game theory & cognitive radio part a hamid mala. 2/28 presentation objectives 1. basic concepts...
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2/28
Presentation Objectives
1. Basic concepts of game theory
2. Modeling interactive Cognitive Radios as a game
3. Describe how/when game theory applies to cognitive radio.
4. Highlight some valuable game models.
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Interactive Cognitive Radios
Adaptations of one radio can impact adaptations of others
Interactive Decisions
Difficult to Predict Performance
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Interactive Cognitive Radios
Scenario: Distributed SINR maximizing power control in a single cluster.
Final state : All nodes transmit at maximum power.
(1) the resulting SINRs are unfairly distributed (the closest node will have a far superior SINR to the furthest node)
(2) battery life would be greatly shortened.
Power
SINR
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traditional analysis techniques
Dynamical systems theory optimization theory contraction mappings Markov chain theory
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Research in a nutshell
Applying game theory and game models (potential and supermodular) to the analysis of cognitive radio interactions
– Provides a natural method for modeling cognitive radio interactions
– Significantly speeds up and simplifies the analysis process
– Permits analysis without well defined decision processes
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Exaple
(2,-2) (-8,8)
(-1,1) (7,-7)
Matrix representation
Girl’s strategiesBoy’s strategies
Pay-off function
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Games
A game is a model (mathematical representation) of an interactive decision situation.
Its purpose is to create a formal framework that captures the relevant information in such a way that is suitable for analysis.
Different situations indicate the use of different game models.
1. A set of 2 or more players, N2. A set of actions for each player, Ai
3. A set of utility functions, {ui}, that describe the players’ preferences over the outcome space
Normal Form Game ModelNormal Form Game Model
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An action vector from which no player can profitably unilaterally deviate.
, ,i i i i i iu a a u b a An action tuple a is a NE if for every i N
for all bi Ai.
Definition
Nash Equilibrium
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Friend
Foe
Friend Foe
500,500 0,1000
0,01000,0
(Friend, Friend)?? No
(Friend, Foe)?? Yes
(Foe, Friend)?? Yes
(Foe, Foe)?? Yes
Friend or Foe Example
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Modeling a Network as a Game
Network GameNodes
Power Levels
Algorithms
Players
Actions
Utility Functions
Structure of game is taken from the algorithm and the environment
[Laboratoire de Radiocommunications et de Traitement du Signal]
void update_power(void){/*Adjusting power level*/int k;
}
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Modeling Review
The interactions in a cognitive radio network can be represented by the tuple:
<N, A, {ui}, {di},T>
Timings:– Synchronous– Round-robin– Random– Asynchronous
Dynamical System
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1. Steady state characterization
2. Steady state optimality3. Convergence4. Stability5. Scalability
a1
a2
NE1
NE2
NE3
a1
a2
NE1
NE2
NE3
a1
a2
NE1
NE2
NE3
a1
a2
NE1
NE2
NE3
a3Steady State Characterization Is it possible to predict behavior in the system? How many different outcomes are possible?
Optimality Are these outcomes desirable? Do these outcomes maximize the system target parameters?
Convergence How do initial conditions impact the system steady state? What processes will lead to steady state conditions? How long does it take to reach the steady state?
Stability How does system variations impact the system? Do the steady states change? Is convergence affected?
Scalability As the number of devices increases, How is the system impacted? Do previously optimal steady states remain optimal?
Key Issues in Analysis
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How Game Theory Addresses These Issues
Steady-state characterization– Nash Equilibrium existence– Identification requires side information
Steady-state optimality– In some special games
Convergence– in some cases
Stability, scalability– No general techniques– Requires side information
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Nash Equilibrium Identification
Time to find all NE can be significant Let tu be the time to evaluate a utility function. Search Time:
Example: – 4 player game, each player has 5 actions.– NE characterization requires 4x625 = 2,500 tu
Desirable to introduce side information.
