Abstract
In crowded venues, such as sports stadia, maintaining an acceptable network quality of experience (QoE) is hard to achieve. Installing small cells, distributed antenna systems or high-density WiFi in every stadium is too expensive for mobile network operators. Hence, we propose a novel distributed low-cost solution based on user coordination to improve the average QoE when the network capacity cannot be enhanced. Specifically, fans take turns in disabling their cellular connectivity, such that the connected users utilize the relaxed network to obtain then share common match data with the disconnected users via Peer-to-Peer (P2P) connectivity. To eliminate a free-riding behavior, a limited punishment strategy in a large repeated game is proposed and shown to yield an approximate subgame-perfect Nash equilibrium. In addition, we model human irrationality as game noise incorporated into the proposed equilibria. A proposed application-oriented QoE model is first obtained via SimuLTE, an extension of OMNET++, then used in MATLAB simulations to verify the proposed solution. The results show tangible gains realized by the proposed solution under realistic scenarios and parameters.
Highlights
Despite the recent advancements in wireless technology, there are still many inevitable scenarios where the traffic demand exceeds the network capacity degrading the quality of experience (QoE)
To sustain cooperative behavior that enforces efficient (QoE maximizing) strategies, and since the fans interact over a finite period, we propose a finitely repeated game denoted by GR wherein each period t ∈ {1, . . . , NT }, the stage game GtR, described in Section III-A, is played and the utility to player n, in the repeated game, is the average utility received over all the periods a public given signal lbt yindUicnGaRting=theNQ1T oE
In this paper, a novel strategy to leverage QoE gains in capacity-limited wireless networks was analyzed using the theory of large games
Summary
Despite the recent advancements in wireless technology, there are still many inevitable scenarios where the traffic demand exceeds the network capacity degrading the QoE These situations either occur because of extreme number and density of users, as in sports stadia, or due to a sudden compromise of the network infrastructure as a result of electrical faults, natural disasters or wars [1]. Reference [24] proposes a non-cooperative game to model the user contribution in heterogeneous P2P networks. Proposed an application-oriented QoE-QoS model for the overall Internet service quality based on the achievable throughput and latency. The proposed large game theoretic model is a robust tool for future dense wireless networks, such as the Internet of Things (IoT) in which the number of interacting users becomes very large. The proposed QoE-QoS model, the CE coordination scheme, and the game theoretic analysis have never been discussed in the literature.
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