TY - JOUR
T1 - A Game-theoretic Framework for Network Coding Based Device-to-Device Communications
AU - Douik, Ahmed S.
AU - Sorour, Sameh
AU - Tembine, Hamidou
AU - Al-Naffouri, Tareq Y.
AU - Alouini, Mohamed-Slim
N1 - KAUST Repository Item: Exported on 2020-10-01
PY - 2016/6/29
Y1 - 2016/6/29
N2 - This paper investigates the delay minimization problem for instantly decodable network coding (IDNC) based deviceto- device (D2D) communications. In D2D enabled systems, users cooperate to recover all their missing packets. The paper proposes a game theoretic framework as a tool for improving the distributed solution by overcoming the need for a central controller or additional signaling in the system. The session is modeled by self-interested players in a non-cooperative potential game. The utility functions are designed so as increasing individual payoff results in a collective behavior achieving both a desirable system performance in a shared network environment and the Nash equilibrium. Three games are developed whose first reduces the completion time, the second the maximum decoding delay and the third the sum decoding delay. The paper, further, improves the formulations by including a punishment policy upon collision occurrence so as to achieve the Nash bargaining solution. Learning algorithms are proposed for systems with complete and incomplete information, and for the imperfect feedback scenario. Numerical results suggest that the proposed game-theoretical formulation provides appreciable performance gain against the conventional point-to-multipoint (PMP), especially for reliable user-to-user channels.
AB - This paper investigates the delay minimization problem for instantly decodable network coding (IDNC) based deviceto- device (D2D) communications. In D2D enabled systems, users cooperate to recover all their missing packets. The paper proposes a game theoretic framework as a tool for improving the distributed solution by overcoming the need for a central controller or additional signaling in the system. The session is modeled by self-interested players in a non-cooperative potential game. The utility functions are designed so as increasing individual payoff results in a collective behavior achieving both a desirable system performance in a shared network environment and the Nash equilibrium. Three games are developed whose first reduces the completion time, the second the maximum decoding delay and the third the sum decoding delay. The paper, further, improves the formulations by including a punishment policy upon collision occurrence so as to achieve the Nash bargaining solution. Learning algorithms are proposed for systems with complete and incomplete information, and for the imperfect feedback scenario. Numerical results suggest that the proposed game-theoretical formulation provides appreciable performance gain against the conventional point-to-multipoint (PMP), especially for reliable user-to-user channels.
UR - http://hdl.handle.net/10754/617077
UR - http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=7501895
UR - http://www.scopus.com/inward/record.url?scp=85015754518&partnerID=8YFLogxK
U2 - 10.1109/TMC.2016.2586068
DO - 10.1109/TMC.2016.2586068
M3 - Article
SN - 1536-1233
VL - 16
SP - 901
EP - 917
JO - IEEE Transactions on Mobile Computing
JF - IEEE Transactions on Mobile Computing
IS - 4
ER -