JOURNAL OF TELECOMMUNICATIONS, VOLUME 4, ISSUE 1, AUGUST 2010 1

On Selfish Behavior in TDMA-based Bandwidth Sharing Protocols in Wireless Networks Dung T. Tran, Zhiming Chen, and Andras Farago Abstract—In TDMA-based protocols, if bandwidth is allocated on the basis of reservations, the base station relies on the stations' requests to allocate time slots to them. Like most other protocols, TDMA-based protocols were designed with the assumption that the stations would follow the rules. However, as mobile devices are becoming more intelligent and programmable, they can selfishly optimize their operations to obtain a larger part of the shared bandwidth. By selfish we designate the users who are ready to tamper with their wireless interface in order to increase their own share of the common transmission resource. In this paper we study TDMA-based bandwidth allocation protocols in the presence of selfish stations, through game-theoretic perspectives. We show that this game admits Nash equilibria and we provide a bound on the price of anarchy. Since analysis shows that the system throughput at a Nash equilibrium may be neither optimal nor fair among the stations, we designed a new mechanism for use by the base station in practical networks. By our mechanism, the stations cannot increase their benefit by cheating, thus they are motivated to follow the rules. In this work, we demonstrate the robustness of our mechanism by analysis and simulation. Index Terms — TDMA-based protocol, wireless network, mechanism design, Nash equilibrium, repeated game.

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1 INTRODUCTION

W

ITH the rapid growth of social networking, the demand for services in a mobile environment has been increasing, the functionality is also increasingly diverse. New protocols for personal communication must account for the presence of several different classes of traffic with diverse patterns and quality of service (QoS) requirements. Moreover, they have to make sure that those applications coexist as comfortable as possible within the restrictive framework of mobile environment. The major advantage of TDMA-based algorithms is that they provide a significant reduction in the number of collisions incurred during communication. Moreover, TDMA-based protocols utilize energy efficiently by inherently avoiding collisions, as well as unnecessary idle listening, which are two major sources of energy consumption. For example, the TDMA protocol for a trafficmonitoring network discussed in [12] yields a battery lifetime of 1,200 days compared with 10 days using the IEEE 802.11 protocol. Many TDMA-based access protocols have been proposed for mobile networks, e.g. DPRMA [1], C-PRMA [2], DRMA [3], DS-TDMA/CP [4], ED-TDMA [5], Kulkarni [6]. All the protocols mentioned above use a similar channel structure. Time on the uplink channel is divided

into timeframes, and each timeframe is divided into a number of transmission slots and a number of possibly smaller minislots used for contention resolution. Transmission slots may be fixed or varied in length, depending on protocols. The above TDMA-based protocols are efficient if all stations follow the rules. This assumption, however, is less and less appropriate, because the network adapters are becoming more programmable [7], allowing the level of intelligence that makes cheating possible. Despite the vast work invested in improving TDMAbased protocols, all these studies have ignored the system performance in the case when selfish stations are present. In this paper, we study the stability and efficiency of TDMA-based protocols in wireless networks that contain selfish users. We assume these users are rational in the sense that they only misbehave if it results in a benefit for them. The primary intent of our research on TDMA-based protocols is to study the performance of the system with selfish stations, and to design TDMA-based access methods that could stabilize the network around a steady state at which the stations' performance is fair and highly efficient. More specifically, we consider the case when a selfish station makes use of the most accesible cheating technique: he reserves a larger time slot to maximize its ———————————————— throughput. Although this cheating technique is • Dung T. Tran is with the Department of Computer Science, University of straightforward, we show that studying its implications is Texas at Dallas, Richardson, TX 75080. • Zhiming Chen is with the Department of Computer Science, University of far from trivial. In order to investigate the system with Texas at Dallas, Richardson, TX 75080. selfish stations, we make use of game theory. Here, we de• Andras Farago is with the Department of Computer Science, University of fine a new game, named TDMA game. In this game, each Texas at Dallas, Richardson, TX 75080. station is a player, the throughput it enjoys is its payoff, and its bandwidth request represents its strategy.

2

We consider two sides of the problem: • Passive side: The bandwidth allocation scheme is fixed and known by all stations. We study the games where the stations compete for the bandwidth. • Active side: we propose an allocation mechanism for the base station which drives selfish stations toward the global objective, e.g. maximizing the network throughput. On the passive side, we model this problem as a repeated game [9]. We show that the dynamic best response of players will make the system converge to a Nash equilibrium. We point out that the optimal solution of the system is the Pareto efficient configuration but not Nash equilibrium. We also show a bound of the price of anarchy. (All these conpcepts are defined later in the text.) On the active side, we propose a simple but robust bandwidth allocation mechanism for the base station. We call the mechanism robust because it does not apply any technique to detect the selfish players in order to punish them, like the work of Konorski [10] and Cagalj [11]. Under our mechanism, selfish players, who deviate from honest strategies, could not get any better utility. Moreover, if all stations report their true arrival rates truthfully, the system achieves optimal throughput. Thus, it becomes the stations own interest to play honestly. There are quite a few works on TDMA-based MAC protocols. Nevertheless, to our knowledge, this is the first study about selfish behavior in in this context, through game-theoretic perspectives. We organize the paper as follows. In Section 2, we review prior work. In Section 3, we define the problem and point out an optimal solution of it. In Section 4, we formulate the TDMA game, and analyze its properties. In section 5, we introduce a truthful mechanism (i.e., a mechanism that drives the players to honest behavior) for practical networks. Simulation and evaluation are presented in Section 6. Finally, Section 7 concludes the paper.

