This paper investigates the energy-efficient power allocation for a two-tier, underlaid femtocell network. The behaviors of the Macrocell Base Station (MBS) and the Femtocell Users (FUs) are modeled hierarchically as a Stackelberg game. The MBS guarantees its own QoS requirement by charging the FUs individually according to the cross-tier interference, and the FUs responds by controlling the local transmit power non-cooperatively. Due to the limit of information exchange in intra- and inter-tiers, a self-learning based strategy-updating mechanism is proposed for each user to learn the equilibrium strategies. In the same Stackelberg-game framework, two different scenarios based on the continuous and discrete power profiles for the FUs are studied, respectively. The self-learning schemes in the two scenarios are designed based on the local best response. By studying the properties of the proposed game in the two situations, the convergence property of the learning schemes is provided. The simulation results are provided to support the theoretical finding in different situations of the proposed game, and the efficiency of the learning schemes is validated.
When it comes to the resource allocation in hierarchical networks, such as the femtocell networks and cognitive radio networks, the Stackelberg game @cite_7 based modeling is widely preferred since it is able to reflect the features of hierarchy and ad-hoc topology in the network @cite_17 @cite_4 . the Stackelberg game is characterized by the sequential decision making manner (namely, the follower-leader strategy updating), and hence suitable for modeling the heterogeneous user behaviors in the network. Due to the computational intensity for obtaining the Stackelberg Equilibrium (SE), most of the existing studies @cite_8 @cite_18 @cite_5 adopt a utility model that favors the derivation of a closed-form SE, and solve for the SEs through transforming the games as hierarchical optimization problems.
@cite_18 @cite_4 @cite_7 @cite_8 @cite_5 @cite_17
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This paper tackles the problem of joint users’ uplink transmission power and data rate allocation in multi-service two-tier femtocell networks. Each user—either macrocell (MUE) or femtocell user equipment (FUE)—is associated with a two-variable utility function that represents his perceived satisfaction with respect to his allocated resources (i.e., power and rate). User's utility function is differentiated based both on the tier that the user belongs to and the service he requests. The joint resource allocation problem is directly confronted as a two-variable optimization problem and formulated as a non-cooperative game. The theory of supermodular games is utilized towards treating the two-variable optimization problem and the inherent multidimensional competition that arises among the users. The existence of proposed game's Nash Equilibrium (NE) point is analytically shown, while game's convergence to its NE point is proven. A distributed and iterative algorithm for computing the desired NE is introduced, where the optimal values of each user's uplink transmission power and data rate are simultaneously updated at the same step. The performance of the proposed approach is evaluated via modeling and simulation and its superiority compared to other state of the art approaches is illustrated. How do we build multiagent algorithms for agent interactions with human adversaries? Stackelberg games are natural models for many important applications that involve human interaction, such as oligopolistic markets and security domains. In Stackelberg games, one player, the leader, commits to a strategy and the follower makes their decision with knowledge of the leader's commitment. Existing algorithms for Stackelberg games efficiently find optimal solutions (leader strategy), but they critically assume that the follower plays optimally. Unfortunately, in real-world applications, agents face human followers (adversaries) who --- because of their bounded rationality and limited observation of the leader strategy --- may deviate from their expected optimal response. Not taking into account these likely deviations when dealing with human adversaries can cause an unacceptable degradation in the leader's reward, particularly in security applications where these algorithms have seen real-world deployment. To address this crucial problem, this paper introduces three new mixed-integer linear programs (MILPs) for Stackelberg games to consider human adversaries, incorporating: (i) novel anchoring theories on human perception of probability distributions and (ii) robustness approaches for MILPs to address human imprecision. Since these new approaches consider human adversaries, traditional proofs of correctness or optimality are insufficient; instead, it is necessary to rely on empirical validation. To that end, this paper considers two settings based on real deployed security systems, and compares 6 different approaches (three new with three previous approaches), in 4 different observability