No Arabic abstract
Interactions among selfish users sharing a common transmission channel can be modeled as a non-cooperative game using the game theory framework. When selfish users choose their transmission probabilities independently without any coordination mechanism, Nash equilibria usually result in a network collapse. We propose a methodology that transforms the non-cooperative game into a Stackelberg game. Stackelberg equilibria of the Stackelberg game can overcome the deficiency of the Nash equilibria of the original game. A particular type of Stackelberg intervention is constructed to show that any positive payoff profile feasible with independent transmission probabilities can be achieved as a Stackelberg equilibrium payoff profile. We discuss criteria to select an operating point of the network and informational requirements for the Stackelberg game. We relax the requirements and examine the effects of relaxation on performance.
In multiuser MIMO (MU-MIMO) LANs, the achievable throughput of a client depends on who are transmitting concurrently with it. Existing MU-MIMO MAC protocols however enable clients to use the traditional 802.11 contention to contend for concurrent transmission opportunities on the uplink. Such a contention-based protocol not only wastes lots of channel time on multiple rounds of contention, but also fails to maximally deliver the gain of MU-MIMO because users randomly join concurrent transmissions without considering their channel characteristics. To address such inefficiency, this paper introduces MIMOMate, a leader-contention-based MU-MIMO MAC protocol that matches clients as concurrent transmitters according to their channel characteristics to maximally deliver the MU-MIMO gain, while ensuring all users to fairly share concurrent transmission opportunities. Furthermore, MIMOMate elects the leader of the matched users to contend for transmission opportunities using traditional 802.11 CSMA/CA. It hence requires only a single contention overhead for concurrent streams, and can be compatible with legacy 802.11 devices. A prototype implementation in USRP-N200 shows that MIMOMate achieves an average throughput gain of 1.42x and 1.52x over the traditional contention-based protocol for 2-antenna and 3-antenna AP scenarios, respectively, and also provides fairness for clients.
Mobile crowdsensing has shown a great potential to address large-scale data sensing problems by allocating sensing tasks to pervasive mobile users. The mobile users will participate in a crowdsensing platform if they can receive satisfactory reward. In this paper, to effectively and efficiently recruit sufficient number of mobile users, i.e., participants, we investigate an optimal incentive mechanism of a crowdsensing service provider. We apply a two-stage Stackelberg game to analyze the participation level of the mobile users and the optimal incentive mechanism of the crowdsensing service provider using backward induction. In order to motivate the participants, the incentive is designed by taking into account the social network effects from the underlying mobile social domain. For example, in a crowdsensing-based road traffic information sharing application, a user can get a better and accurate traffic report if more users join and share their road information. We derive the analytical expressions for the discriminatory incentive as well as the uniform incentive mechanisms. To fit into practical scenarios, we further formulate a Bayesian Stackelberg game with incomplete information to analyze the interaction between the crowdsensing service provider and mobile users, where the social structure information (the social network effects) is uncertain. The existence and uniqueness of the Bayesian Stackelberg equilibrium are validated by identifying the best response strategies of the mobile users. Numerical results corroborate the fact that the network effects tremendously stimulate higher mobile participation level and greater revenue of the crowdsensing service provider. In addition, the social structure information helps the crowdsensing service provider to achieve greater revenue gain.
The paper studies the routing in the network shared by several users. Each user seeks to optimize either its own performance or some combination between its own performance and that of other users, by controlling the routing of its given flow demand. We parameterize the degree of cooperation which allows to cover the fully non-cooperative behavior, the fully cooperative behavior, and even more, the fully altruistic behavior, all these as special cases of the parameters choice. A large part of the work consists in exploring the impact of the degree of cooperation on the equilibrium. Our first finding is to identify multiple Nash equilibria with cooperative behavior that do not occur in the non-cooperative case under the same conditions (cost, demand and topology). We then identify Braess like paradox (in which adding capacity or adding a link to a network results in worse performance to all users) and study the impact of the degree of cooperation on it. We identify another type of paradox in cooperation scenario. We identify that when we increase the degree of cooperation of a user while other users keep unchanged their degree of cooperation, leads to an improvement in performance of that user. We then pursue the exploration and carry it on to the setting of Mixed equilibrium (i.e. some users are non atomic-they have infinitesimally small demand, and other have finite fixed demand). We finally obtain some theoretical results that show that for low degree of cooperation the equilibrium is unique, confirming the results of our numerical study.
A growing body of work in game theory extends the traditional Stackelberg game to settings with one leader and multiple followers who play a Nash equilibrium. Standard approaches for computing equilibria in these games reformulate the followers best response as constraints in the leaders optimization problem. These reformulation approaches can sometimes be effective, but often get trapped in low-quality solutions when followers objectives are non-linear or non-quadratic. Moreover, these approaches assume a unique equilibrium or a specific equilibrium concept, e.g., optimistic or pessimistic, which is a limiting assumption in many situations. To overcome these limitations, we propose a stochastic gradient descent--based approach, where the leaders strategy is updated by differentiating through the followers best responses. We frame the leaders optimization as a learning problem against followers equilibrium, which allows us to decouple the followers equilibrium constraints from the leaders problem. This approach also addresses cases with multiple equilibria and arbitrary equilibrium selection procedures by back-propagating through a sampled Nash equilibrium. To this end, this paper introduces a novel concept called equilibrium flow to formally characterize the set of equilibrium selection processes where the gradient with respect to a sampled equilibrium is an unbiased estimate of the true gradient. We evaluate our approach experimentally against existing baselines in three Stackelberg problems with multiple followers and find that in each case, our approach is able to achieve higher utility for the leader.
Public goods games in undirected networks are generally known to have pure Nash equilibria, which are easy to find. In contrast, we prove that, in directed networks, a broad range of public goods games have intractable equilibrium problems: The existence of pure Nash equilibria is NP-hard to decide, and mixed Nash equilibria are PPAD-hard to find. We define general utility public goods games, and prove a complexity dichotomy result for finding pure equilibria, and a PPAD-completeness proof for mixed Nash equilibria. Even in the divisible goods variant of the problem, where existence is easy to prove, finding the equilibrium is PPAD-complete. Finally, when the treewidth of the directed network is appropriately bounded, we prove that polynomial-time algorithms are possible.