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IEEE GLOBECOM'09 1
Game theory for Cognitive Radio Networks
Ekram Hossain* and Zhu Han** *University of Manitoba, MB, Canada
**University of Houston, Houston, TX, USA
IEEE GLOBECOM'09, Honolulu, Hawaii, USA 4th December, 2009
Tutorial Outline 1. Introduction to Cognitive Radio (CR) 2. Dynamic Spectrum Access (DSA) for Cognitive Radio 3. Game Theory Models: Noncooperative and Cooperative
Games, Coalition Games and Their Application in Spectrum Sensing
4. Oligopoly Models: Cournot, Bertrand, and Stackelberg Game 5. Applications of Oligopoly Models for Spectrum Sharing and
Pricing in Cognitive Radio Networks 6. Other Games (Repeated Game, Potential Game,
Supermodular Game, Bargaining, Correlated Equilibrium) 7. Auction Theory for Dynamic Spectrum Access and
Management in Cognitive Radio Networks 8. Concluding Remarks 9. References
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Introduction to Cognitive Radio
Introduction to Cognitive Radio (CR)
Definition Key Features/Capabilities
Primary Tasks and CR Network Architecture Next Generation Wireless Networks
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Chapter 1
Introduction: Motivation • Increase in spectrum demand due to new wireless technologies
and applications (spectrum scarcity) • Spectrum access a more significant problem than spectrum
scarcity - even in crowed areas, more than half of the spectrum unused (depending on time and location)
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Introduction: Definition
• FCC (Federal Communications Commission) Nov.’02 Spectrum Policy Task Force Report [SCJ1]: some bands are largely unoccupied (white spaces), some are partially occupied (grey spaces), some are heavily used (black spaces).
• Field measurement showed, total spectrum occupancy in the band 30 MHz – 3 GHz is only 13.1% (in New York city) [SCJ1]
• Spectrum scarcity and spectrum underutilization (motivations for cognitive radio)
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Introduction: Definition • ‘‘Cognitive radio” – a novel way to improve utilization of
electromagnetic radio spectrum (solve spectrum underutilization problem)
• Definition [F14, F15]: An intelligent wireless communication system aware of the environment which uses some methodology to learn from the environment and adapt to statistical variations in the environment (input RF stimuli) by adapting the protocol parameters (e.g., transmit power, carrier frequency, and modulation strategy at the physical layer) in an online fashion.
• Achieve highly reliable communication and efficient utilization of radio spectrum (by utilizing spectrum holes).
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Introduction • Constituent of the emerging discipline: Cognitive Dynamic
Systems (motivated by human mind to perceive the world; learn, remember, and control actions)
• Implemented using “software defined radio” for “reconfigurability” (i.e., adaptation for accommodating new radio interface, self-organization)
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Introduction: Example of CR in TV band
Secondary Network 1 Secondary Network 2
e.g. TV Transmitter
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Freq
uenc
y C
hann
el
Time
Spectrum Holes
Introduction: Spectrum Hole/Opportunity
Spectrum hole: band of frequencies assigned to a licensed (primary) user but not utilized at a particular time and location.
Spectrum hole can be identified in Frequency, time, location, power
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Introduction: Key Features/Capabilities • Awareness (RF spectrum, transmitted waveform, wireless
network protocols, services, and applications) • Intelligence (through learning, internal tuning of parameters
through communication using cognitive language) • CR networks/NeXt Generation (xG) networks/dynamic
spectrum access (DSA) networks [F16]
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Introduction: Basic Cognitive Tasks
• Spectrum Sensing (detection of spectrum holes, estimation of interference temperature /channel state information, traffic statistics, other protocol/system parameters)
• Spectrum Analysis (detection of the characteristics of spectrum holes, channel capacity, predictive modeling)
• Spectrum Access Decision (transmit or not to transmit, select appropriate transmission band, adapt transmission parameters – e.g., transmit power, data rate, modulation level)
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Introduction: Cognitive Cycle [F14,F15]
Radio Environment
Spectrum Decision
Spectrum Sensing
Spectrum Analysis
RF Stimuli
Interference
Temperature Channel
Capacity
RF Transmission
Spectrum Hole
Information
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Introduction: Primary Tasks of a CR Network • Perceive radio environment • Learn from the environment and adapt radio transceiver
performance • Facilitate communication among multiple users through
cooperation • Control communication processes among competing users
through proper radio resource allocation
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Introduction: Primary Tasks of a CR Network
Decision on transmission parameters 1
2 Knowledge of transmission environment
3 Noise-removed channel status
4 Noisy channel information
Decision making Learning/ knowledge extraction
Channel estimation Wireless
transmitter
Channel
Wireless receiver
1
2
3
4 Control
Perceive
Learn
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Introduction: CR Network Architecture
Applications and services
Adaptive protocols
RF Baseband front-end processing
Transmit/Receive
Rec
onfig
urat
ion
co
ntro
l
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Next Generation Wireless Networks
Services and Applications
IP Core Network
Cognitive Radio Agent Cognitive Radio Agent
Radio Interface (3G, B3G, WiFi, 802.16, 802.15)
Cognitive Radio Legacy
Radio
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Introduction to Cognitive Radio
Dynamic Spectrum Access (DSA)
DSA models DSA architecture
DSA issues and challenges
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Chapter 2
Dynamic Spectrum Access (DSA) • Dynamic spectrum access allows different wireless users and
different types of services to utilize radio spectrum
Spectrum Access Model
Command and control Exclusive-use Shared-use of
primary licensed spectrum
Commons-use
Long-term exclusive-use
Dynamic exclusive-use
Spectrum underlay
Spectrum overlay
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Exclusive-Use Model • Exclusively owned and used by single owner • Long-term exclusive-use [F17]
– E.g., cellular service licenses – Wireless technology can change (GSM, CDMA, OFDMA) – Owner and duration of license do not change
• Dynamic exclusive-use (micro-licenses) [F17] – Non-real-time secondary market – Multi-operator sharing homogeneous bands - dynamically change spatio-temporal allocation allocation along with
the amount of spectrum among multiple operators - different technology can be used – Multi-operator sharing heterogeneous services
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Shared-Use of Primary Licensed Spectrum Model
Frequency
Power Transmission of licensed user
Transmission of unlicensed user
Transmission of unlicensed user
Frequency
Power Transmission of licensed user
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Spectrum Underlay • Spectrum underlay approach constraints the transmission
power of secondary users so that they operate below the interference temperature limit of primary users.
• One possible approach is to transmit the signals in a very wide frequency band (e.g., UWB communications) so that high data rate is achieved with extremely low transmission power.
• It is based on the worst-case assumption that primary users transmit all the time; hence does not exploit spectrum white space.
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Spectrum Overlay • Spectrum overlay approach does not necessarily impose any
severe restriction on the transmission power by secondary users – allows secondary users to identify and exploit the spectrum holes defined in space, time, and frequency (Opportunistic Spectrum Access).
• Compatible with the existing spectrum allocation – legacy systems can continue to operate without being affected by the secondary users.
• Regulatory policies define basic etiquettes for secondary users to ensure compatibility with legacy systems.
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Hybrid of Spectrum Overlay and Spectrum Underlay
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Dynamic Spectrum Access and Management Issues
• How to share among secondary users (MAC issue) • Local optimization (decision is taken in a non-cooperative way
- distributed) • Global optimization (cooperative decision – centralized or
distributed) • How to communicate spectrum access decisions among
cognitive radio transmitters and receivers
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DSA Architecture
Spectrum Access Architecture
Cooperative Non-Cooperative
(Local)
Distributed Centralized
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Non-cooperative Spectrum Access
• Each cognitive node is responsible for its own decision.
• If miss detection probability is large, access policy should be conservative. If false alarm probability is large, access policy should be aggressive ⇒ access strategy can be jointly optimized with the sensing strategy (MAC design issue)
• Minimal communication requirements (hence less overhead), but spectrum utilization may be poor.
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Cooperative/Centralized DSA • A centralized server maintains a database of
spectrum availability and access information (based on information received from secondary users, e.g., through a dedicated control channel).
• Spectrum management is simpler and coordinated and enables efficient spectrum sharing.
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Cooperative/Centralized DSA
Region 1 Region 2 Region 3
Radio access network
manager 1
Centralized spectrum broker
Radio access network
manager 2
Radio access network
manager 3
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Cooperative/Distributed DSA
• Cooperative/distributed strategy relies on cooperative local actions throughout the network (to achieve a performance close to the global optimal performance).
• May suffer due to hidden node problem and large control overheads
• In both centralized and distributed strategies, the primary user may or may not cooperate.
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Cooperative/Distributed DSA
Region 1 Region 2 Region 3
Radio access network
manager 1
Radio access network
manager 2
Radio access network
manager 3 Negotiation protocol
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Spectrum Access/Management Challenges
• Unavailability of any fixed common control channel (availability changes depending on the spectrum access by primary users)
• Local optimization strategies (e.g., learning-based algorithms)
• Spectrum pricing models for DSA
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Game Theory Models: Noncoperative and Cooperative
Games, Coalitional Games and Their Application
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Chapter 3
Introduction Static and Dynamic Games
Normal Form and Extensive Form Games Nash Equilibrium and Best Response
Coalition games
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Introduction • Game theory – mathematical models and techniques
developed in economics to analyze interactive decision processes, predict the outcomes of interactions, identify optimal strategies [SM30]
• Game theory techniques were adopted to solve many protocol design issues (e.g., resource allocation, power control, cooperation enforcement) in wireless networks.
