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Equilibria in Topology Control Games for Ad Hoc Networks

机译:Ad Hoc网络拓扑控制游戏中的平衡

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We study topology control problems in ad hoc networks where network nodes get to choose their power levels in order to ensure desired connectivity properties. Unlike most other work on this topic, we assume that the network nodes are owned by different entities, whose only goal is to maximize their own utility that they get out of the network without considering the overall performance of the network. Game theory is the appropriate tool to study such selfish nodes: we define several topology control games in which the nodes need to choose power levels in order to connect to other nodes in the network to reach their communication partners while at the same time minimizing their costs. We study Nash equilibria and show that-among the games we define-these can only be guaranteed to exist if each network node is required to be connected to all other nodes (we call this the Strong Connectivity Game). For a variation called Connectivity Game, where each node is only required to be connected (possibly via intermediate nodes) to a given set of nodes, we show that Nash equilibria do not necessarily exist. We further study how to find Nash equilibria with incentive-compatible algorithms and compare the cost of Nash equilibria to the cost of a social optimum, which is a radius assignment that minimizes the total cost in a network where nodes cooperate. We also study variations of the games; one where nodes not only have to be connected, but k-connected, and one that we call the Reachability Game, where nodes have to reach as many other nodes as possible, while keeping costs low. We extend our study of the Strong Connectivity Game and the Connectivity Game to wireless networks with directional antennas and wireline networks, where nodes need to choose neighbors to which they will pay a link. Our work is a first step towards game-theoretic analyses of topology control in wireless and wireline networks.
机译:我们研究自组织网络中的拓扑控制问题,在这些网络中,网络节点可以选择其功率级别以确保所需的连接性。与关于该主题的大多数其他工作不同,我们假定网络节点由不同实体拥有,它们的唯一目标是最大化其自身从网络中获得的效用,而无需考虑网络的整体性能。博弈论是研究此类自私节点的合适工具:我们定义了几种拓扑控制博弈,其中,节点需要选择功率水平,以便连接到网络中的其他节点以到达其通信伙伴,同时将其成本降到最低。我们研究了纳什均衡,并证明,在我们定义的游戏中,只有在每个网络节点都需要连接到所有其他节点的情况下,才能保证这些游戏存在(我们称之为强连通性游戏)。对于一个称为连通性游戏的变体,其中每个节点仅需要连接(可能通过中间节点)到给定的节点集,我们证明了纳什均衡不一定存在。我们进一步研究了如何使用激励兼容算法找到Nash均衡并将Nash均衡的成本与社会最优成本进行比较,后者是一种半径分配,可以最大程度地减少节点协作网络中的总成本。我们还研究了游戏的变体。一种是节点不仅必须连接,而且必须是k连接的节点,另一种我们称为可达性游戏,其中节点必须尽可能多地到达其他节点,同时保持较低的成本。我们将对“强连通性博弈”和“连通性博弈”的研究扩展到具有定向天线的无线网络和有线网络,在这些网络中,节点需要选择要与其连接的邻居。我们的工作是迈向无线和有线网络中拓扑控制的博弈论分析的第一步。

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