conditions, involving 98 human subjects playing 1360 games in total. The final conclusion was that a model which incorporates both the ideas of robustness and anchoring achieves statistically significant better rewards and also maintains equivalent or faster solution speeds compared to existing approaches. This paper investigates price-based resource allocation strategies for two-tier femtocell networks, in which a central macrocell is underlaid with distributed femtocells, all operating over the same frequency band. Assuming that the macrocell base station (MBS) protects itself by pricing the interference from femtocell users, a Stackelberg game is formulated to study the joint utility maximization of the macrocell and femtocells subject to a maximum tolerable interference power constraint at the MBS. Two practical femtocell network models are investigated: sparsely deployed scenario for rural areas and densely deployed scenario for urban areas. For each scenario, two pricing schemes: uniform pricing and non-uniform pricing, are proposed. The Stackelberg equilibriums for the proposed games are characterized, and an effective distributed interference price bargaining algorithm with guaranteed convergence is proposed for the uniform-pricing case. Numerical examples are presented to verify the proposed studies. It is shown that the proposed schemes are effective in resource allocation and macrocell protection for both the uplink and downlink transmissions in spectrum-sharing femtocell networks. In this paper, we study resource allocation for a multicarrier-based cognitive radio (CR) network. More specifically, we investigate the problem of secondary users’ energy-efficiency (EE) maximization problem under secondary total power and primary interference constraints. First, assuming cooperation among the secondary base stations (BSs), a centralized approach is considered to solve the EE optimization problem for the CR network where the primary and secondary users are using either orthogonal frequency-division multiplexing (OFDM) or filter bank based multicarrier (FBMC) modulations. We propose an alternating-based approach to solve the joint power-subcarrier allocation problem. More importantly, in the first place, subcarriers are allocated using a heuristic method for a given feasible power allocation. Then, we conservatively approximate the nonconvex power control problem and propose a joint successive convex approximation-Dinkelbach algorithm (SCADA) to efficiently obtain a solution to the nonconvex power control problem. The proposed algorithm is shown to converge to a solution that coincides with the stationary point of the original nonconvex power control subproblem. Moreover, we propose a dual decomposition-based decentralized version of the SCADA. Second, under the assumption of no cooperation among the secondary BSs, we propose a fully distributed power control algorithm from the perspective of game theory. The proposed algorithm is shown to converge to a Nash-equilibrium (NE) point. Moreover, we propose a sufficient condition that guarantees the uniqueness of the achieved NE. Extensive simulation analyses are further provided to highlight the advantages and demonstrate the efficiency of our proposed schemes. It is well known that in a network with arbitrary (convex) latency functions that are a function of edge traffic, the worst-case ratio, over all inputs, of the system delay caused due to selfish behavior versus the system delay of the optimal centralized solution may be unbounded even if the system consists of only two parallel links. This ratio is called the price of anarchy (PoA). In this paper, we investigate ways by which one can reduce the performance degradation due to selfish behavior. We investigate two primary methods (a) Stackelberg routing strategies, where a central authority, e.g., network manager, controls a fixed fraction of the flow, and can route this flow in any desired way so as to influence the flow of selfish users; and (b) network tolls, where tolls are imposed on the edges to modify the latencies of the edges, and thereby influence the induced Nash equilibrium. We obtain results demonstrating the effectiveness of both Stackelberg strategies and tolls in controlling the price of anarchy. For Stackelberg strategies, we obtain the first results for nonatomic routing in graphs more general than parallel-link graphs, and strengthen existing results for parallel-link graphs, (i) In series-parallel graphs, we show that Stackelberg routing reduces the PoA to a constant (depending on the fraction of flow controlled). (ii) For general graphs, we obtain latency-class specific bounds on the PoA with Stackelberg routing, which give a continuous trade-off between the fraction of flow controlled and the price of anarchy, (iii) In parallel-link graphs, we show that for any given class L of latency functions, Stackelberg routing reduces the PoA to at most α + (1 - α) · ρ(L), where α is the fraction of flow controlled and ρ(L) is the PoA of class L (when α = 0). For network tolls, motivated by the known strong