• Fundamental component of game theory is the notion of a game.
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Introduction
• A game is described by a set of rational players, the strategies associated with the players, and the payoffs for the players. A rational player has his own interest, and therefore, will act by choosing an available strategy to achieve his interest.
• A player is assumed to be able to evaluate exactly or probabilistically the outcome or payoff (usually measured by the utility) of the game which depends not only on his action but also on other players’ actions.
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Non-cooperative Game Theory • Rational players having conflicting interests
– e.g. scheduling in wireless networks • Defined by
– Set of players – Set of strategies for each player
• The players engage in the game while being selfish – Each player wishes to maximize his payoff or ‘utility’
• Solution: the Nash equilibrium – No user can unilaterally improve his payoff – Can be inefficient
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Cooperative Game Theory • Players have mutual benefit to cooperate
• Namely two types
– Nash bargaining problems
– Coalitional game
• We will focus on coalitional game theory
– Definition and key concepts
– New classification
– Applications in wireless networks
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Cooperation in Wireless Networks • Cooperation among nodes in wireless networks
• Gains in terms of capacity, energy conservation or improved Bit Error Rate (BER)
• Levels of cooperation – Network layer cooperation
• routing and packet forwarding – Physical layer cooperation
• traditional relay channel • virtual MIMO
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Static and Dynamic Games • In static games (one-shot games), the players make their
moves in isolation without knowing what other players have done. This does not necessarily mean that all decisions are made at the same time, but rather only as if the decisions were made at the same time.
• Dynamic games have a sequence to the order of play and players observe some, if not all, of one another’s moves as the game progresses.
• In non-cooperative game theory there are two ways in which a game can be represented – normal form game (or strategic form game) and extensive form game.
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Games in Strategic (Normal) Form
• Players: finite set of players, {1, 2, … , N} • Strategy Space: formed from the Cartesian product of each
player’s strategy set, A = A1 × A2 × … ×AN • Payoffs: set of utility functions, {u1, u2, … , uN}
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Example: The Prisoner’s Dilemma • Prisoner’s Dilemma Players: two suspects Strategies: Each player’s set of strategies is {Quiet, Confess} Payoffs: e.g., u1 (Confess, Quiet) = 0, u1 (Quiet, Quiet) = -2,
… u2 (Quiet, Confess) = -10, u2 (Quiet, Quiet) = -2, …
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Example: The Prisoner’s Dilemma
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Games in Extensive Form • This type of game is represented with a game tree. Extensive
form games have the following four elements in common: • Nodes: This is a position in the game where one of the players
must make a decision. The first position, called the initial node, is an open dot, all the rest are filled in. Each node is labeled so as to identify who is making the decision.
• Branches: These represent the alternative choices that the player faces, and so correspond to available actions.
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Games in Extensive Form
• Vectors: These represent the pay-offs for each player, with the pay-offs listed in the order of players.
• When these payoff vectors are common knowledge the game is said to be one of complete information.
• If, however, players are unsure of the pay-offs other players can receive, then it is an incomplete information game.
• Information sets: When two or more nodes are joined together by a dashed line this means that the player whose decision it is does not know which node he or she is at. When this occurs the game is characterized as one of imperfect information.
• When each decision node is its own information set the game is said to be one of perfect information, as all players know the outcome of previous decisions.
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Example: The Prisoner’s Dilemma
1 2
Confess
Quiet
Confess
Quiet
Confess
Quiet
(-5,-5)
(0,-10)
(-10,0)
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Games in Extensive Form
• While the normal form gives the minimum amount of information necessary to describe a game, the extensive form gives additional details about the game concerning the timing of the decisions to be made and the amount of information available to each player when each decision has to be made.
• For every extensive form game, there is one and only one corresponding normal form game. For every normal form game, there are, in general, several corresponding extensive form games.
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Static Games in Normal Form • Static games are predominantly represented as
normal form games. • Because in such games the amount of information
available to players does not vary within the game, and the timing of decisions has no effect on players’ choices.
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Solving Static Games • Notations [SM31] Let a be an action profile in which the action of each player i is
ai. Let ai’ be any action of player i (either equal to ai or different from it). Then (ai’, a-i) denotes the action profile in which all the players other than i adhere to a while i “deviates” to ai’.
For example, in a 3-player game, (a2’, a-2) denotes the action profile in which players 1 and 3 adhere to a while player 2 deviates to a2’.
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Nash Equilibrium (NE)
• A Nash equilibrium is an action profile a* with the property that no player i can do better by choosing an action different from ai*, given that every other player j adheres to aj*.
• That is, for every player i, ui(a*) ≥ ui (ai, a-i*) for every action ai of player i, where ui is the payoff function
for player i. • A Nash equilibrium corresponds to a steady state of the game
among “experienced players”. It represents an outcome that results from the simultaneous maximization of individual payoffs.
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Nash Equilibrium
• If a Nash equilibrium is common knowledge, then every player would indeed play the Nash equilibrium strategy, thereby resulting in the Nash equilibrium being played.
• In other words, a NE strategy profile is self-enforcing. If the players are searching for outcomes or solutions from which no player will have an incentive to deviate, then the only strategy profiles that satisfy such a requirement are the Nash equilibria.
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Example of NE
• Prisoner’s Dilemma Players: two suspects S1 and S2 Strategies: Each player’s set of strategies is {Quiet, Confess} Payoffs: e.g., u1 (Confess, Quiet) = 0, u1 (Quiet, Quiet) = -2,
… u2 (Quiet, Confess) = -10, u2 (Quiet, Quiet) = -2, … Player 1 prefers (C, Q) to (Q, Q) to (C, C) to (Q, C) Player 2 prefers (Q, C) to (Q, Q) to (C, C) to (C, Q)
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Example of NE: Prisoner’s Dilemma in Strategic Form
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Example of NE
• The action profile (Confess, Confess) is the only NE. • To show that a pair of actions is not a Nash equilibrium, it is
enough to show that one player wishes to deviate (an equilibrium is immune to any unilateral deviation).
• In general, at the Nash equilibrium, the action for a player is optimal if the other players choose their Nash equilibrium actions, but some other action is optimal if the other players choose non-equilibrium actions.
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A Game without a Nash Equilibrium
• P1 plays T P2 plays L P1 plays B P2 plays R (no Nash equilibrium).
Player 2
Player 1
Strategy L L R
T
B
(0,3) (3,0)
(3,0) (0,3)
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Mixed Strategy Nash Equilibrium
• A mixed strategy is when a player randomizes over some or all of his or her available pure strategies. That is, the player places a probability distribution over their alternative strategies.
• A mixed-strategy equilibrium is where at least one player plays a mixed strategy and no one has the incentive to deviate unilaterally from that position.
• Every matrix game has a Nash equilibrium in mixed strategies. • Every NE in pure strategies is also a NE of the game in mixed
strategies.
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Best Response Functions • For any given actions of the players other than i, the best
actions of player i which yield the highest payoff for player i, denoted by, Bi (a-i)
• Bi = best response function of player i. • Mathematically, Bi (a-i) = {ai in Ai: ui(ai, a-i) ≥ ui(ai’, a-i) for all ai’ in Ai}, i.e., any action in Bi (a-i) is at least as good for player i as every
other action of player i when the other players’ actions is given by a-i.
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Best Response Functions
• NE is an action profile for which every player’s action is a best response to the other players’ actions, that is, the action profile a* is a Nash equilibrium if ai* is in Bi(a-i*) for every player i.
• Example: In a two-player game in which each player has a single best
response to every action of the other player, (a1*, a2*) is a NE iff player 1’s action a1* is his/her best response to player 2’s action a2*, and player 2’s action a2* is his/her best response to player 1’s action a1*.
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Best Responses in Prisoner’s Dilemma • BR of Suspect 1 to each action of Suspect 2: S2 chooses C → BR of S1 is C (i.e., (C, C)) S2 chooses Q → BR of S1 is C (i.e., (C, Q)) • BR of Suspect 2 to each action of Suspect 1: S1 chooses C → BR of S2 is C (i.e., (C, C)) S1 chooses Q → BR of S2 is C (i.e., (Q, C)) • The game has one NE: (C, C)
Suspect 2
Suspect 1 Confess Quiet
Confess Quiet
(-5, -5)** (0, -10) (-10, 0)* (-2, -2)*
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Coalitional Games: Preliminaries • Definition of a coalitional game (N,v)
– A set of players N, a coalition S is a group of cooperating players ( subset of N ) – Worth (utility) of a coalition v
• In general, v(S) is a real number that represents the gain resulting from a coalition S in the game (N,v)
• v(N) is the worth of forming the coalition of all users, known as the grand coalition
– User payoff xi : the portion of v(S) received by a player i in coalition S
• Characteristic form – v depends only on the internal structure of the coalition – Most common form of coalitional games
• Partition form – v depends only on the whole partition currently in place – Hard to solve, still under thorough research in game theory
• Graph form – The value of a coalition depends on a graph structure that connects the
coalition members
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Characterisitic Form vs Partition Form
In Characteristic form: the value depends only on internal structure of the coalition
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Games in Graph Form
In Characteristic or partition form, the graph does not have any effect
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Coalitional Games: Utility • Transferable utility (TU)
– The worth v(S) of a coalition S can be distributed arbitrarily among the players in a coalition hence,
– v(S) is a function from the power set of N over the real line • Non-transferable utility (NTU)
– The payoff that a user receives in a coalition is pre-determined, and hence the value of a coalition cannot be described by a function
– v(S) is a set of payoff vectors that the players in S can achieve
– Developed by Auman and Peleg (1960) using a non-cooperative game in strategic form as a basis
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An Example Coalitional Game
• Example of a coalition game: Majority Vote
– President is elected by majority vote – A coalition consisting of a majority of players has a
worth of 1 since it is a decision maker – Value of a coalition does not depend on the external
strategies of the users • This game is in characteristic function form
– If the voters divide the value as money • Transferable utility
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A New Classification
- The grand coalition of all users is an optimal structure. - Key question: “How to stabilize the grand coalition?” - Several well-defined solution concepts exist.