N
u iT t N A
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Example(1) : The Cognitive Radios’ Dilemma
Example : The Cognitive Radios’ Dilemma
Frequency domain representation of waveforms
The Cognitive Radios’Dilemma in Matrix
NE=?
Two cognitive radios Each radio can implement two different waveforms
low-power narrowband higher power wideband
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Repeated Games and Convergence
Repeated Game Model– Consists of a sequence
of stage games which are repeated a finite or infinite number of times.
– Most common stage game: normal form game.
Finite Improvement Path (FIP)– From any initial starting
action vector, every sequence of round robin better responses converges.
Weak FIP– From any initial starting
action vector, there exists a sequence of round robin better responses that converge.
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Better Response Dynamic
During each stage game, player(s) choose an action that increases their payoff, presuming other players’ actions are fixed.
Converges if stage game has FIP.
a
b
A B
1,-1
-1,1
0,2
2,2
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Best Response Dynamic
During each stage game, player(s) choose the action that maximizes their payoff, presuming other players’ actions are fixed.
converge if stage game has weak FIP.
a
b
A B
1,-1 -1,1
1,-1-1,1
C
0,2
1,2
c 2,12,0 2,2
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Supermodular Games
Key Properties– Best Response (Myopic) Dynamic Converges– Nash Equilibrium Generally Exists
Why We Care– Low level of network complexity
How to Identify2
0, , ,i
i j
ui j N a A
a a
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Supermodulaar Games
NE Existence: have at least one NE.
NE Identification: all NE for a game form a lattice. While this does not particularly aid in the process of initially identifying NE, from every pair of identified
Convergence: have weak FIP, so a sequence of best responses will converge to a NE.
Stability: if the radios make a limited number of errors or if the radios are instead playing a best response to a weighted average of observations from the recent past, play will converge.
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Example : outer loop power control
Parameters– Single Cluster– Pi = Pj = [0, Pmax] i,j N
– Utility target SINR
Supermodular – best response convergence
i\ \
, 1 absii i j i i j j v
j N i j N i
u p p h p h p N
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Summary
When we use game theory to model and analyse interactive CRs, it should address :
– steady state existense and identification– convergence– stability– desirability of steady states
Supermodular games : to some extent
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Overview
Potential Game Model Type of Potential Game Example of Exact Potential Game FIP and Potential Games How Potential Games handle the
shortcomings Physical Layer Model Parameters and
Potential Game
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Potential Game Model
Identification
NE Properties (assuming compact spaces)
– NE Existence: All potential games have a NE
– NE Characterization: Maximizers of V are NE
Convergence– Better response algorithms
converge.
Stability– Maximizers of V are stable
Design note: – If V is designed so that its
maximizers are coincident with your design objective function, then NE are also optimal.
, , , ,i i i i i i i i i iu b a u a a V b a V a a , , , ,i i i i i i i i i iu b a u a a V b a V a a
Existence of a potential function V such that
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Potential Games
Existence of a function (called the potential function, V), that reflects the change in utility seen by a unilaterally deviating player.
E1
E2
E3
E4
GPGGOPG (Gilles)OPG GPG (finite A)
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Ordinal Potential Game Identification
Lack of weak improvement cycles [Voorneveld_97]
FIP and no action tuples such that
Better response equivalence to an exact potential game [Neel_04]
, , ,i i i i i i i iu a a u b a b a
Not an OPG
An OPG
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Ordinal Potential Game Identification
Lack of weak improvement cycles [Voorneveld_97]
FIP and no action tuples such that
Better response equivalence to an exact potential game [Neel_04]
, , ,i i i i i i i iu a a u b a b a
Not an OPG
An OPG
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Other Exact Potential Game Identification Techniques
Linear Combination of Exact Potential Game Forms [Fachini_97]– If <N,A,{ui}> and <N,A,{vi}> are EPG, then <N,A,
{ui + vi}> is an EPG
Evaluation of second order derivative [Monderer_96]
22
, ,ji
i j i j
uui j N a A
a a a a
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Exact Potential Game Forms
Many exact potential games can be recognized by the form of the utility function
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Example Identification
Single cluster target SINR
Better Response Equivalent
\
ˆ
1/
i ii
k kk N i
g pu
K g p
p
2
'
\
ˆ /i k k i ik N i
u K g p g p
p
' 2 2
\
2
\
ˆ2 /
ˆ2 /
ˆ /
i i i i i
i k i kk N i
k kk N i
u g p K g p
K g g p p
K g p
p
2 2
ˆ2 /
ˆ2 /
n
i k i ki N i k
i i i ii N
V K g g p p
g p K g p
p
Dummy game
BSI game
Self-motivated game
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FIP and Potential Games
GOPG implies FIP ([Monderer_96]) FIP implies GOPG for finite games
([Milchtaich_96]) Thus we have a non-exhaustive search
method for identifying when a CRN game model has FIP.
