在移动众感系统中调节成本和质量的负载平衡机制

Julia Buwaya, J. Rolim
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引用次数: 0

摘要

研究了移动人群传感系统(MCS)中的负载分配问题。在这种情况下,我们提出了一个多商品网络游戏,更明确地说,是一个原子路由游戏,以描述几个人群参与者连接成能够成功完成所需感知任务的捆绑。网络的节点对应于人群参与者的资源,我们游戏的玩家是感知服务请求者,希望沿着网络的路径路由他们的需求。一个资源可以同时服务多个请求,可以使用网络结构对其进行高效建模。资源使用涉及与负载相关的成本。我们的模型通过在模型中加入确定性参数来满足人群参与和流动性固有的不确定性。这些确定性参数描述了参与者可以产生的部分结果的质量。请求者可以为成功完成必须满足的总体感知任务设置最低确定性水平。在我们的模型中,我们分析了关于成本和结果质量的平衡负载的四种不同的解决方案概念:(1)分布式蛮力方法(吸引所有合适的人群参与者),(2)随机选择合适的人群参与者,(3)纳什均衡(作为分散的自私成本最小化博弈的结果)和(4)(集中的)社会最优。所有考虑的分布式解决方案或解决的epsilon逼近可以有效地计算(仿射成本函数)。此外,众所周知的原子路由博弈的无政府状态代价的结果可以转移到我们的模型中,即,与社会最优相比,纳什均衡的相对解质量是有界的。此外,我们提供了广泛的实验研究来支持理论结果,并对不确定性的影响提出了进一步的建议。我们将分析的结果合并到一个真实的分布式机制中,这样请求者就没有偏离有效解决方案的动机。
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Load Balancing Mechanisms to Regulate Costs and Quality in Mobile Crowdsensing Systems
We study the problem of distributing loads in mobile crowdsensing systems (MCS). In this context, we present a multi-commodity network game, more explicitly, an atomic routing game, to depict the linking of several crowd participants into bundles that are capable of successfully completing desired sensing tasks. The nodes of the network correspond to the resources of the crowd participants and the players of our game are sensing service requesters that wish to route their demand along paths trough the network. One resource may serve several requests at the same time, which can be modeled efficiently using the network structure. Resource usage involves load-dependent costs. Our model caters for the uncertainty inherent from crowd involvement and mobility by incorporating certainty parameters in the model. These certainty parameters describe the quality of the partial result a participant can produce. Requesters may set a minimum certainty level for the successful completion of their overall sensing tasks that has to be met. In our model, we analyze four different solution concepts for balancing loads with respect to costs and quality of results: (1) a distributed brute force approach (engaging all suitable crowd participants), (2) a random selection of suitable crowd participants, (3) a Nash equilibrium (as result of decentralized selfish cost-minimizing game play) and (4) a (centralized) social optimum. All considered distributed solutions or an epsilon-approximation of a solution can be computed efficiently (for affine cost functions). Furthermore, well-known results for the price of anarchy of atomic routing games can be transfered to our model, i.e., the relative solution quality of a Nash equilibrium compared to a social optimum is provably bounded. In addition, we provide an extensive experimental study that supports theoretical results and gives further suggestions on the impact of uncertainty. We merge the findings of our analysis into a truthful distributed mechanism such that requesters have no incentive to deviate from an efficient solution.
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