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A New Classification
- The network structure that forms depends on gains and costs from cooperation. - Key question “How to form an appropriate coalitional structure (topology) and how to study its properties?” - More complex than Class I, with no formal solution concepts.
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A New Classification
- Players’ interactions are governed by a communication graph structure. - Key question “How to stabilize the grand coalition or form a network structure taking into account the communication graph?” - Solutions are complex, combine concepts from coalitions, and non-cooperative games
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Class I: Canonical Coalitional Games • Main properties
– The game is in characteristic form – Cooperation is always beneficial
• The grand coalition is guaranteed to form – The game is superadditive (defined in next slide) – The most famous type of coalitional games!
• Main Objectives – Study the properties and stability of the grand coalition
• How can we stabilize the grand coalition? – How to divide the utility and gains in a fair manner ?
• Improper payoff division => incentive for players to leave coalition
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Canonical Games: Superadditivity
• Superadditive game – An NTU game (N,v) is superadditive if
– A TU game (N,v) is superadditive if
• What does it mean, really? • Simply it means that cooperation is always
beneficial and obviously the grand coalition is the optimal structure.
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Canonical Games: Solution Concepts • The Core: the most renowned concept
– For a TU game, the core is a set of payoff allocation (x1, . . ., xN) satisfying two conditions
– The core can be empty • A non-empty core in a superadditive game =>
stable grand coalition • How to find the core? • How to show its existence?
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Finding the Core (1) • Graphical Method
– Provides an insight on the core existence – Suited for small games (typically 3-player games)
• Example – Consider a 3 players game with N={1,2,3}
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Finding the Core (2) • Plotting the constraints in the plane x1 + x2 + x3 =8
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Finding the Core (3) • A TU coalitional game is balanced if
For every balanced collection of weights
• Every player has a unit of time that he can distribute among its possible coalitions.
• A game is balanced if there is no feasible allocation of time which can yield more than the grand coalition’s worth v(N)
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Finding the Core (4)
• The problem of finding the core can be cast into an LP
• Using some duality results, we have the following theorem – (Bondareva-Shapley) The core of a game is non-empty,
if and only if the game is balanced
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Finding the Core (5)
• A TU coalitional game is convex if
• A convex game has a non-empty core – Convexity is hard to have but has some interesting
results (later slides) • In simple games (i.e. games where the value is either 0 or
1), if a veto player exists, then the core is non-empty • Other ways to prove the core existence
– Checking whether fair allocation lie in the core – Using application-specific techniques (information theory, etc)
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Alternative Solutions for Canonical Games
• The drawbacks of the core – The core is often empty. – When the core is non-empty it is often a large set. – The allocations that lie in the core are often unfair.
• Alternative solutions – The Shapley value – The nucleolus
• Existed since the Talmud (0-500 A.D.) but was ony understood and formally introduced recently (Shmeidler, 1969)
• Not covered in this presentation
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The Shapley Value (1) • Introduced by Llyod Shapley
– Axiomatic approach for finding a value for the game
– A value is defined as a unique payoff allocation satisfying some fairness criteria
• The Shapley Axioms – Efficiency, Symmtery, Dummy and Additivity
• General axioms
– A unique payoff allocation, or value, exists and satisfies the Shapley axioms
– The payoff of a player as alotted by the Shapley value can be interpreted as the expected contribution of the player given the random order of joining of the players in the grand coalition
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The Shapley Value (2) • Shapley value vs. the core
– The Shapley value does not lie in the core (in general) • However, if the game is convex, the Shapley value is in
the core! – The Shapley value guarantees fairness but not stability – The core guarantees stability but not fairness
• More on the Shapley value – Can become computationally complex for games with a
large number of players • approximations exist
– The Shapley axioms do not provide any strict fairness rules (may not be suited in some wireless models)
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Virtual MIMO S. Mathur, L. Sankaranarayanan, and N. Mandayam, “Coalitional games in
cooperative radio networks,” Asilomar Jan. 2006. Receiver cooperation with no cost (SIMO-MAC) Capacity gains, Non-empty core, grand coalition is stable Using information theory to prove a non-empty core Nash bargaining solution lies in the core
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Other Applications of Canonical Games • Rate allocation in a Gaussian multiple access channel (La and
Anantharam, 2003) – The grand coalition maximizes the channel capacity – How to allocate the capacity in a fair way that stabilizes the grand
coalition? • The Core • Envy-free fairness (a variation on the Shapley value)
• Curse of the boundary nodes (packet forwarding application) (Z. Han and V. Poor, IEEE Trans. Comm. 2009)
• Allocation of channels in a cognitive radio network when service providers cooperate in a grand coalition (Aram et al., INFOCOM, 2009)
• Any application where – The grand coalition forms (no cost for cooperation) – Stability and fairness are key issues
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Class II: Coalition Formation Games
• Main properties – The game is in characteristic or partition form – The game is NOT superadditive – Cooperation gains are limited by a cost
• The grand coalition is NOT guaranteed to form
– New issues: network topology, coalition formation process, environmental changes, etc
• Key Questions – How can the users form coalitions? – What is the network structure that will form? – How can the users adapt to environmental changes such as
mobility, the deployment of new users, or others? – Can we say anything on the stability of the network structure?
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Class II: Coalition Formation Games
• Static coalition formation vs. Dynamic coalition formation – Static: the structure is imposed by an external factor
• Study the properties of the structure
– Dynamic: the structure forms dynamically • How to form the coalitional structure?
• No formal solution concepts for coalition formation games • Aumann (1974) showed that the core, the Shapley value,
and the nucleolus are significantly modified to suit coalition formation games – Aumann considered a simple static game – For dynamic coalition formation, things are even more complex
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Algorithms for Coalition Formation
• Dynamic coalition formation – Many algorithms in game theory but, – Most of them are application specific
• An example: The Merge-and-Split algorithm – New framework for coalition formation
• Apt and Witzel, COMSOC conference, 2006 • Extensions available on Arxiv • The framework is of mathematical nature, we used it in
recent wireless network applications
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Coalition Formation (1)
R. Aumann and J. Dreze, “Cooperative games with coalition structures,” Int. Journal of Game Theory, vol. 3, pp. 317 – 237, Dec. 1974.
One of the first papers to tackle the issue of coalitions Studies the impact of existing structure on solution concepts
(core, Shapley value, nucleolus, …) No algorithm for forming the coalitional structure
No formal theory on coalition formation
Different work with different scope (Myerson, Bloch, Jackson, …)
Different concepts for stability, solutions, etc.. Under research in game theory
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Coalition Formation – Definitions
N: the set of all players
S3
Coalition S1
Collection {S1, S2, S3}
Partition {S1, S2, S3, S4}
N: the set of all players
S4
S1
S2
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Coalition Formation: Merge and Split
• Merge rule: merge any group of coalitions where
• Split rule: split any group of coalitions where
• A decision to merge (split) is an agreement between all players to form (break) a new coalition – Socialist approach (social well fare improved by the
decision)
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Orders for Merge/Split
• Merge rule (utilitarian order)
• Split rule (utilitarian order)
• Define the Pareto order relation between two collections of coalitions R and S
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Merge and Split: Properties
• Any merge and split iteration converges and results in a final partition.
