唯一性,然后提出了一种分布式迭代算法以获得MSUPC游戏的均衡点。最后,通过建模和仿真广泛地说明了所提出的方法在满足两种服务的QoS要求方面的功效。

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