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Stackelberg Game for Bandwidth Allocation in Cloud-Based Wireless Live-Streaming Social Networks

机译:基于云的无线实时流社交网络中带宽分配的Stackelberg游戏

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摘要

Multimedia social networks have been introduced as a new technology to enrich people's lives through enhanced multimedia distribution. On the other hand, a media cloud system can perform multimedia processing and storage, and provide heterogeneous multimedia services. However, the challenges still remain for end users (e.g., mobile devices and PCs) to receive multimedia streaming from the cloud system with satisfied quality-of-service (QoS). To address these challenges, an efficient multimedia distribution approach taking advantage of live-streaming social networks is innovated in this paper to deliver the media services from the cloud to both desktop and wireless end users. Our approach allows bandwidth limited mobile users to acquire live multimedia streaming from desktop users, directly based on their social relationships rather than from the cloud. When a number of mobile users compete for limited bandwidth access with the desktop users, a bandwidth allocation problem must be solved to meet all users' QoS requirements in the live-streaming social network. We formulate the problem as a two-stage Stackelberg game, in which both desktop users and mobile users target at maximizing their utilities. In our study, a noncooperative game is used to model the competition among the desktop users in terms of shared bandwidth and price in the first stage of the game. The second stage of the game models the behavior of a mobile user selecting the desktop users by an evolutionary game. In addition, a case study is conducted following the general Stackelberg game formulation, where the existence of a unique Nash equilibrium is proved. Based on our game modeling, we design protocols for both desktop and mobile users and evaluate them with numerical examples.
机译:多媒体社交网络已经作为一种新技术被引入,通过增强的多媒体分发来丰富人们的生活。另一方面,媒体云系统可以执行多媒体处理和存储,并提供异构的多媒体服务。然而,对于最终用户(例如,移动设备和PC)而言,仍然面临挑战,即如何以令人满意的服务质量(QoS)从云系统接收多媒体流。为了应对这些挑战,本文创新了一种利用实时流社交网络的高效多媒体分发方法,以将云中的媒体服务提供给台式机和无线最终用户。我们的方法允许带宽受限的移动用户直接根据桌面用户的社交关系而不是从云中获取桌面用户的实时多媒体流。当许多移动用户与桌面用户争夺有限的带宽访问权限时,必须解决带宽分配问题,以满足实时流式社交网络中所有用户的QoS要求。我们将该问题描述为两阶段的Stackelberg游戏,其中台式机用户和移动用户都致力于最大程度地提高其实用性。在我们的研究中,在游戏第一阶段,使用非合作游戏来模拟桌面用户之间的共享带宽和价格竞争。游戏的第二阶段模拟移动用户通过进化游戏选择桌面用户的行为。此外,根据通用Stackelberg博弈公式进行了案例研究,其中证明了唯一的纳什均衡的存在。基于我们的游戏建模,我们为台式机和移动用户设计协议,并通过数字示例对其进行评估。

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