• Merge and split decision – Individual (coalition/user) decision to merge – Coalition decision to split – Can be implemented in a distributed manner with no
reliance on any centralized entity • Using the Pareto order ensures that no player is worse off
through merge or split – Other orders or preference relations can be used
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Stability – Defection Function
• What about the stability of resulting network partition? • Defection function D
– Function which associates with every partition of N a family of coalition collections in N
– Dc associates with a partition of N, all other possible collections
– Dhp associates with every partition of N, all other possible partitions formed out of the current partition by merge and split rules
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Stability Notions (1)
• Dhp stable – No users can defect via merge/split – Partition resulting from merge and split is Dhp stable
• Dc stable – No users can defect to form a new collection in N – A Dc stable partition is socially optimal – When it exists, it is the unique outcome of any merge
and split iteration – Strongest type of stability
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Stability Notions (2) • Dc stability conditions
– Internal superadditivity for all coalitions formed by merge and split – All coalitions achieve a better value when operating in the frame of the
formed partition
• In applications, it is generally achieved when cooperation cost is reasonable and the formed coalitions by merge and split are far enough
Coalition T formed from disjoint coalitions is better off operating inside of partition {S1, S2, S3, S4}
S3
S4
S1
S2
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Merge and Split Algorithm Initial Network State
Merge
Split
Resulting partition
Iterate until it terminates
TDMA Transmission 1 coalition per slot
Self
orga
nize
net
wor
k A
fter m
obili
ty
Dhp stability guaranteed Conditional Dc stability
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Payoff Division • Following coalition formation, the worth v must be divided
fairly between the users
• Equal fair – Each user guarantees its non-cooperative utility
– The extra worth is divided equally among coalition users
• Proportional fair – Each user guarantees its non-cooperative utility
– A proportional fair division, based on the non-cooperative worth, is done on the extra utility available through cooperation
• Other fairness – Shapley value
– Nucleolus 91 IEEE GLOBECOM'09
Application of Coalitional Games in CR Networks
• Collaborative distributed spectrum sensing in CR networks • Secondary users must sense the spectrum to
– Detect the presence of the primary user for reducing interference on PU
– Detect spectrum holes to be used for transmission • Spectrum sensing is to make a decision between two
hypotheses – The primary user is present, hypothesis H0 – The primary user is absent, hypothesis H1
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Spectrum Sensing in CR Networks
• Possible approaches – Matched Filter Detectors – Energy Detectors – Cyclostationary Detectors
Primary User Signal
Noise
Channel gain
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Local Sensing (1) • Local sensing
– Each secondary user does its own sensing, and decides on the presence or absence of the PU
• Performance metrics (in Rayleigh fading + Energy Detectors), for a SU i – Probability of detection Pd,i, i.e., Prob(H1 | H1)
Detection threshold
Time-Bandwidth product m
Received SNR from PU (incl. fading)
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• Performance metrics (in Rayleigh fading + Energy Detectors), for a SU i – Probability of miss Pm,i, i.e., Prob(H0 | H1)
– False alarm probability Pm,i, i.e., Prob(H1 | H0)
Local Sensing (2)
Detection threshold
Time-Bandwidth product m
Gamma and incomplete gamma functions
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Spectrum Sensing: Hidden Terminal Problem
• In fading environments, local sensing suffers from hidden terminal problem
Fading (path loss, shadowing) reduces detection probability
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Collaborative Spectrum Sensing
• Solution to the hidden terminal problem – Collaborative spectrum sensing!
1- the SUs perform Local Sensing of PU signal
2- the SUs send their Local Sensing bits to a common fusion center
3- Fusion Center makes final decision: PU present or not
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Distributed Collaborative Sensing
Distributed collaborative sensing between the users with no centralized fusion center
Which groups will form? Coalitional games!
Coalition head
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CSS as a Coalitional Game (1)
• Secondary Users are the players • The probability of miss for a coalition S
– Pe,i,k error probability for reporting the sensing bit inside S • The false alarm probability for a coalition S
• The value of a coalition must reflect – The benefit of collaborative sensing, in terms of improved
detection probability – The cost in terms of spectrum utilization, i.e., false alarm
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CSS as a Coalitional Game (2)
• Utility function
– αS is a target maximum acceptable false alarm probability
• Suitable cost function – Log barrier function
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Properties of CSS Game • The probabilities of miss and false alarm for any user i in
a coalition S are given by the value v(S) – Coalition-based decisions, all coalition members abide by
the coalition decision. • Important implication: the proposed game has NTU,
with a value given by a singleton set
• ϕi is the payoff of a SU i – The game is formulated as a (N,V) NTU coalitional game – The false alarm probability constraint per coalition maps
to a false alarm constraint per SU
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Properties of CSS Game (2)
• The proposed NTU game is generally non-superadditive – Traditional concepts such as the core or the Shapley value
are not suitable as solutions – The grand coalition is seldom the optimal solution
• Due to the cooperation cost, as reflected by the false alarm
• The proposed game is classified as a coalition formation game – The objective is to answer the question “Who should
cooperate with who in the network?”
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In a nutshell… Grand coalition may yield a very large false alarm, violating the constraint
Distributed coalition formation for collaborative sensing How to form the coalitions ? How does the structure evolve over time?
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Coalition Formation Algorithm Initial Network State: Non-cooperative sensing
Local sensing: Each SU computes its local sensing bit
Each SU (or coalition) surveys nearby coalitions for possible Merge
Each coalition investigates Split possibility
Merge-and-split iterations until convergence
Final partition: coalition-level sensing
Perio
dic
Mer
ge-a
nd-S
plit
Allo
w th
e ne
twor
k to
Se
lf or
gani
ze a
fter m
obili
ty
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Some Properties
• For the proposed utility and algorithm, the maximum coalition size is upper bounded by
– This upper bound does not depend on the network size or users location!
• The minimum distance for merge between two SUs i and j with miss probabilities Pm,i and Pm,j can be found through
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Simulation Results (1)
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Simulation Results (2)
The gap with the optimal solution in probability of miss performance is compensated by a lower false alarm
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Simulation Results (3)
When allowed to make distributed decisions, SU 4 prefers to stay with {2,1,6}
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Simulation Results (4)
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Simulation Results (5)
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Simulation Results (6)
As SU 1 is farther, it is more willing to merge
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Simulation Results (7)
Large number of small coalitions
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More on Coalition Formation
• Partition stability (beyond defection functions) – Core-stability for partitions – Nash-stability
• The game theory literature is rich of coalition formation algorithms – Pending the interesting applications!
• Dynamic coalition formation as a Markov process – Interesting but requires that the grand coalition is at least better
than the case when all players are non-cooperative – Can reach a core-stable partition (utility maximizing)
• Hedonic coalition formation – Interesting stability notions (see Bogomolnaia and Jackson,
Games and Economic Behavior , 2002) – I am looking for algorithms
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Other Applications of Coalition Formation • Coalitional games for topology design in wireless networks
– Physical layer security • Merge-and-split for improving secrecy capacity • W. Saad, Z. Han, T. Basar, M. Debbah and A. Hjørungnes, “Physical
layer security: coalitional games for distributed cooperation,” WiOpt, 2009
– Task allocation among UAVs in wireless networks • Hedonic coalition formation • W. Saad, Z. Han, T. Basar, M. Debbah and A. Hjørungnes, “A selfish
approach to coalition formation in wireless networks,” GameNets, 2009 – Video communication
• Thinking about it
– Endless possibilities • Study of cooperation when there is cooperation with cost • Topology design in wireless networks • Beyond wireless
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Class III: Coalition Graph Games • Main properties
– The game is in graph form • May depend on externalities also
– There is a graph that connects the players of every coalition – Cooperation with or without cost – A Hybrid type of games: concepts from classes I and II, as well as non-
cooperative games • Key Questions
– How can the users form the graph structure that will result in the network?
– If all players form a single graph (grand coalition with a graph), can it be stabilized?
– How can the users adapt to environmental changes such as mobility, the deployment of new users, or others?
– What is the effect of the graph on the game?
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Coalition Graph Games • First thought of by Myerson, 1977, called “Coalitional
games with communication structure” – Axiomatic approach to find a Shapley-like value for a
coalitional game with an underlying graph structure – Coalition value depends on the graph but – The dependence is only based on connectedness, e.g.,
Same Myerson value as long as all three players are connected
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Network Formation Games • More general than the Myerson model • The value function is a function
– Relation to the characteristic function but, – Can depend on externalities. – More general than Myerson’s coalitional games with
communication structure. • A lot of research in game theory
– Concepts from non-cooperative games (Nash networks) – Forming the network, stability, etc.
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More on Coalitional Graph Games
• Network formation games are only a subset (although some references do not classify them as coalitional games)
• Other algorithms and approaches exist – Extensions to the core to handle graph structures
• If time permits after this slide, we will – Get into more details on Network Formation Games – Otherwise, let’s summarize!
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Applications of Coalitional Graph Games
• Coalitional graph games for network formation – WiMAX IEEE 802.16j
• Network formation game for uplink tree structure formation • W. Saad, Z. Han, M. Debbah, and A. Hjørungnes, “Network
formation games for distributed uplink tree construction in IEEE 802.16j,” in Proc. GLOBECOM 2008
• W. Saad, Z. Han, M. Debbah, A. Hjørungnes, and T. Basar, “A game-based self-organizing uplink tree for VoIP services in IEEE 802.16j,” in Proc. ICC 2009
– Routing in communication networks • See the work by Johari (Stanford)
– Many future possibilities • The formation of graphs is ubiquitous in the context of
communication networks
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Coalitional Game - Summary • Coalitional games are a strong tool for different models in
wireless and communication networks • A novel classification that can help in identifying potential
applications • A lot of interest in coalitions recently • A tool for next generation self-organizing networks
– Especially through coalition formation and network formation games
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Oligopoly Models: Cournot Game, Bertrand Game, and Stackelberg
Game
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Chapter 4
Cournot’s Oligopoly Game Bertrand’s Oligopoly Model
Stackelberg’s Model of Duopoly
Cournot’s Oligopoly Game [SM30] • To model interactions among firms competing for the business
of consumers (oligopoly means “competition among a small number of sellers”).
