摘要翻译:
本文提出了联合路由、网络编码和调度问题的矩阵博弈模型。首先,采用一种基于压缩拓扑矩阵的方法对路由和网络编码进行建模,该方法考虑了网络固有的组播增益。采用网络图软着色的方法对调度进行优化。软图着色是通过在无线网络图的不同组成部分之间切换来设计的,我们称之为图分形,并具有适当的使用率。以图分形表示的网络构件是网络图划分中的一种新范式,它可以利用矩阵博弈框架对网络优化问题进行建模。该博弈是一个非线性三次博弈,博弈者的策略集为链路、路径和网络组件。该博弈模型的输出是均衡状态下第二个和第三个博弈方的混合策略向量。第二个玩家的策略向量表示最优的多径路由和网络编码方案,第三个玩家的混合策略向量表示不同网络组件之间的最优切换速率或最优软调度方法的成员概率。最优吞吐量是所提出的非线性三次博弈在均衡状态下的值。通过扩展虚拟玩法求解所提出的非线性三次对策。数值和仿真结果表明,与传统的硬图着色算法相比,本文提出的算法具有更好的性能。
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英文标题:
《Joint Optimization of Scheduling and Routing in Multicast Wireless
Ad-Hoc Network Using Soft Graph Coloring and Non-linear Cubic Games》
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作者:
Ebrahim Karami and Savo Glisic
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最新提交年份:
2018
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分类信息:
一级分类:Electrical Engineering and Systems Science 电气工程与系统科学
二级分类:Signal Processing 信号处理
分类描述:Theory, algorithms, performance analysis and applications of signal and data analysis, including physical modeling, processing, detection and parameter estimation, learning, mining, retrieval, and information extraction. The term "signal" includes speech, audio, sonar, radar, geophysical, physiological, (bio-) medical, image, video, and multimodal natural and man-made signals, including communication signals and data. Topics of interest include: statistical signal processing, spectral estimation and system identification; filter design, adaptive filtering / stochastic learning; (compressive) sampling, sensing, and transform-domain methods including fast algorithms; signal processing for machine learning and machine learning for signal processing applications; in-network and graph signal processing; convex and nonconvex optimization methods for signal processing applications; radar, sonar, and sensor array beamforming and direction finding; communications signal processing; low power, multi-core and system-on-chip signal processing; sensing, communication, analysis and optimization for cyber-physical systems such as power grids and the Internet of Things.
信号和数据分析的理论、算法、性能分析和应用,包括物理建模、处理、检测和参数估计、学习、挖掘、检索和信息提取。“信号”一词包括语音、音频、声纳、雷达、地球物理、生理、(生物)医学、图像、视频和多模态自然和人为信号,包括通信信号和数据。感兴趣的主题包括:统计信号处理、谱估计和系统辨识;滤波器设计;自适应滤波/随机学习;(压缩)采样、传感和变换域方法,包括快速算法;用于机器学习的信号处理和用于信号处理应用的
机器学习;网络与图形信号处理;信号处理中的凸和非凸优化方法;雷达、声纳和传感器阵列波束形成和测向;通信信号处理;低功耗、多核、片上系统信号处理;信息物理系统的传感、通信、分析和优化,如电网和物联网。
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一级分类:Computer Science 计算机科学
二级分类:Networking and Internet Architecture 网络和因特网体系结构
分类描述:Covers all aspects of computer communication networks, including network architecture and design, network protocols, and internetwork standards (like TCP/IP). Also includes topics, such as web caching, that are directly relevant to Internet architecture and performance. Roughly includes all of ACM Subject Class C.2 except C.2.4, which is more likely to have Distributed, Parallel, and Cluster Computing as the primary subject area.
涵盖计算机通信网络的所有方面,包括网络体系结构和设计、网络协议和网络间标准(如TCP/IP)。还包括与Internet体系结构和性能直接相关的主题,如web缓存。大致包括除C.2.4以外的所有ACM主题类C.2,后者更有可能将分布式、并行和集群计算作为主要主题领域。
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英文摘要:
In this paper we present matrix game-theoretic models for joint routing, network coding, and scheduling problem. First routing and network coding are modeled by using a new approach based on compressed topology matrix that takes into account the inherent multicast gain of the network. The scheduling is optimized by a new approach called network graph soft coloring. Soft graph coloring is designed by switching between different components of a wireless network graph, which we refer to as graph fractals, with appropriate usage rates. The network components, represented by graph fractals, are a new paradigm in network graph partitioning that enables modeling of the network optimization problem by using the matrix game framework. In the proposed game which is a nonlinear cubic game, the strategy sets of the players are links, path, and network components. The outputs of this game model are mixed strategy vectors of the second and the third players at equilibrium. Strategy vector of the second player specifies optimum multi-path routing and network coding solution while mixed strategy vector of the third players indicates optimum switching rate among different network components or membership probabilities for optimal soft scheduling approach. Optimum throughput is the value of the proposed nonlinear cubic game at equilibrium. The proposed nonlinear cubic game is solved by extending fictitious playing method. Numerical and simulation results prove the superior performance of the proposed techniques compared to the conventional schemes using hard graph coloring.
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PDF链接:
https://arxiv.org/pdf/1803.03736