Thus we can apply FIP convergence (and noise) results to finite potential games.
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Optimality
If ui are designed so that maximizers of V are coincident with your design objective function, then NE are also optimal.
(*) Can also introduce cost function to utilities to move NE.
In theory, can make any action tuple the NE
– May introduce additional NE– For complicated NC, might as well
completely redesign ui
* *
0i i
V a NC a
a a
*i iu a u a NC a
V
a
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Convergence in Infinite Potential Games
-improvement path– Given >0, an -improvement path is a path such that for all
k1, ui(ak)>ui(ak-1)+ where i is the unique deviator at step k.
Approximate Finite Improvement Property (AFIP)– A normal form game, , is said to have the approximate finite
improvement property if for every >0 there exists an such that the length of all -improvement paths in are less than or equal to L.
[Monderer_96] shows that exact potential games have AFIP, we showed that AFIP implies a generalized -potential game.
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How potential games handle the shortcomings
Steady-states– Finite game NE can be found from maximizers of V.
Optimality– Can adjust exact potential games with additive cost function
(that is also an exact potential game)– Sometimes little better than redesigning utility functions
Game convergence – Potential game assures us of FIP (and weak FIP)– DV satisfy Zangwill’s (if closed)
Noise/Stability– Isolated maximizers of V have a Lyapunov function for
decision rules in DV
Remaining issue:– Can we design a CRN such that it is a potential game for
the convergence, stability, and steady-state identification properties
– AND ensure steady-states are desirable?
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Assume that there is a radio network wherein each radio can alter their power.Assume each radio reacts to some separable function of SINR, e.g. log ratio
Each radio would also like to minimize power consumption
SINR Power Control Games
,1 , ,2 ,\ ,
,i i i
i
i i i i i j j v ij i ij N i
u a f p f p N c p
Decentralized Power Control Using a dB Metric
,1 ,,ii i i i i
i N
P a f p c p
Thus game is a potential game and convergence is assured and we can quickly find steady states.
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Example Power Control Game
Parameters– Single Cluster– DS-SS multiple access– Pi = Pj = [0, Pmax] i,j N
– Utility target BER
target\
0\
, 1 abs BER i ii i j
j N ij j
j N i
h pu p p Q
Rh p N
W
Also a potential game.
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Snapshot inner + outer loop power control
Parameters– Single Cluster– DS-SS multiple access– Pi = Pj = [0, Pmax] i,j N
– Utility target SINR
Supermodular – best response convergence
i\ \
, 1 absii i j i i j j v
j N i j N i
u p p h p h p N
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Game Models, Convergence, and Complexity
Determining the kind of game required to accurately model a RRM algorithm yields information about what updating processes are appropriate and thus indicates expected network complexity.
In [Neel04] the following relation between power control algorithms, game models, and network complexity was observed.
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Summary
Distributed dynamic resource allocations have the potential to provide performance gains with reduced overhead, but introduce a potentially problematic interactive decision process.
Game theory is not always applicable. Can generally be applied to distributed radio
resource management schemes.