• A single good is produced by n firms. The cost to firm i of producing qi units of the good is Ci(qi), where Ci is an increasing function of qi.
• If the firms’ total output is Q, then the market price is P(Q) • P is called the “inverse demand function”. • In Cournot model, the firms compete in terms of quantity
supplied to the market.
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Cournot’s Game
• Assume that P is a decreasing function when it is positive: if the firms’ total output increases, then the price decreases (unless it is already zero).
• If the output of each firm i is qi, then the price is P(q1 + … + qn), so that firm i’s revenue is qi P (q1 + … + qn). Thus, firm i’s profit, equal to its revenue minus its cost, is
πi (q1, …, qn) = qi P(q1 + … + qn) – Ci (qi) • Players: The firms Strategies: Each firm’s set of strategies is the set of its possible
outputs (nonnegative numbers) Payoffs: Each firm’s payoffs are represented by its profit
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Example: Duopoly with Constant Unit Cost and Linear Inverse Demand Function
• There are two firms and Ci(qi) = cqi for all qi (here c is the unit cost). The inverse demand function is given by: P(Q) = α – Q if Q ≤ α, and P(Q) = 0, if Q > α, (where α > 0 and c ≥ 0 are constants).
• The NE can be obtained based on the firms’ best response functions. If the firms’ outputs are q1 and q2, then market price is,
• P(q1 + q2) = α – q1 – q2 if q1 + q2 ≤ α and P(q1 + q2) = 0 if q1 + q2 > α.
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Inverse Demand Function
Supply quantity (Q)
Mar
ket p
rice
(P)
α
α
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Cournot’s Duopoly • Firm 1’s profit is, π1(q1, q2) = q1(P(q1 + q2) – c) = q1(α – c – q1 – q2), when q1 + q2 ≤ α, and π1(q1, q2) = -cq1, when q1 + q2 > α. • The response function gives the strategy that maximizes this
profit. Differentiating π1(q1, q2) with respect to q1, b1(q2) = ½ (α – c – q2). Similarly, b2(q1) = ½ (α – c – q1).
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Cournot’s Duopoly
• A NE is a pair (q1*, q2*) of outputs for which q1* is the best response to q2*, and q2* is a best response to q1*: q1* = b1(q2*) and q2* = b2(q1*).
• Solving b1(q2) = ½ (α – c – q2) and b2(q1) = ½ (α – c – q1), q1* = q2* = 1/3 (α - c).
• The total output at this equilibrium is 2/3 (α - c) and the price is P(2/3 (α - c)) = α – 2/3(α – c) = 1/3(α + 2c).
• As α increases (i.e., consumers are willing to pay more), the equilibrium price and the output of each firm increases.
• As c (unit cost of production) increases, the output of each firm falls and the price rises.
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Best Response Functions in Cournot’s Duopoly
q1
q2
b1(q2)
b2(q1)
(q1*, q2*)
α - c
α - c
(α – c)/2
(α – c)/2
(α – c)/3
(α – c)/3
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Bertrand’s Oligopoly Model [SM30] • In Cournot’s game a firm changes its behavior if it can
increase its profit by changing its output, on the assumption that other firms’ output will remain the same and the price will adjust to clear the market.
• In Bertrand’s game a firm changes its behavior if it can increase its profit by changing its price, on the assumption that the other firms’ prices will remain the same and their outputs will adjust to clear the market.
• In both cases, each firm chooses its action not knowing the other firms’ actions.
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Bertrand’s Game
• A single good is produced by n firms; each firm can produce qi units of the good at a cost of Ci(qi).
• The inverse demand function D gives the total amount of demand D(p) as a function of price p.
• D(p) = α – p for p ≤ α and D(p) = 0 for p > α • If the firms set different prices, then all consumers purchase
the good from the firm with the lowest price, which produces enough output to meet this demand.
• If more than one firm sets the lowest price, all the firms doing so share the demand at that price equally.
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Bertrand’s Game
• A firm whose price is not the lowest price receives no demand and produces no output.
• Note that a firm does not choose its output strategically; it simply produces enough to satisfy all the demand it faces, given the prices, even if its price is below its unit cost, in which case it makes a loss
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Bertrand’s Game
• Bertrand’s oligopoly game is the following strategic game: Players: The firms Strategies: Each firm’s set of strategies is the set of possible
prices (nonnegative numbers) Payoffs: Firm i’s payoff is represented by its profit piD(pi)/m –
Ci(D(pi)/m) if firm i is one of m firms setting the lowest price (m = 1 if firm i’s price pi is lower than every other price), and m = ∞ if some firm’s price is lower than pi.
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Example: Duopoly with Constant Unit Cost and Linear Demand Function
• Since firm i makes the profit of pi – c on every unit, it’s profit is
πi (p1, p2) = (pi – c) (α – pi) if pi < pj πi (p1, p2) = ½ (pi – c) (α – pi) if pi = pj πi (p1, p2) = 0 if pi > pj where j is the other firm (j = 2 if i = 1, j = 1 if i = 2). • Let pm denote the value of p that maximizes (pi – c) (α – pi).
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Bertrand’s Duopoly
• Firm i’s best response function: Bi(pj) = {pi: pi > pj} if pj < c Bi(pj) = {pi: pi ≥ pj} if pj = c Bi(pj) = Ø, if c < pj ≤ pm
Bi(pj) = {pm} if pj > pm.
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Bertrand’s Duopoly
• Explanation: • If pj < c, then firm i’s profit is negative if pi ≤ pj and zero if pi >
pj. Therefore, any price greater than pj is a best response to pj (i.e., Bi(pi) = {pi: pi > pj}).
• If pj = c, since pj as well as any price greater than pj yields a profit of zero, Bi(pj) = {pi: pi ≥ pj}.
• If c < pj ≤ pm, assuming that the price can be any number (i.e., a continuous variable), Bi(pj) = Ø (since firm i wants to choose a price less than pj, but is better off the closer that price is to pj. For any price less than pj there is a higher price that is also less than pj, so there is no best price).
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Bertrand’s Duopoly
• If pj > pm, then pm is the unique best response of firm i, that is, Bi(pj) = {pm}.
• Nash Equilibrium: (p1*, p2*) = (c, c). • The game has a single Nash equilibrium, in which each firm
charges price c. • Conclusion: When the unit cost of production is a constant c,
the same for both firms, and demand is linear, Bertrand’s game has a unique NE, in which each firm’s price is equal to c.
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Comparison between the Outcomes of Cournot’s Game and Bertrand’s Game
• For a duopoly in which both firms have the same constant unit cost and the demand function is linear, NE of Cournot’s and Bertrand’s games generate different economic outcomes.
• The equilibrium price in Bertrand’s game is equal to the common unit cost c, whereas the price associated with the equilibrium of Cournot’s game is 1/3 (α + 2c), which exceeds c because c < α.
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Stackelberg’s Model of Duopoly [SM30] • In Stackelberg competition it is assumed that at least one of
the firms in the market is able to precommit itself to a particular level of supply before other firms have fixed their level of supply.
• Other firms observe the leader’s supply and then respond with their output decision.
• The firms able to initially precommit their level of output are called the market leaders and the other firms are the followers.
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Stackelberg’s Duopoly • Consider a market in which there are two firms, both
producing the same good. • Firm i’s cost of producing qi units of the good is ci(qi); the
price at which the output is sold when the total output is Q is P(Q).
• Each firm’s strategic variable is output (as in Cournot’s model), but the firms make their decisions sequentially, rather than simultaneously: one firm chooses its output, then the other firm does so, knowing the output chosen by the first firm.
• Firm 1 chooses a quantity q1 ≥ 0, and Firm 2 observes q1 and then chooses q2. The resulting payoff or profit for firm i is
πi(q1, q2) = qi (P(Q) – ci) where Q = q1 + q2, and P(Q) = α – Q is the market clearing
price when the total output in the market is Q.
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Stackelberg’s Duopoly • The game is a two-person sequential game with two stages and
with perfect information. • Use the backward induction method to solve the game: find
reaction of Firm 2 to every output choice of Firm 1. Hence find output q2* that maximizes Firm 2’s profit given output q1. That is, q2* = q2*(q1) solves
• π2(q1, q2*) = max π2(q1, q2) = max q2(α – q1 – q2 – c2), subject to q2≥0.
• Taking the first derivative with respect to q2 and equating it to zero gives
q2* = q2*(q1) = (α – q1 – c2)/2, provided q1 < α – c2.
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Stackelberg’s Duopoly
• Firm 1 should now anticipate that Firm 2 will choose q2* if Firm 1 chooses q1. Therefore, Firm 1 will want to choose q1 to maximize the function
• π1(q1, q2*) = q1(α – q1 – q2* - c1) = ½ [-q12 + (α + c2 – 2c1)q1]
subject to q1 ≥ 0. • Subsequently, the maximizer of π1(q1, q2*) is obtained as q1*
= ½ (α + c2 – 2c1), which is the equilibrium strategy of firm 1. • Therefore, q2* = ¼ (α + 2c1 – 3c2), which is the equilibrium
strategy of Firm 2. • If c1 = c2, q1* = ½ (α - c), and q2* = ¼ (α - c). Therefore, Firm
1’s profit is = q1*(P(Q) - c) = 1/8 (α - c)2, and Firm 2’s profit is 1/16 (α - c)2.
