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首页> 外文期刊>IEEE Journal on Selected Areas in Communications >Coding-Aware Peer-to-Peer Data Repair in Multi-Rate Wireless Networks: A Game Theoretic Analysis
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Coding-Aware Peer-to-Peer Data Repair in Multi-Rate Wireless Networks: A Game Theoretic Analysis

机译:多速率无线网络中具有编码意识的对等数据修复:博弈论分析

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摘要

Recent research shows that in wireless wide area networks (WWANs), users who subscribe to multicast traffic from WWAN can exchange network-coded packets with one another via their secondary radio interfaces such as Wi-Fi in order to efficiently recover lost packets from the WWAN. Different from existing works which assume users are cooperative, in this work, we model the users as selfish players in the network-coding based peer-to-peer packet repairing game. To stimulate the users' cooperation, we introduce a payment-based incentive mechanism in the packet repairing game. The utility function of a user/player is also formulated to reflect both the number of useful packets and the available resource. Through analysis of the packet repairing game, we show that the optimal strategy for a user can be derived only with its local information. The impact of the pricing rules and the convergence conditions of the packet repairing game is also analyzed. We show theoretically as well as by simulation that under proper conditions, the packet repairing game can converge to the best case where each user can acquire all of its missing packets. Via computer simulations, we also show that with the proposed selection criteria, the packet repairing game is both effective and efficient: not only can the utilities of the players be greatly improved, but also the convergence time of the game and the utility gain of the players are comparable to those of the ideal case where every user is always willing to forward packets to others.
机译:最新研究表明,在无线广域网(WWAN)中,从WWAN订阅多播流量的用户可以通过其次要无线电接口(例如Wi-Fi)相互交换网络编码的数据包,以便有效地从WWAN中恢复丢失的数据包。 。与现有的假设用户合作的作品不同,在这项工作中,我们在基于网络编码的对等数据包修复游戏中将用户建模为自私的玩家。为了刺激用户的合作,我们在数据包修复游戏中引入了基于支付的激励机制。用户/播放器的效用功能也被制定为既反映有用数据包的数量又反映可用资源。通过对数据包修复游戏的分析,我们表明用户的最佳策略只能通过其本地信息得出。还分析了定价规则和数据包修复游戏的收敛条件的影响。我们从理论上以及通过仿真表明,在适当的条件下,数据包修复游戏可以收敛到每个用户都可以获取其所有丢失数据包的最佳情况。通过计算机仿真,我们还表明,采用提出的选择标准,包修复游戏既有效又高效:不仅可以大大改善玩家的效用,而且可以提高游戏的收敛时间和效用。播放器可与每个用户始终愿意将数据包转发给其他人的理想情况相媲美。

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