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Quality of Service Games for Spectrum Sharing

机译:频谱共享服务质量游戏

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Today's wireless networks are increasingly crowded with an explosion of wireless users, who have greater and more diverse quality of service (QoS) demands than ever before. However, the amount of spectrum that can be used to satisfy these demands remains finite. This leads to a great challenge for wireless users to effectively share the spectrum to achieve their QoS requirements. This paper presents a game theoretic model for spectrum sharing, where users seek to satisfy their QoS demands in a distributed fashion. Our spectrum sharing model is quite general, because we allow different wireless channels to provide different QoS, depending upon their channel conditions and how many users are trying to access them. Also, users can be highly heterogeneous, with different QoS demands, depending upon their activities, hardware capabilities, and technology choices. Under such a general setting, we show that it is NP hard to find a spectrum allocation which satisfies the maximum number of users' QoS requirements in a centralized fashion. We also show that allowing users to self-organize through distributed channel selections is a viable alternative to the centralized optimization, because better response updating is guaranteed to reach a pure Nash equilibria in polynomial time. By bounding the price of anarchy, we demonstrate that the worst case pure Nash equilibrium can be close to optimal, when users and channels are not very heterogenous. We also extend our model by considering the frequency spatial reuse, and consider the user interactions as a game upon a graph where players only contend with their neighbors. We prove that better response updating is still guaranteed to reach a pure Nash equilibrium in this more general spatial QoS satisfaction game.
机译:当今的无线网络越来越拥挤着无线用户,这些用户比以往任何时候都具有更高,更多样化的服务质量(QoS)要求。但是,可以用来满足这些要求的频谱数量仍然有限。这给无线用户有效共享频谱以实现其QoS要求带来了巨大挑战。本文提出了一种频谱共享的博弈论模型,用户试图以分布式方式满足其QoS要求。我们的频谱共享模型非常笼统,因为我们允许不同的无线信道提供不同的QoS,具体取决于它们的信道状况以及尝试访问它们的用户数量。此外,用户可能会高度异构,根据其活动,硬件功能和技术选择,对QoS的要求也会有所不同。在这样的一般设置下,我们表明很难集中式地找到满足用户最大QoS需求数量的频谱分配。我们还表明,允许用户通过分布式通道选择进行自组织是集中式优化的可行替代方案,因为可以保证更好的响应更新在多项式时间内达到纯Nash均衡。通过限制无政府状态的价格,我们证明了在用户和渠道不是很异构的情况下,最坏情况下的纯Nash均衡可能接近最优。我们还通过考虑频率空间复用来扩展我们的模型,并将用户交互视为图上的游戏,其中玩家仅与邻居竞争。我们证明,在这种更一般的空间QoS满意度游戏中,仍然可以确保更好的响应更新来达到纯Nash平衡。

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