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Extensive Form for the Stackelberg Game
Leader (producer i)
Follower (producer j)
(πi(1,1)πj(1,1))
…
(πi(1,2)πj(1,2)) (πi(1,3)πj(1,3))
(πi(2,1)πj(2,1)) (πi(2,2)πj(2,2))
(πi(Qi,Qj)πj(Qi,Qj))
…
…
Qi Qj
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Cournot NE vs. Stackelberg NE
• Compared to the Cournot NE, the Stackelberg NE entails higher profits for the leader and smaller profits for the follower.
• The ability of the leader to precommit itself to a particular level of supply has made that firm better off (first-move advantage).
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Application of Oligopoly Models for Spectrum Access and Management
in Cognitive Radio Networks
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Chapter 5
Cournot Model for Dynamic Spectrum Allocation Bertrand Game Model for Spectrum Pricing Stakelberg Game for Optimal Pricing and
Bandwidth Sharing
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Cournot Game Model for Dynamic Spectrum Allocation among Multiple Secondary Users
[SM9] • The problem of spectrum sharing among the primary user and
multiple secondary users can be formulated as an oligopoly market competition.
• A Cournot game model is presented for the case where each of the secondary users can completely observe the strategies and the payoffs of other secondary users.
• Objective of this spectrum sharing is to maximize profit of secondary users by utilizing the concept of equilibrium.
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Cournot Game Model for Spectrum Sharing
… Secondary user 1
Primary user
Secondary user N
Total spectrum
Q1 ... QN
Requested spectrum share
Price charged by primary user
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Cournot Game Formulation • Players: the secondary users • Strategies: spectrum size (i.e., Qi for secondary user i) • Payoffs: profit (i.e., revenue minus cost) of secondary user i • Nash equilibrium (i.e., Q* = {Q1*, …, QN*}) is considered as
the solution of the game which is obtained by the best response function.
• Qi* = BRi(Q-i*), for all i
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Cournot Game: Observations • NE is located at the point where the best response functions of
the secondary users intersect.
• NE depends on relative channel quality among users - with better channel quality, a secondary user may ask for larger spectrum size
• When a secondary user requires larger amount of spectrum, price of spectrum sharing becomes higher, and consequently, allocated spectrum size to other secondary users may become smaller.
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Best Responses and Nash Equilibrium under Different Channel Qualities [SM9]
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Bertrand Game Model for Spectrum Pricing [SM22]
• Pricing is one of the most important issues for dynamic spectrum sharing in cognitive radio networks in order to control resource sharing.
• Consider a competitive situation where a few primary users offer spectrum access to a secondary user. This is formulated as a Bertrand competition in which few firms compete with each other in terms of price to gain the highest profit.
• For a primary user, the cost of sharing the frequency spectrum is modeled as a function of QoS degradation. For the secondary users, a demand function is established based on the utility function which depends on the channel quality.
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Bertrand Game Model for Spectrum Sharing and Pricing
…
Spectrum opportunity
Secondary user
Price1 PriceN
Primary user 1
Primary user N
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Bertrand Model for Spectrum Sharing and Pricing [SM30]
• Spectrum demand depends on transmission rate in the allocated spectrum and spectrum price (if the spectrum creates higher utility, the demand will be higher).
• Demand function defines the size of the shared spectrum that maximizes the utility of the secondary user given the price offered by the primary user.
• A secondary user can switch among the operating frequency spectrum offered by different primary users (spectrum substitutability).
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Bertrand Game [SM30] • Players: primary users • Strategies: strategy of each player is the price per unit of
spectrum, which is non-negative • Payoffs: payoff for each player is the profit of primary user i in
selling spectrum to the secondary user. • NE is considered as the solution - obtained by using best
response functions
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Bertrand Game: Observations • Consider a cognitive radio environment with two primary
service providers and one secondary user (or a set of secondary users controlled by a BS/AP).
• When the first primary service provider increases price, spectrum demand decreases (since the utility decreases). Consequently, cost for the primary user decreases (since size of the spectrum available for primer users increases).
• There is an optimal price for which the profit is maximized (this price is the best response of the corresponding primary user).
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Demand Function of Secondary User, and Revenue, Cost, and Profit of First Primary
Service Provider [SM22]
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Bertrand Game: Observations
• Channel quality of spectrum offered by one service provider impacts the strategies adopted by other service providers.
• When spectrum demand changes for one service provider, other service provider must adapt the price to gain the highest profit.
• Price and profit at NE is higher with better channel quality • When the secondary user has more freedom to switch among
service providers, the level of competition among primary providers becomes higher - therefore, price offered to the secondary user decreases.
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Stackelberg Game Model for Optimal Pricing and Bandwidth Sharing Under Elastic Demand
[SM23] • Spectrum sharing problem between a primary user and
multiple secondary users can be also modeled by using a Stackelberg game.
• Objective is to maximize the payoff of the service provider (leader)
• The payoff considers price-elastic and time-varying bandwidth demand of secondary users.
• All the followers choose their best responses given the strategy of the leader.
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Example: An Integrated WiMAX/WiFi Network [SM23]
• An integrated WiMAX/WiFi network where the WiMAX BSs and the WiFi APs/routers are operated by different service providers.
• WiMAX BS charges the WiFi APs/routers for sharing the licensed WiMAX spectrum to provide mobile broadband Internet access to WiFi clients.
• Each AP/router has a dual radio transceiver which can work using both 802.11 and WiMAX interfaces.
• Traffic is transmitted from the BS using WiMAX radio interface and relayed through WiFi AP/router using WiFi interface to WiFi nodes.
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An Integrated WiMAX/WiFi Network
SS1
WLAN access point 1
Subscriber station 1
Subscriber station 2
WLAN1 SS2 WLAN2
WLAN access point 2
Node 1
Node 2 … Node
3
Total bandwidth at WiMAX base station
Total bandwidth assigned to WLAN access point 1
WiMAX base station
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Integrated WiMAX/WiFi Network
• WiMAX subscriber stations (SSs) have fixed bandwidth demand, and therefore, subscribe at a flat rate to the WiMAX BS.
• WiFi networks have elastic (i.e., time-varying) demand depending on the number of nodes and their preferences.
• Bandwidth demand by a WiFi node depends on the price charged by the WiFi AP/router.
• WiMAX and WiFi service providers have to negotiate with each other to determine the optimal price such that their profits are maximized.
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Integrated WiMAX/WiFi Network
• Formulate the pricing problem as a Stackelberg game - Players: WiMAX BS (i.e., leader) and WiFi APs/routers (i.e.,
followers) - Strategies: For the WiMAX BS, the strategy is the price
charged to the WiFi APs and for a WiFi AP the strategy is the required bandwidth.
- Payoffs: For both the WiMAX BS and the WiFi APs/routers, the payoffs are the corresponding profits. • Obtain the equilibrium of bandwidth sharing and pricing
between WiMAX and WiFi service providers.
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Stackelberg Game [SM23] • Stackelberg equilibrium: strategy profile that maximizes the
leader's payoff while the follower plays his/her best response. • Solution method: 1. Obtain the optimal price charged to a WiFi node (P(wf)
k) by differentiating the profit function of WiFi AP
2. Given price P(wf)k, obtain bandwidth demand for all WiFi
nodes in hotspot k (i.e, best response of WiFi AP k). 3. Obtain price P*(bs)
k charged to WiFi AP k by differentiating the profit function of WiMAX BS and solving it for price
P(bs)k.
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Stackelberg Game: Observations [SM23]
• Consider the case of a homogeneous demand function for all WiFi nodes (2 WiFi APs, 1 WiMAX BS).
• Bandwidth demand from WiFi nodes decreases as price charged by WiMAX BS increases since a WiFi router has to charge higher price to the WiFi nodes. Consequently, profit of the corresponding WiFi AP/router decreases.
• When number of WiFi nodes increases, bandwidth demand of WiFi AP/router increases. Consequently, price charged to the WiFi APs/routers increases.
• Stackelberg equilibrium ensures that profit of the WiMAX operator is maximized, and given the optimal strategy of the WiMAX operator, profit for all WiFi routers can be maximized through the concept of best response.
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Demand Function which Maximizes Profit of the WiFi APs/Routers [SM23]
Price charged by WiMAX BS
Spectrum demand
from WiFi AP1
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Price at the Equilibrium under Different Traffic Load at the Subscriber Stations [SM23]
Price charged to WiFi AP1
Traffic arrival rate at SSs
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Bandwidth at the Equilibrium under Different Traffic Load at the Subscriber
Stations [SM23]
Traffic arrival rate at SSs
Spectrum demand
from WiFi AP1 and AP2
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Other Games
Repeated Game Potential Game
Supermodular Game Bargaining
Correlated Equilibrium
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Chapter 6
Repeated Game • Packet forwarding network modeled as a graph G(L,A)
– Each node has transmission destination – To reach the destination j in , depending graph contains the
nodes that transmitter i will depend on packet forwarding. • Repeated game: average utility (power in our case) over time.
– Discounting factor β • Folk theorem
– If the nodes are mutually dependent, ensure cooperation by threat of future punishment.
