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GTDM: A DTN Routing on Noncooperative Game Theory in a City Environment

机译:GTDM:城市环境中基于非合作博弈的DTN路由

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摘要

The performance of delay tolerant networks (DTNs) can be influenced by movement model in different application environments. The existing routing algorithms of DTNs do not meet the current city environments due to the large differences in node densities, social characteristics, and limited energy. The key indicators of DTNs such as success delivery ratio, average delivery latency, network lifetime, and network overhead ratio can influence the performances of civil DTNs applications. Aiming to improve the key indicators of DTNs in city environments, this paper presents a fixed sink station based structure and a more proper routing algorithm named Game Theory Based Decision Making (GTDM). GTDM shows decision-making process for neighborhood selection and packet delivering strategy which is based on the noncooperative game theory method and city environment characteristics. GTDM performance is evaluated using numerical simulations under Working Day Movement (WDM) model and the results suggested that GTDM outperforms other traditional DTNs routing approaches, such as Epidemic and Prophet algorithms.
机译:延迟容忍网络(DTN)的性能可能会受到不同应用环境中运动模型的影响。由于节点密度,社会特征和有限的能源方面的巨大差异,DTN的现有路由算法无法满足当前的城市环境。 DTN的关键指标,如成功交付率,平均交付等待时间,网络寿命和网络开销率,可能会影响民用DTN应用程序的性能。为了改善城市环境中DTN的关键指标,本文提出了一种基于固定接收站的结构和一种更合适的路由算法,称为基于博弈论的决策方法(GTDM)。 GTDM展示了基于非合作博弈论方法和城市环境特征的邻域选择和分组传递策略的决策过程。在工作日运动(WDM)模型下使用数值模拟评估了GTDM的性能,结果表明GTDM优于其他传统DTN路由方法,例如Epidemic和Prophet算法。

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