<italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Mobile edge caching</i> allows edge devices to cache popular contents and deliver them to end-users directly, and hence can effectively alleviate the increasingly heavy backbone loads and improve the quality-of-service of end-users. <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Peer content sharing</i> enables edge devices to share the cached contents with each other, and can further increase the caching capability and efficiency. While lots of research efforts have been made to edge caching or content sharing, it remains largely open to devise a joint caching and sharing framework and study the complicated technical and economic interplay between both technologies. In this paper, we propose a joint framework for mobile edge caching and peer content sharing, and focus on studying the strategic behaviors and interactions of edge devices in the joint framework. Specifically, we model their interactions as a non-cooperative game, where each edge device ( <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">player</i> ) can choose to be an <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">agent</i> (who caches and shares contents with others) or a <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">requester</i> (who doesn't cache but requests contents from other devices) of each content. We characterize the game equilibrium under a generic usage-based pricing scheme (for content sharing) and analyze its existence and uniqueness systematically. We further design a best response based iterative learning algorithm for players to update their behaviors and reach the equilibrium in a self-enforcing manner. Moreover, we analyze the Price of Anarchy (PoA) of the game equilibrium to measure the system performance degradation due to the selfish strategic behaviors of game players, based on which we further design a pricing scheme (for content sharing) to reduce such performance degradation. Simulations show that our framework can reduce the total system cost by up to 60%, comparing with the benchmark pure caching system without peer content sharing.
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