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Game theoretic power aware wireless data access

机译:游戏理论功率感知无线数据访问

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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:该文件检查以下无线数据访问方案:许多客户端对保存在服务器处的一组数据项感兴趣。客户端发送查询请求以通知服务器其所需的数据项。服务器在公共广播频道中回复。我们首先定义一个实用程序函数,该功能考虑了客户端的发射,接收和空闲模式的功耗。具体而言,实用程序表示为可以在固定的能量源完成的查询的数量。基于实用程序功能,我们将我们的权力感知无线数据访问方案作为非合作游戏,称为WDA游戏。从我们的理论分析中,我们表明客户端并不总是需要向服务器发送查询请求。相反,每个客户端都确定请求概率而不与彼此显式通信。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,与简单的始终请求相比,我们提出的方案增加了每个客户端的实用性和生命周期,同时减少了所发送的请求数量,以稍大的平均查询延迟。

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