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Routing games on a circle

机译:绕行游戏

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摘要

Rings are quite common in both road traffic networks as well as in telecommunication networks. In the road traffic context, we often find rings surrounding towns and cities. Traffic over these rings is either bidirectional or we may find two rings that surround the town carrying traffic in opposite directions (clockwise and anti-clockwise). Telecommunication networks based on rings have been often used both as local area networks as well as in metropolitan area networks and here too we find both bidirectional networks as well as networks consisting of two rings carrying traffic in opposite directions. Each decision maker (e.g. the drivers, in the case of road traffic, and perhaps Internet access providers, in the case of telecommunication) is faced with a simple routing decision: whether to go clockwise or anti-clockwise. Assuming a simple source-destination demand matrix, we analyze this problem as a non-cooperative game and derive several interesting characteristics of the equilibria.
机译:在道路交通网络和电信网络中,环网都很常见。在道路交通环境中,我们经常在城镇周围发现环网。这些环网上的交通流量是双向的,或者我们可能会发现两个环城绕着相反的方向(顺时针和逆时针)通行。基于环的电信网络经常被用作局域网和城域网,在这里我们也发现了双向网络以及由两个环以相反方向承载业务的环组成的网络。每个决策者(例如,在道路交通情况下为驾驶员,在电信情况下可能为Internet访问提供商)都面临一个简单的路由决策:顺时针还是逆时针。假设一个简单的源-目的地需求矩阵,我们将此问题作为非合作博弈进行分析,并得出均衡的一些有趣特征。

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