摘要翻译:
本文提出了一种矩阵博弈理论在无线ad-hoc网络链路调度优化中的新应用。通过对网络图的软着色来实现最优调度。传统的着色方案是基于为每个区域分配一种颜色,或者等效地,每个链路只是一个部分拓扑的成员。这些基于着色的算法在链接不以相同的速率激活时不是最优的。本文介绍的软着色解决了这一问题,并为任意请求的链路使用率提供了最优解。为了定义最优调度的博弈模型,首先识别图中所有可能的组成部分。组件被定义为可以同时激活无线链路的集合而不会遭受相互干扰。然后,通过在适当频率(使用率)的组件之间切换,实现最优调度。我们称这种调度为软着色,因为在不同的时间段中,任何链路都可以是多个部分拓扑的成员。为了简化这一问题,我们通过矩阵博弈建立了链路速率和组件选择频率之间的关系,为简化和解决这一问题提供了一个简单而有用的工具。该博弈模型采用虚拟博弈的方法求解。仿真结果表明,与传统的基于着色的调度相比,该算法具有更高的效率
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英文标题:
《Optimization of Scheduling in Wireless Ad-Hoc Networks Using Matrix
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: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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一级分类:Computer Science 计算机科学
二级分类:Computer Science and Game Theory 计算机科学与博弈论
分类描述:Covers all theoretical and applied aspects at the intersection of computer science and game theory, including work in mechanism design, learning in games (which may overlap with Learning), foundations of agent modeling in games (which may overlap with Multiagent systems), coordination, specification and formal methods for non-cooperative computational environments. The area also deals with applications of game theory to areas such as electronic commerce.
涵盖计算机科学和博弈论交叉的所有理论和应用方面,包括机制设计的工作,游戏中的学习(可能与学习重叠),游戏中的agent建模的基础(可能与多agent系统重叠),非合作计算环境的协调、规范和形式化方法。该领域还涉及博弈论在电子商务等领域的应用。
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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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英文摘要:
In this paper, we present a novel application of matrix game theory for optimization of link scheduling in wireless ad-hoc networks. Optimum scheduling is achieved by soft coloring of network graphs. Conventional coloring schemes are based on assignment of one color to each region or equivalently each link is member of just one partial topology. These algorithms based on coloring are not optimal when links are not activated with the same rate. Soft coloring, introduced in this paper, solves this problem and provide optimal solution for any requested link usage rate. To define the game model for optimum scheduling, first all possible components of the graph are identified. Components are defined as sets of the wireless links can be activated simultaneously without suffering from mutual interference. Then by switching between components with appropriate frequencies (usage rate) optimum scheduling is achieved. We call this kind of scheduling as soft coloring because any links can be member of more than one partial topology, in different time segments. To simplify this problem, we model relationship between link rates and components selection frequencies by a matrix game which provides a simple and helpful tool to simplify and solve the problem. This proposed game theoretic model is solved by fictitious playing method. Simulation results prove the efficiency of the proposed technique compared to conventional scheduling based on coloring
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PDF链接:
https://arxiv.org/pdf/1803.0529