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A Game-Theoretic Framework for Medium Access Control

机译:博弈论的媒介访问控制框架

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摘要

In this paper, we generalize the random access game model, and show that it provides a general gametheoretic framework for designing contention based medium access control. We extend the random access game model to the network with multiple contention measure signals, study the design of random access games, and analyze different distributed algorithms achieving their equilibria. As examples, a series of utility functions is proposed for games achieving the maximum throughput in a network of homogeneous nodes. In a network with n traffic classes, an N-signal game model is proposed which achieves the maximum throughput under the fairness constraint among different traffic classes. In addition, the convergence of different dynamic algorithms such as best response, gradient play and Jacobi play under propagation delay and estimation error is established. Simulation results show that game model based protocols can achieve superior performance over the standard IEEE 802.11 DCF, and comparable performance as existing protocols with the best performance in literature.
机译:在本文中,我们对随机访问博弈模型进行了概括,并表明它为设计基于竞争的媒体访问控制提供了通用的博弈论框架。我们将具有多个竞争度量信号的随机访问游戏模型扩展到网络,研究随机访问游戏的设计,并分析实现其平衡的不同分布式算法。作为示例,提出了一系列效用函数,用于在同类节点的网络中实现最大吞吐量的游戏。在具有n个流量类别的网络中,提出了一种N信号博弈模型,该模型在不同流量类别之间的公平性约束下实现了最大吞吐量。此外,建立了在传播延迟和估计误差下不同动态算法的收敛性,如最佳响应,梯度游动和雅可比游动。仿真结果表明,基于游戏模型的协议可以实现优于标准IEEE 802.11 DCF的性能,并且可以与文献中具有最佳性能的现有协议相媲美。

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