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A game theoretic approach to power aware wireless data access

机译:一种基于功率理论的无线数据访问的博弈论方法

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We consider a basic scenario in wireless data access: a number of mobile clients are interested in a set of data items kept at a common server. Each client independently sends requests to inform the server of its desired data items and the server replies with a broadcast channel. We are interested in studying the energy consumption characteristics in such a scenario. First, we define a utility function for quantifying performance. Based on the utility function, we formulate the wireless data access scenario as a noncooperative game - wireless data access (WDA) game. Although our proposed probabilistic data access scheme does not rely on client caching, game theoretical analysis shows that clients do not always need to send requests to the server. Simulation results also indicate 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, with a cost of slightly larger average query delay. We also compare the performance of our proposed scheme with two popular schemes that employ client caching. Our results show that caching-only benefits clients with high query rates at the expense of both shorter lifetime and smaller utility in other clients.
机译:我们考虑了无线数据访问中的一种基本情况:许多移动客户端对保存在公共服务器上的一组数据项感兴趣。每个客户端独立发送请求,以将其所需的数据项通知服务器,然后服务器通过广播频道进行回复。我们有兴趣研究这种情况下的能耗特征。首先,我们定义一个效用函数来量化性能。基于效用函数,我们将无线数据访问方案表述为非合作游戏-无线数据访问(WDA)游戏。尽管我们提出的概率数据访问方案不依赖于客户端缓存,但博弈论分析表明,客户端并不总是需要向服务器发送请求。仿真结果还表明,与简单的始终请求方案相比,我们提出的方案增加了每个客户端的效用和生存期,同时减少了发送的请求数量,但平均查询延迟却有所增加。我们还将比较我们提出的方案与使用客户端缓存的两种流行方案的性能。我们的结果表明,仅高速缓存对具有高查询率的客户端有利,但同时会缩短生存期并降低其他客户端的实用程序。

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