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Game-Theoretic Recruitment of Sensing Service Providers for Trustworthy Cloud-Centric Internet-of-Things (IoT) Applications

机译:游戏 - 理论招聘传感服务提供商,以信任云为中心的内容(IOT)应用程序

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Widespread use of connected smart devices that are equipped with various built-in sensors has introduced the mobile crowdsensing concept to the IoT-driven information and communication applications. Mobile crowdsensing requires implicit collaboration between the crowdsourcer / recruiter platforms and users. Additionally, users need to be incentivized by the crowdsensing platform because each party aims to maximize their utility. Due to the participatory nature of data collection, trustworthiness and truthfulness pose a grand challenge in crowdsensing systems in the presence of malicious users, who either aim to manipulate sensed data or collaborate unfaithfully with the motivation of maximizing their income. In this paper, we propose a game- theoretic approach for trustworthiness- driven user recruitment in mobile crowdsensing systems that consists of three phases: i) user recruitment, ii) collaborative decision making on trust scores, and iii) badge rewarding. Our proposed framework incentivizes the users through a sub-game perfect equilibrium (SPE) and gamification techniques. Through simulations, we show that the platform and user utilities, defined in terms of costs and revenues, can be improved respectively by up to the order of 50% and of at least 15% when compared to fully- distributed and user-centric trustworthy crowdsensing.
机译:广泛使用配备有各种内置传感器的连接智能设备已经向IoT驱动的信息和通信应用引入了移动众脉概念。移动人群需要在众包/招聘人员平台和用户之间隐含合作。此外,众群平台需要激励用户,因为每个方旨在最大限度地提高其实用程序。由于数据收集的参与性,可靠性和真实性在恶意用户的存在下在众群系统中对众群系统构成了大挑战,他们旨在操纵所感知的数据或与最大化收入的动机来说。在本文中,我们提出了一种可靠性地驱动的用户招募的游戏方法,这些方法在移动众持系统中招聘,包括三个阶段:i)用户招聘,ii)对信任分数的协同决策,以及III)徽章奖励。我们所提出的框架通过子游戏完美的均衡(SPE)和游戏技术来激励用户。通过模拟,我们表明,与成本和收入方面定义的平台和用户公用事业可以分别提高到达50%的顺序,而且与完全分布的和以用户为中心的众多人群相比,最多可提高50%和至少15% 。

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