Abstract

Having an incentive mechanism is crucial for the recruitment of mobile users to participate in a sensing task and to ensure that participants provide high-quality sensing data. In this paper, we investigate a staged incentive and punishment mechanism for mobile crowd sensing. We first divide the incentive process into two stages: the recruiting stage and the sensing stage. In the recruiting stage, we introduce the payment incentive coefficient and design a Stackelberg-based game method. The participants can be recruited via game interaction. In the sensing stage, we propose a sensing data utility algorithm in the interaction. After the sensing task, the winners can be filtered out using data utility, which is affected by time–space correlation. In particular, the participants’ reputation accumulation can be carried out based on data utility, and a punishment mechanism is presented to reduce the waste of payment costs caused by malicious participants. Finally, we conduct an extensive study of our solution based on realistic data. Extensive experiments show that compared to the existing positive auction incentive mechanism (PAIM) and reverse auction incentive mechanism (RAIM), our proposed staged incentive mechanism (SIM) can effectively extend the incentive behavior from the recruiting stage to the sensing stage. It not only achieves being a real-time incentive in both the recruiting and sensing stages but also improves the utility of sensing data.

Highlights

  • Nowadays, various human-carried mobile devices are ubiquitous and widely used iand have rich sensors are built-in and multiple radios provided [1]

  • Recruiting stage: The sensing platform assesses the sensing tasks by analyzing the mobile crowd using location-based social network (LBSN) data

  • Besides the proposed incentive mechanism, we introduce a reputation accumulation-based punishment mechanism to inhibit the negative impact from malicious participants

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Summary

Introduction

Various human-carried mobile devices (e.g., smartphones and wearable devices) are ubiquitous and widely used iand have rich sensors are built-in and multiple radios provided [1] This trend enables individuals with mobile devices to sense, collect, process, and distribute data around people at any time and place. The other is to consider individual data and try to motivate the participants through a utility calculation after the completion of sensing task. These solutions overlook the effect of a crowd’s spatial-temporal distribution and data utility on payment cost. The game interaction is utilized to recruit participants in order to enhance the participants’ motivation to join in a sensing task.

Incentive Mechanism
Punishment Mechanism
Sensing Task Model
Crowd Analysis
Staged Incentive Mechanism Framework
Recruiting Stage
Payment Incentive Coefficient Calculation
Strackelberg-Based Game Interaction
Sensing Stage
Time Correlation
Distance Correlation
Orientation Correlation
Data Utility
Reputation Accumulation-Based Punishment Mechanism
Simulation and Numerical Results
Total Amount of Data Collected
Data Quality Distribution
Data Delay Distribution
Data Distance Distribution
Data Orientation Distribution
Brief Summary
The Number of Winners and Reputation Accumulation
Findings
Conclusions

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