results for nonatomic games, we consider the more general setting of atomic splittable routing games. We show that tolls inducing an optimal flow always exist, even for general asymmetric games with heterogeneous users, and can be computed efficiently by solving a convex program. Furthermore, we give a complete characterization of flows that can be induced via tolls. These are the first results on the effectiveness of tolls for atomic splittable games. This paper proposes a decentralized interference control scheme for an OFDMA (Orthogonal Frequency Division Multiple Access) cellular scenario where multiple macrocells and femtocells are deployed. In particular, we model the distributed resource allocation problem by means of a potential game, which is demonstrated to converge to a unique and pure Nash equilibrum. In this game, the femto base stations are the players, their actions are the resource blocks and the corresponding power levels to be allocated for downlink transmission, and the utility is designed to guarantee coexistence with the macro system, guaranteeing a fair tradeoff between femto and macro systems' performances. To do that, the utility function does not only consider the capacity of the femtocells, but also the different sources of inter-system interference: macrocell to femtocell, femtocell to femtocell, and femtocell to macrocell. The game is solved by applying a better response dynamic, which first selects the best resource blocks allocation policy for the femtousers, and then selects the most appropriate power levels for each resource block, through the solution of the corresponding convex optimization problem. Simulation results show that the introduction of femtocells in the scenario increases the total system capacity, and that the considered utility function provides an improvement in macro system performance of up to 40 , while reducing the femto capacity only up to 7 , with respect to the well known iterative waterfilling game. There has been significant recent interest in game-theoretic approaches to security, with much of the recent research focused on utilizing the leader-follower Stackelberg game model. Among the major applications are the ARMOR program deployed at LAX Airport and the IRIS program in use by the US Federal Air Marshals (FAMS). The foundational assumption for using Stackelberg games is that security forces (leaders), acting first, commit to a randomized strategy; while their adversaries (followers) choose their best response after surveillance of this randomized strategy. Yet, in many situations, a leader may face uncertainty about the follower's surveillance capability. Previous work fails to address how a leader should compute her strategy given such uncertainty. We provide five contributions in the context of a general class of security games. First, we show that the Nash equilibria in security games are interchangeable, thus alleviating the equilibrium selection problem. Second, under a natural restriction on security games, any Stackelberg strategy is also a Nash equilibrium strategy; and furthermore, the solution is unique in a class of security games of which ARMOR is a key exemplar. Third, when faced with a follower that can attack multiple targets, many of these properties no longer hold. Fourth, we show experimentally that in most (but not all) games where the restriction does not hold, the Stackelberg strategy is still a Nash equilibrium strategy, but this is no longer true when the attacker can attack multiple targets. Finally, as a possible direction for future research, we propose an extensive-form game model that makes the defender's uncertainty about the attacker's ability to observe explicit. In a class of games known as Stackelberg games, one agent (the leader) must commit to a strategy that can be observed by the other agent (the follower or adversary) before the adversary chooses its own strategy. We consider Bayesian Stackelberg games, in which the leader is uncertain about the types of adversary it may face. Such games are important in security domains, where, for example, a security agent (leader) must commit to a strategy of patrolling certain areas, and a robber (follower) has a chance to observe this strategy over time before choosing its own strategy of where to attack. This paper presents an efficient exact algorithm for finding the optimal strategy for the leader to commit to in these games. This algorithm, DOBSS, is based on a novel and compact mixed-integer linear programming formulation. Compared to the most efficient algorithm known previously for this problem, DOBSS is not only faster, but also leads to higher quality solutions, and does not suffer from problems of infeasibility that were faced by this previous algorithm. Note that DOBSS is at the heart of the ARMOR system that is currently being tested for security scheduling at the Los Angeles International Airport. Algorithms for solving Stackelberg games are used in an ever-growing variety of real-world domains. Previous work has extended this framework to allow the leader to commit not