Title: Two-Dimensional Route Switching in Cognitive Radio Networks: A Game-Theoretical Framework
1Two-Dimensional Route Switching in Cognitive
Radio Networks A Game-Theoretical Framework
- Qingkai Liang, Xinbing Wang, Xiaohua Tian, Fan
Wu, Qian Zhang
2Outline
- Introduction
- Network Model
- Complete-Information Scenario
- Incomplete-Information Scenario
- Game Analysis
- Conclusion
2
3Background
- Spectrum Scarcity
- Growth of WLAN, Mobile Communications, etc.
- Cisco most mobile data are in unlicensed bands
(ISM bands) - Unlicensed bands are heavily-utilized
- Licensed bands are under-utilized
I. F. Akyildiz, W.Lee, M. Vuran, S. Mohanty,
"NeXt generation/dynamic spectrum
access/cognitive radio wireless networks A
survey", Computer Networks (Elsevier), 2127-2159,
2006.
4Cognitive Radio Networks (CRN)
- Cognitive Radio
- A promising solution to spectrum shortage
- Dynamic Spectrum Access
-
Secondary User (SU)
Primary User (PU)
5Cognitive Radio Networks (CRN)
- Spectrum Mobility
- High-priority PUs can reclaim their licensed
channels at any time. - SUs must cease their transmission on the licensed
channels. - Spectrum availability is dynamic (or mobile) to
secondary users. -
6Route Switching
- Spectrum Mobility Route Break
Route Switching -
Routing Costs
Re-select a new spatial route (switch to a new
spatial route) ?
Channel Switching Costs
Build a new bridge at the same location? (switch
to a new channel) ?
7Route Switching
In order to balance routing and switching costs,
joint switching in both Spatial and Frequency
domains is necessary!
Two-Dimensional Route Switching
8Route Switching
- Two-Dimensional Route Switching
-
9Overview of Results
Route Switching in CRN
Complete
10Outline
- Introduction
- Network Model
- Network Architecture
- Flow Interference Model
- Cost Model
- Complete-Information Scenario
- Incomplete-Information Scenario
- Game Analysis
- Conclusion
10
11Network Architecture
- Two-Tier Network
- Primary Network
- C licensed channels (orthogonal)
- Secondary Network
- Represented by graph G(V,E)
- Channel assignment history (matrix A)
- Currently unavailable channels set
-
12Flow Interference Model
- Flow Model
- M concurrent and constant data flows
- Routing Source and Destination
- Flow parameters rate and packet size
- Interference Model
- Transmission succeeds if the interference
neighborhood is silent. - Resemble CSMA/CA in IEEE 802.11
-
The interference neighborhood of link e
Contention for transmission opportunities!
13Cost Model
- Routing Cost
- Delay Cost
- Proportional to end-to-end delay
- Characterize congestion level
- Depend on other flows strategies
- Energy Cost
- Reflect the energy consumption for data
transmission - Arbitrary form related to Data Rate, AWGN, Path
Loss, etc. - Switching Cost
- Incurred during the channel switching process
- Reflect the extra wear and tear, switching delay,
etc. -
14Cost Model
Total CostsDelay CostsEnergy CostsSwitching
Costs
- Routing Cost
- Delay Cost
- Expected waiting time
- Reflect congestion level
- Depend on other flows strategies
- Total Delay Costs
- Energy Cost
- Represented by
- Arbitrary form related to Data Rate, AWGN, Path
Loss, etc. - Total Energy Costs
- Switching Cost
- One switching costs
- Total Energy Costs
15Outline
- Introduction
- Network Model
- Complete-Information Scenario
- Game Formulation
- Potential Game
- Nash Equilibrium
- Incomplete-Information Scenario
- Game Analysis
- Conclusion
15
16Game Formulation
- Why is this problem a game?
- Each flows costs depends on other flows
strategies - Each flow aims at minimizing its own costs
-
-
17Game Formulation
- Complete Information flows parameters are
publicly-known - Game Formulation
- Player flow initiator (flow)
- Strategy Space
- Strategy selection of new spatial routes and
channels - Cost Function
18Potential Game
Definition 1 A game is referred as the potential
game if and only if there exists a potential
function.
- Property 1 Each potential game has at least one
pure Nash Equilibrium (NE) - Remark Any minimum of the potential function is
an NE! -
- Property 2 Each potential game has the Finite
Improvement Property (FIP) - Remark Any minimum can be reached within finite
improvement steps! -
Challenge constructing a potential function is
difficult!
19Existence of the Nash Equilibrium
20Algorithm to find the NE
- Following Finite Improvement Property.
- Based on Dijsktra Algorithm
- Correctness and time complexity
-
21Algorithm to find the NE
- Convergence of Algorithm 1
Converge to a small but non-zero value
Convergence is fast (less than 20 iterations for
20 flows)!
22 - Problem with Algorithm 1
- Theoretically, it doesnt converge in polynomial
time - Solution
- Fast Algorithm to find Approximate NE ( -NE)
- Existence of -NE (Theorem 4)
- Algorithm for finding -NE (omitted)
- Correctness and Time-Complexity (Theorem 5)
-
23Approximate NE
24Approximate NE
25Tradeoff
- Tradeoffs between routing and switching costs
One type of costs can be reduced by raising the
other type of costs. Routing and switching costs
cannot be simultaneously minimized.
26Outline
- Introduction
- Network Model
- Complete-Information Scenario
- Incomplete-Information Scenario
- Game Analysis
- Conclusion
26
27Incomplete Information
- Complete-Information Games
- Parameters of flows are publicly known
- In practice, such information is very hard to
obtain! - Incomplete-information Games
- Parameters of flows are private knowledge
- Each flow only knows the type distribution
(stochastic model) - Bayesian Nash Equilibrium (BNE) is considered
-
Instead, obtaining statistics of flows is much
easier!
28Incomplete Information
- Main Results
- Existence of BNE
- A simple method for computing the BNE (Algorithm
2) - Correctness of Algorithm 2
-
29Incomplete Information
- Incomplete Information vs. Complete Information
-
The game yields less social costs under complete
information than under incomplete information but
their gap becomes smaller with the increasing
number of flows
30Outline
- Introduction
- Network Model
- Complete-Information Scenario
- Incomplete-Information Scenario
- Game Analysis
- Price of Anarchy
- Bayesian Price of Anarchy
- Conclusion
30
31Price of Anarchy (PoA)
- Complete-Information Scenario
- Measure the Social Costs yielded by the NE
-
32Bayesian Price of Anarchy (BPoA)
- Incomplete-information Scenario
- Measure the Expected Social Costs yielded by the
NE -
33Price of Anarchy
- Simulation Results for Price of Anarchy
-
In the simulation, PoA is not significant!
34Outline
- Introduction
- Network Model
- Complete-Information Scenario
- Incomplete-Information Scenario
- Game Analysis
- Conclusion
34
35Conclusion
36Thank you!