– Any feasible solution can be enforced by repeated game
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Cartel Maintenance Enforcing Cooperation by Punishment
- Each user tries to maximize the benefit over time. - Short term greedy benefit will be weighted out by the future
punishment from others. By maintaining this threat of punishment, cooperation is enforced among greedy users.
Cartel Maintenance Repeated Game Approach - Initialization: Cooperation - Detect the outcome of the game: If better than a threshold, play cooperation in the next time; Else, play non-cooperation for T period, and then cooperate.
Applications - Rate control for selfish users in multiple access networks - Packet forwarding for ad hoc network - Power control for co-channel interfered networks - Self learning algorithms
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Packet Forwarding Networks • Characteristics of packet forwarding networks such as MANET
– Most likely involved multiple hops transmissions – Require other nodes to forward packets. – Individual node has its own autonomy – Forwarding others’ packets consumes the node’s limited energy – Reluctant to forward others’ packets
• If nodes do not cooperate – Network can be disconnected – Fatal effects on network as well as individual performances
• Nash equilibrium – No user can achieve better if the others do not change strategy – Likely nobody forwards the others’ information in our case – To overcome this problem, we need to employ the repeated game
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Curse of Boundary Nodes • Boundary nodes depend on the backbone nodes for transmission. but
backbone nodes do not depend boundary nodes. (dependence graph) • Example: 1,2 backbone nodes; 0,3 boundary nodes • Very famous problem in this research community
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Cooperative Transmission Model • No cooperation (direct transmission), backbone needs power • Cooperative transmission
– Stage one: direct transmission. s, source; r, relay; d, destination
– Stage two: relay retransmission using orthogonal channels, amplified-and-forward
– Maximal ration combining at the receiver of backbone node
– To achieve same SNR, power saving for backbone nodes P0<Pd
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Main Idea
• Boundary nodes help the backbone node reduce transmission power using cooperative transmission, for future rewards of packet forwarding by the backbone node. The idea can be formulated by a coalition game.
Poor guy’s daughter got bullied by sons of an influential man. Punishment could not be taken by law or revenge, then he asked for help from Don. Don ordered to beat the sons, and asked for payback when his son was dead.
My own understanding of the idea – If bullied by a Mafia, take revenge, (repeated game) – If revenge cannot be taken, join the Mafia, (coalition game)
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Potential Game • A class of game that has nice convergence properties to the
Nash equilibria. • Work in a non-cooperative fashion towards a common
system goal characterized as potential.
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Potential Game • Example: Consider a single-cell CDMA, M users • SINR
• Optimization
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Supermodular Game • Strategic complementarities: if a player chooses a higher
action, the others want to do the same thing. • Nice properties: existence and achievability of NE
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Supermodular Game
• Power control is a supermodular game: dog barking effect
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Bargaining • two or more players must reach agreement regarding how
to distribute a good or monetary amount.
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Bargaining
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• S: Feasible Range. • Comparison of Schemes
– Maximal rate: E High performance, unfair – Max-min fairness: D Fair but low performance
• Nash Bargaining Solution:B – NBS Fairness: R1/R2 = tangent of feasible range S at B
“additional utility must be divided between the two players in a ratio equal to the rate at which this utility can be transferred”, Nash
– High performance of NBS, small loss compared with maximal rate.
Maximal rate
Two-User Rate Region Example
✦
Max-min
Max-min Maximal rate
NBS
Maximal rate
NBS Max-min
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Correlated Equilibrium • Each user to consider the joint distribution of users' actions
• Multiple access game • Distributive Opportunistic Spectrum Access for Cognitive Radio using Correlated
Equilibrium and No-regret Learning, WCNC 2007 181 IEEE GLOBECOM'09
Auction Theory in Dynamic Spectrum Access
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Components Auction Types
Application in 802.22 Networks
Chapter 7
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Auction
• Auction is a process of buying and selling goods or services through a bidding process. Goods or services are sold to the winning bidders.
• Auction is applied when the price of the goods and services is undetermined and it varies with demand
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Auction Types
Seller Demand Auction Buyers
Supply Auction
Sellers
Buyer
Double Auction
Sellers
Buyers
bids ask
asks bids
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VCG Auction • Charges each individual the “harm they cause to the rest of
the world”
• Relatively social optimum • Truthfully bidding, review the information truthfully will provide the
highest payoff. • High computation cost
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Share Auction • Divisible goods
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Auction and Spectrum Management • Theory of auction can be applied to the problem of spectrum
access and sharing (i.e., spectrum trading)
Seller: spectrum owner, primary user
Buyers: service providers, cognitive radio users
… Spectrum bids
Demand Auction
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Auction and Spectrum Management
• Joint competitive spectrum bidding and service pricing in IEEE 802.22 networks [SM33] – Sellers: spectrum owner (i.e., TV broadcasters) – Buyers: IEEE 802.22 network service providers
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System Model
802.22 BS1
Area 1 Area 2
802.22 BS2
Area 3
Pool of TV bands
Spectrum trading
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Problem Formulation
TV broadcasters
WRAN service providers
WRAN users
Selling spectrum (Exclusive-use model)
Selling service Service price, bandwidth
Number of users choosing each service
Trading price
Number of TV bands to bid
How to obtain the solutions? 190 I
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Spectrum bidding and service pricing
Double auction
Service selection (churning)
WRAN service providers
WRAN users
Problem Formulation
TV broadcasters
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Spectrum bidding and service pricing
Double auction
Service selection (churning)
Number of bidding TV bands
Trading price
Service price
Number of users choosing each service
WRAN service providers
WRAN users
Game Model Formulations
TV broadcasters
Evolutionary game
Noncooperative game
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Game Model Formulations
• Evolutionary game model for service selection by WRAN users – Players: WRAN users – Strategies: WRAN service provider – Payoff: Net utility
Payoff Utility function of allocated bandwidth
Service price
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• A user prefers to choose a WRAN service provider with higher payoff in terms of performance (bandwidth) and price
• A user gradually changes the WRAN service provider (i.e., churns) by observing the received payoff
• A user does not have any intention to influence the decision of other users in the network
Population
Users
Evolutionary Game Formulation
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Evolutionary Game Formulation
Population N
x1=n1/N x2=n2/N
Replicator dynamics Average payoff
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Game Model Formulations
• Noncooperative game model of WRAN service providers – Players: Service providers – Strategies: service price and number of TV bands to
bid for – Payoff: profit
Profit
Number of users choosing this service provider
Number of TV bands to bid
Trading price of TV bands
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Noncooperative Game Formulations • Market Model
– Multiple service providers (i.e., sellers) and a group of users (i.e., customers) → Oligopoly
– IEEE 802.22 network service providers set the prices (i.e., strategy) and users responds with demand (i.e., the number of users choosing the WRAN service provider)
Customers
Service provider 1
Service provider 2
Price
Number of users
Price p1
n1
n2
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Double Auction
Double auction is established among TV broadcasters (i.e., sellers) and WRAN service providers (i.e., buyers)
Price of TV band is varied The market structure is for multiple-seller and multiple-buyers
TV broadcasters
WRAN service providers
Double auction
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Double Auction
Example
Double auction
10 15 18 20
Number of TV bands to bid for
Offering price
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Double Auction
Offering prices are fixed
Trading price (Total number of TV bands to bid for is 2)
Trading price (Total number of TV bands to bid for is 3)
TV bands
Offe
ring
pric
es
1 2 3 4
10
15
18
20
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Double Auction
• Spectrum Bidding – 4 TV bands
(29,31)
Number of bidding bands by service provider 2
Num
ber o
f bid
ding
ba
nds
by s
ervi
ce
prov
ider
1 (24,34) (17,19)
(27,23) (18,22) -
(11,16) - -
1
2
3
1 2 3
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Double Auction
• Spectrum Bidding – (e.g., 4 TV bands)
(29*,31)
Number of bidding bands by service provider 2
Num
ber o
f bid
ding
ba
nds
by s
ervi
ce
prov
ider
1 (24*,34) (17*,19)
(27,23) (18,22) -
(11,16) - -
1
2
3
1 2 3
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Double Auction
• Spectrum Bidding – (e.g., 4 TV bands)
(29,31)
Number of bidding bands by service provider 2
Num
ber o
f bid
ding
ba
nds
by s
ervi
ce
prov
ider
1 (24,34*) (17,19)
(27,23*) (18,22) -
(11,16*) - -
1
2
3
1 2 3
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Double Auction
• Spectrum Bidding – (e.g., 4 TV bands)
(29*,31)
Number of bidding bands by service provider 2
Num
ber o
f bid
ding
ba
nds
by s
ervi
ce
prov
ider
1 (24*,34*) (17*,19)
(27,23*) (18,22) -
(11,16*) - -
1
2
3
1 2 3 Nash equilibrium
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Distributed Implementation
Nash equilibrium for service pricing Gradient method
Evolutionary equilibrium for service selection Q-learning algorithm
Marginal profit
Loop Try any service with small probability and update Q-value (Exploration) Choose the best services from Q-value (Exploitation) Record the payoff EndLoop
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Numerical Results • Parameter Setting
– 3 areas, 2 WRAN service providers, 4 TV broadcasters
– Logarithmic utility function for allocated bandwidth to WRAN user
– Average spectral efficiency of transmission is 2.4 and 2.6 bits/sym/Hz for the two WRANs
– Offering prices for the TV bands from TV broadcasters are 10, 15, 18, 20
1 2 3
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Numerical Results • Profit and number of users
Total no. of users Total no. of users
Profit No. of users
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Concluding Remarks
• Cognitive radio based on dynamic spectrum access is a new paradigm for designing wireless communications networks
• Efficient and robust algorithms need to be designed for dynamic spectrum access
• Game theory provides useful tools for design and optimization of cognitive radio protocols (e.g., for channel sensing, dynamic spectrum access, spectrum sharing, spectrum pricing)
• Non-cooperative and cooperative game models as well as auction models have been discussed and their applications have been illustrated.