only to a distribution over actions, but also to a scheme for stochastically signaling information about these actions to the follower. This can result in higher utility for the leader. In this paper, we extend this methodology to Bayesian games, in which either the leader or the follower has payoff-relevant private information or both. This leads to novel variants of the model, for example by imposing an incentive compatibility constraint for each type to listen to the signal intended for it. We show that, in contrast to previous hardness results for the case without signaling, we can solve unrestricted games in time polynomial in their natural representation. For security games, we obtain hardness results as well as efficient algorithms, depending on the settings. We show the benefits of our approach in experimental evaluations of our algorithms. We study the impact of collusion in network games with splittable flow and focus on the well established price of anarchy as a measure of this impact. We first investigate symmetric load balancing games and show that the price of anarchy is at most m, where m denotes the number of coalitions. For general networks, we present an instance showing that the price of anarchy is unbounded, even in the case of two coalitions. If latencies are restricted to polynomials with nonnegative coefficients and bounded degree, we prove upper bounds on the price of anarchy for general networks, which improve upon the current best ones except for affine latencies. In light of the negative results even for two coalitions, we analyze the effectiveness of Stackelberg strategies as a means to improve the quality of Nash equilibria. In this setting, an α fraction of the entire demand is first routed centrally by a Stackelberg leader according to a predefined Stackelberg strategy and the remaining demand is then routed selfishly by the coalitions (followers). For a single coalitional follower and parallel arcs, we develop an efficiently computable Stackelberg strategy that reduces the price of anarchy to one. For general networks and a single coalitional follower, we show that a simple strategy, called SCALE, reduces the price of anarchy to 1+α. Finally, we investigate SCALE for multiple coalitional followers, general networks, and affine latencies. We present the first known upper bound on the price of anarchy in this case. Our bound smoothly varies between 1.5 for α=0 and full efficiency for α=1. In this paper, a novel framework is proposed to jointly optimize user association and resource allocation in the uplink cognitive femtocell network (CFN). In the considered CFN, femtocell base stations (FBSs) are deployed to serve a set of femtocell user equipments (FUEs) by reusing subchannels used in a macrocell base station (MBS). The problem of joint user association, subchannel assignment, and power allocation is formulated as an optimization problem, in which the goal is to maximize the overall uplink throughput while guaranteeing FBSs overloading avoidance, data rate requirements of the served FUEs, and MBS protection. To solve this problem, a distributed framework based on the matching game is proposed to model and analyze the interactions between the FUEs and FBSs. Using this framework, distributed algorithms are developed to enable the CFN to make decisions about user association, subchannel allocation, and transmit power. The algorithms are then shown to converge to a stable matching and exhibit a low computational complexity. Simulation results show that the proposed approach yields a performance improvement in terms of the overall network throughput and outage probability, with a small number of iterations to converge. This paper proposes a decentralized model for the allocation of modulation and coding schemes, subchannels and transmit power to users in OFDMA femtocell deployments. The proposed model does not rely on any exchanged information between cells, which is especially useful for femtocell networks. Coordination between femtocells is achieved through the intrinsic properties of minimising transmit power independently at each cell, which leads the network to self-organize into an efficient frequency reuse pattern. This paper also provides a two-level decomposition approach for solving this intricate resource assignment problem that is able to find optimal solutions at cell level in reduced periods of time. System-level simulations show a significant performance improvement in terms of user outages and network capacity when using the proposed distributed resource allocation in comparison with scheduling techniques based on uniform power distributions among subcarriers. In this work we study joint pricing and power allocation for Dynamic Spectrum Access (DSA) networks with Stackelberg game. In our model, Primary User (PU) is the game leader and jointly determines its power allocation (to guarantee its QoS requirement) and the interference price charged to Secondary User (SU) (to reap revenue). Meanwhile, SU is the game follower and determines its power demand in response to PU's decisions. We