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Game theoretic power aware wireless data access

机译:博弈论能力感知的无线数据访问

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The paper examines the following wireless data access scenario: a number of clients are interested in a set of data items kept at the server. A client sends a query request to inform the server of its desired data item. The server replies in the common broadcast channel. We first define a utility function that considers the client's power consumption in transmit, receive and idle modes. Specifically, utility is expressed as the number of queries that can be completed given a fixed energy source. Based on the utility function, we formulate our power aware wireless data access scheme as a non-cooperative game, called the WDA game. From our theoretical analysis, we show that clients are not always necessary to send query requests to the server. Instead, each client determines the request probability without any explicit communication with one another. Furthermore, we design and evaluate the server and client algorithms for the WDA game. Simulation results confirm that our proposed scheme, compared with a simple always-request one, increases the utility and lifetime of every client while reducing the number of requests sent, at the cost of a slightly larger average query delay.
机译:本文研究了以下无线数据访问方案:许多客户端对服务器上保存的一组数据项感兴趣。客户端发送查询请求,以将其所需的数据项通知服务器。服务器在公共广播频道中回复。我们首先定义一个效用函数,该函数考虑客户端在发送,接收和空闲模式下的功耗。具体来说,效用表示为在给定固定能源的情况下可以完成的查询数。基于效用函数,我们将功耗感知型无线数据访问方案表述为一种非合作游戏,称为WDA游戏。通过理论分析,我们显示出客户端并非总是必须向服务器发送查询请求。而是,每个客户端无需彼此之间进行任何显式通信即可确定请求概率。此外,我们设计和评估WDA游戏的服务器和客户端算法。仿真结果证实,与简单的始终请求方案相比,我们提出的方案可提高每个客户端的效用和生存期,同时减少发送的请求数量,但以平均查询延迟稍大为代价。

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