• Design and optimization of distributed protocols for CR networks based on game-theoretical tools is a fertile area of wireless research.
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References (Fundamentals and Information-theoretic Analysis) [FI1] J. Mitola et al., “Cognitive radio: Making software radios more personal,” IEEE Personal Communications, vol. 6, no. 4, pp.
13-18, Aug. 1999 [FI2] J. Mitola, Cognitive radio: An Integrated Agent Architecture for Software Defined Radio, Doctor of Technology Thesis, Royal
Inst. Technol. (KTH), Stockholm, Sweden, 2000. [FI3] M. McHenry, “Spectrum white space measurements,” June, 2003. Presented to New America Foundation Broadband Forum;
Measurements by Shared Spectrum Company, http://www.newamerica.net/Download Docs/pdfs/Doc File 185 1.pdf. [FI4] S. Haykin, “Cognitive radio: Brain-empowered wireless communications,” IEEE Journal on Selected Areas in Communications,
vol. 23, no. 2, Feb. 2005. [FI5] S. Haykin, “Fundamental issues in cognitive radio,” in Cognitive Wireless Communication Networks, Eds. E. Hossain and V. K.
Bhargava, ISBN: 978-0-387-68830-5, Springer, 2007. [FI6] I. F. Akyildiz et al., “NeXt generation/dynamic spectrum access/cognitive radio wireless networks: A survey,” Computer
Networks (Elsevier), May, 2006. [FI7] M. M. Buddhikot, “Understanding Dynamic Spectrum Access: Models, Taxonomy and Challenges,” in Proceedings of IEEE
International Symposium on New Frontiers in Dynamic Spectrum Access Networks (DySPAN’07), pp. 649-663, April 2007. [FI8] Q. Zhao and B. M. Sadler, “Dynamic spectrum access: Signal processing, networking, and regulatory policy,” IEEE Signal
Processing Magazine, May 2007. [FI9] Sofie Pollin, “Coexistence and dynamic sharing in cognitive radio networks,” in Cognitive Wireless Communication Networks,
Eds. E. Hossain and V. K. Bhargava, ISBN: 978-0-387-68830-5, Springer, 2007. [FI10] N. Devroye, P. Mitran, M. Sharif, S. Ghassemzadeh, and V. Tarokh, “Information theoretic analysis of cognitive radio
systems,” Cognitive Wireless Communication Networks, Eds. E. Hossain and V. K. Bhargava, ISBN: 978-0-387-68830-5, Springer, 2007.
[FI11] A. Sahai and N. Hoven and R. Tandra, “Some fundamental limits on cognitive radio,” in Proc. Allerton Conference on Communication, Control, and Computing, October 2004.
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References (Spectrum Sensing and Physical Layer Issues)
[SP1] G. Ganesan and Y. Li, “Cooperative spectrum sensing in cognitive radio networks,” in Proc. IEEE Int. Symp. Dynamic Spectrum Access Networks (DySPAN’05), Baltimore, MD, pp. 137–143, Nov. 2005.
[SP2] K. B. Letaief and W. Zhang, “Cooperative spectrum sensing,” in Cognitive Wireless Communication Networks, Eds. E. Hossain and V. K. Bhargava, ISBN: 978-0-387-68830-5, Springer, 2007.
[SP3] S. M. Mishra, A. Sahai, and R. Brodersen, “Cooperative sensing among cognitive radios,” in Proc. IEEE ICC’06, Istanbul, Turkey, June 2006.
[SP4] D. Cabric, S. M. Mishra, and R. W. Brodersen, “Implementation issues in spectrum sensing for cognitive radios,” in Proc. the 38th. Asilomar Conference on Signals, Systems, and Computers, pp. 772–776, 2004.
[SP5] H. Tang, “Some physical layer issues of wide-band cognitive radio systems,” in Proc. IEEE DySPAN’05, Nov. 2005.
[SP6] M. E. Sahin and H. Arslan, “System design for cognitive radio communications,” in Proc. Cognitive Radio Oriented Wireless Networks and Commun. (CrownCom), Mykonos Island, Greece, June 2006.
[SP7] R. Rajbanshi, Q. Chen, A. M. Wyglinski, G. J. Minden, and J. B. Evans, “Quantitative comparison of agile modulation techniques for cognitive radio transceivers,” in Proc. IEEE Consumer Commun. and Networking Conf. Wksp. on Cognitive Radio Networks, (Las Vegas, NV, USA), Jan. 2007.
[SP8] M. B. Pursley and T. C. Royster IV, “Resource consumption in dynamic spectrum access networks: Applications and Shanon limits,” in Proc. Workshop on Information Theory and Its Applications, La Jolla, CA, USA, January 2007.
[SP9] M. B. Pursley and T. C. Royster IV, “A protocol suite for cognitive radios in dynamic spectrum access networks,” in Cognitive Wireless Communication Networks, Eds. E. Hossain and V. K. Bhargava, ISBN: 978-0-387-68830-5, Springer, 2007.
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References (Medium Access Control) [MAC1] P. Papadimitratos, S. Sankaranarayanan, and A. Mishra, “A Bandwidth Sharing Approach to Improve Licensed
Spectrum Utilization," IEEE Communications Magazine, vol. 43, no. 12, pp. 10-14, Dec. 2005. [MAC2] Q. Zhao, L. Tong, A. Swami, and Y. Chen, “Decentralized Cognitive MAC for Opportunistic Spectrum Access
in Ad Hoc Networks: A POMDP Framework,“ IEEE Journal on Selected Areas in Communications, vol. 25, no. 3, pp. 589-600, April 2007.
[MAC3] J. Jia, Q. Zhang, and X. Shen, “HC-MAC: A hardware-constrained cognitive MAC for efficeint spectrum management,” IEEE Journal on Selected Areas in Communications, vol. 26, no. 1, pp. 106-117, Jan. 2008.
[MAC4] C. Doerr, M. Neufeld, J. Fifield, T.Weingart, D. C. Sicker, and D. Grunwald, “MultiMAC: An Adaptive MAC Framework for Dynamic Radio Networking,“ in Proc. IEEE International Symposium on New Frontiers in Dynamic Spectrum Access Networks (DySPAN’05), pp. 548-555, Nov. 2005.
[MAC5] W. Hu, D. Willkomm, M. Abusubaih, J. Gross, G. Vlantis, M. Gerla, and A. Wolisz, “Dynamic Frequency Hopping Communities for Efficient IEEE 802.22 Operation," IEEE Communications Magazine, vol. 45, no. 5, pp. 80-87, May 2007.
[MAC6] S. Gandhi, C. Buragohain, L. Cao, H. Zheng, and S. Suri, “A general framework for wireless spectrum auctions," in Proc. IEEE International Symposium on New Frontiers in Dynamic Spectrum Access Networks (DySPAN’07), April 2007, pp. 22-33.
[MAC7] L. B. Le and E. Hossain, "QoS-aware spectrum sharing in cognitive wireless networks," in Proc. IEEE Globecom'2007, Washington, DC, USA, 26-30 Nov. 2007.
[MAC8] D. I. Kim, L. B. Le, and E. Hossain, “Resource allocation for cognitive radios in dynamic spectrum access environment,'' in Proc. Third International Conference on Cognitive Radio Oriented Wireless Networks and Communications (CrownCom’08), Singapore, May 15-17, 2008.
[MAC9] H. Kim and K. G. Shin, “Efficient discovery of spectrum opportunities with MAC-layer sensing in cognitive radio networks,” IEEE Transactions on Mobile Computing, to appear.
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[SM30] M. J. Osborne, An Introduction to Game Theory, Oxford Univ. Press, 2003. [SM31] M. L. Puterman, Markov Decision Processes, Wiley 1994. [SM32] R. Sutton and A. Barto, Reinforcement Learning: An Introduction, The MIT Press, 2005. [SM33] D. Niyato, E. Hossain, and Z. Han, ``Dynamic spectrum access in IEEE 802.22-based cognitive wireless
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Cognitive Radio Book
Cognitive Wireless Communication Networks
Ekram Hossain and Vijay Bhargava (Eds.)
2008, 440 p., Hardcover ISBN: 978-0-387-68830-5
Springer
IEEE GLOBECOM'09 217
Dynamic Spectrum Access and Management in
Cognitive Radio Networks
Ekram Hossain, Dusit Niyato and Zhu Han
2009, 504 p., Hardcover ISBN-13: 978-0-521-89847-8
Cambridge University Press
Cognitive Radio Book
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Finally….
Thank You Questions ?
Coalition 2
Coalition 3
Coalition 1
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