quantify PU's and SU's benefit from the channel sharing model by deriving the Stackelberg equilibrium. Our results show that PU's equilibrium profit is asymptotically upper bounded with its marginal power cost and rate requirement. A distributed algorithm is proposed to find the equilibrium. We also propose an incentive-compatible mechanism for PU and SU to keep the social welfare optimum cooperatively. We extend our Stackelberg game to the multiple SUs scenario, where the interference among SUs results in a noncooperative power demand subgame. We propose a low-complexity heuristic algorithm for PU to maximize its profit. Our results show that PU can benefit by selecting multiple SUs to share its channel if SUs' mutual interference is limited. We study the problem of optimizing the performance of a system shared by selfish, noncooperative users. We consider the concrete setting of scheduling jobs on a set of shared machines with load-dependent latency functions specifying the length of time necessary to complete a job; we measure system performance by the total latency of the system. Assigning jobs according to the selfish interests of individual users (who wish to minimize only the latency that their own jobs experience) typically results in suboptimal system performance. However, in many systems of this type there is a mixture of “selfishly controlled” and “centrally controlled” jobs; as the assignment of centrally controlled jobs will influence the subsequent actions by selfish users, we aspire to contain the degradation in system performance due to selfish behavior by scheduling the centrally controlled jobs in the best possible way. We formulate this goal as an optimization problem via Stackelberg games , games in which one player acts a leader (here, the centralized authority interested in optimizing system performance) and the rest as followers (the selfish users). The problem is then to compute a strategy for the leader (a em Stackelberg strategy ) that induces the followers to react in a way that (at least approximately) minimizes the total latency in the system. In this paper, we prove that it is NP-hard to compute the optimal Stackelberg strategy and present simple strategies with provable performance guarantees. More precisely, we give a simple algorithm that computes a strategy inducing a job assignment with total latency no more than a constant times that of the optimal assignment of all of the jobs; in the absence of centrally controlled jobs and a Stackelberg strategy, no result of this type is possible. We also prove stronger performance guarantees in the In a heterogeneous wireless cellular network, each user may be covered by multiple access points such as macro pico relay femto base stations (BS). An effective approach to maximize the sum utility (e.g., system throughput) in such a network is to jointly optimize users' linear procoders as well as their BS associations. In this paper, we first show that this joint optimization problem is NP-hard and thus is difficult to solve to global optimality. To find a locally optimal solution, we formulate the problem as a noncooperative game in which the users and the BSs both act as players. We introduce a set of new utility functions for the players and show that every Nash equilibrium (NE) of the resulting game is a stationary solution of the original sum utility maximization problem. Moreover, we develop a best-response type algorithm that allows the players to distributedly reach a NE of the game. Simulation results show that the proposed distributed algorithm can effectively relieve local BS congestion and simultaneously achieve high throughput and load balancing in a heterogeneous network. We study a multi-player one-round game termed Stackelberg Network Pricing Game, in which a leader can set prices for a subset of m priceable edges in a graph. The other edges have a fixed cost. Based on the leader’s decision one or more followers optimize a polynomial-time solvable combinatorial minimization problem and choose a minimum cost solution satisfying their requirements based on the fixed costs and the leader’s prices. The leader receives as revenue the total amount of prices paid by the followers for priceable edges in their solutions. Our model extends several known pricing problems, including single-minded and unit-demand pricing, as well as Stackelberg pricing for certain follower problems like shortest path or minimum spanning tree. Our first main result is a tight analysis of a single-price algorithm for the single follower game, which provides a (1+e)log m-approximation. This can be extended to provide a (1+e)(log k+log m)-approximation for the general problem and k followers. The problem is also shown to be hard to approximate within @math for some e>0. If followers have demands, the single-price algorithm provides an @math -approximation, and the problem is hard to approximate within @math for some e>0. Our second main result is a polynomial time algorithm for revenue maximization in the special case of Stackelberg bipartite vertex-cover, which is based on non-trivial max-flow and LP-duality techniques. This approach can be extended to provide constant-factor approximations for any constant number of followers. This paper proposes a Stackelberg game approach to deal with demand response (DR) scheduling under load uncertainty based on real-time pricing (RTP) in a residential setup. We formulate the optimization problems for the service provider that acts as the leader and for the users who are the multiple followers, respectively. We derive the Stackelberg Equilibrium (SE) consisting of the optimal real-time electricity price and each user's optimal power consumption. Simulation results show the proposed DR scheduling not only can control the total power consumption, but also is beneficial to the service provider's revenue. Moreover, the load uncertainty increases the service provider's revenue and decreases each user's payoff. We study the problem of optimizing the performance of a system shared by selfish, noncooperative users. We consider the concrete setting of scheduling small jobs on a set of shared machines possessing latency functions that specify the amount of time needed to complete a job, given the machine load. We measure system performance by the total latency of the system. Assigning jobs according to the selfish interests of individual users, who wish to minimize only the latency that their own jobs experience, typically results in suboptimal system performance. However, in many systems of this type there is a mixture of "selfishly controlled" and "centrally controlled" jobs. The congestion due to centrally controlled jobs will influence the actions of selfish users, and we thus aspire to contain the degradation in system performance due to selfish behavior by scheduling the centrally controlled jobs in the best possible way. We formulate this goal as an optimization problem via Stackelberg games, games in which one player acts a leader (here, the centralized authority interested in optimizing system performance) and the rest as followers (the selfish users). The problem is then to compute a strategy for the leader (a Stackelberg strategy) that induces the followers to react in a way that (approximately) minimizes the total latency in the system. In this paper, we prove that it is NP-hard to compute an optimal Stackelberg strategy and present simple strategies with provably good performance guarantees. More precisely, we give a simple algorithm that computes a strategy inducing a job assignment with total latency no more than a constant times that of the optimal assignment of all of the jobs; in the absence of centrally controlled jobs and a Stackelberg strategy, no result of this type is possible. We also prove stronger performance guarantees in the special case where every machine latency function is linear in the machine load. Let a communication network be modelled by a directed graphG = (V,E) of n nodes and m edges. We consider aone-round two-player network pricing game, the Stackelberg ShortestPaths Tree (StackSPT) game. This is played on G, by assuming thatedges in E are partitioned into two sets: a set E F of edges with afixed positive real weight, and a set E P of edges that should bepriced by one of the two players (the leader). Given adistinguished node r ∈ V, the StackSPT game isthen as follows: the leader prices the edges in E P in such a waythat he will maximize his revenue, knowing that the other player(the follower) will build a shortest paths tree of G rooted at r,say S(r), by running a publicly available algorithm. Quitenaturally, for each edge selected in the solution, theleader’s revenue is assumed to be equal to the loaded priceof an edge, namely the product of the edge price times the numberof paths from r in S(r) that use it. First, we show that theproblem of maximizing the leader’s revenue is NP-hard as soonas |E P | = Θ(n). Then, in search of aneffective method for solving the problem when the size of E P isconstant, we focus on the basic case in which |E P| = 2, and we provide an efficient O(n 2 logn) timealgorithm. Afterwards, we generalize the approach to the case |E P| = k, and we show that it can be solved inpolynomial time whenever k = O(1). This paper proposes a real-time price (RTP)-based demand-response (DR) algorithm for achieving optimal load control of devices in a facility by forming a virtual electricity-trading process, where the energy management center of the facility is the virtual retailer (leader) offering virtual retail prices, from which devices (followers) are supposed to purchase energy. A one-leader, @math -follower Stackelberg game is formulated to capture the interactions between them, and optimization problems are formed for each player to help in selecting the optimal strategy. The existence of a unique Stackelberg equilibrium that provides optimal energy demands for each device was demonstrated. The simulation analysis showed that the Stackelberg game-based DR algorithm is effective for achieving the optimal load control of devices in response to RTP changes with a trivial computation burden.