2 RELATED WORK One of the earliest applications of game theory to medium access protocols is the work of Zander in [13], [14]. However, the game considered is cooperative in nature and does not consider contention between selfish stations. For the games in which players selfishly contend for the channel, researchers approach the problems via a number of different types of games. In ALOHA games, several researchers formulate the problem as a repeated game [9] such as the work of MacKenzie et al. [15], Y. Jin et al. [16]. The Stochastic game [9] model is applied in the work of MacKenzie et al. [17], and Altman et al. [18]. Y. Cho et al. use single-stage Bayesian game [9] to approach the ALOHA game for the wireless networks in fading environments in [19]. Recently, R. Ma et al. [20] model the Aloha game as a Stackelberg game [9], where one of player is voted to be the leader and other players are followers.

In CSMA games, L. Chen et al. [21], and M. Cagalj et al. [11] use both static and dynamic games to approach the problems of medium access control with selfish stations. The repeated game model is again used in the work of Konorski [10], and L. Galluccio [22]. Y. Cho et al. [19] who apply single-stage and multistage Bayesian game models for the CSMA protocols in fading environments. In most cases of contention game with non-cooperative context in fully distributed environments, the games admit Nash equilibria. Yet, these equilibria do not possess any type of global optimality or may even paralyze the system completely. Thus, our goal is to design a bandwidth sharing mechanism which directs the system to an equilibrium which also provides globally optimal system throughput.

3 SYSTEM MODEL AND OPTIMAL SOLUTION WITH COOPERATING USERS 3.1 System model We consider n wireless stations in the same cell that are communicating with a base station. The stations share the same uplink bandwidth. We ignore the downlink, since it does not involve competition, being used by the base station. The time is divided into frames. The uplink frame structure used here, like in the work of Zhang et al. [4], is shown in Figure 1. The frame is divided into two sections. The first (reservation) section consists of a sequence of minislots used by stations to issue access requests. We assume that each station is associated with a unique minislot so that there is no collision in this section. If a station does not have data to send in a frame, then it requests zero transmission time. Due to this organization, there is no collision during the reservation section. The second (transmission) section, transmission time is dynamically partitioned into a number of variable-length time slots, according to how the bandwidth is allocated to the mobile stations. At beginning of each frame, stations move data from input buffers to output buffers and send requests based on the current data in their output buffers. We assume that if a station does not get enough time to transmit its data then it will drop all remaining data in its output buffer. One time frame Contention section

Transmission Time

Time slot

Request packet

Fig. 1. Uplink frame structure.

We characterize the traffic demand such that station i has a Possion arrival rate λi . The packet loss probability of

© 2010 JOT http://sites.google.com/site/journaloftelecommunications/

3

station i is given by a loss function

f (ri ) , where ri is the

relative rate of station i. The relative rate is the fraction of transmission time assigned to the station, normalized to its arrival rate. That is, if station i gets pi fraction of the total transmission time in a framne (

∑p

i

=1)

then

ri = pi / λi . We do not restrict the actual form of the loss function, but we assume it satisfies the following two natural conditions: 1. Increasing the allocated bandwidth for any given station decreases its loss. That is f ( ri ) is a strictly decreasing function of ri . 2. For any station and any allocated bandwidth, the additional gain (i.e. loss decrement) obtained by a given absolute increment in the allocated bandwidth gets smaller as the relative increment decreases. This means that the more resources a station has already, the smaller additional gain it will obtain by receiving a fixed increase added to its allocated resources.

3.2 The optimal solution for cooperating users

4

TDMA GAME

4.1 Game model Through this game, the base station makes use of the allocation scheme as in Theorem 1 and it is public to all stations. By this allocation scheme, a station could declare higher arrival rate to receive a larger share of bandwidth. If the station does not have enough real data to actually use the larger share of bandwidth, then it fills up the unused part with dummy packets, to avoid obvious detection of cheating. The data amounts of stations depend on their arrival rates. When stations transmit some data, they will receive some profit. Specifically, we define the profit function

v( x) : R+ → R+ with x is the input data, measured in the number of packets. Specifically, the profit function is αx, if x is data packets, α > 0 v( x ) =   0, if x is dummy packets

(1)

The profit function means that a station gets no profit if it just transmits dummy packets or does not transmit at u(x)

Two above conditions imply that the loss function is convex, a detailed proof is in [8]. Now we compute the relative rates that maximize the throughput. We consider the equivalent problem of minimizn ing the total loss

L = ∑i =1 λi f (ri )

x need

under the constraint that the fractions of transmission slot, given the the respective stations, sum up to 1. Theorem 1. [8] The total loss



n

i =1

λi f (ri ) achieves its glob-

al minimum if and only if the relative rates of the stations are equal to each other, i.e.

ri = ... = rn = Proof. See [8] for details.

1

∑i=1 λi n



If, however, the stations do not report their true arrival rates then Theorem 1 no longer guarantees the optimal system throughput. As an example, consider the case when the bandwidth is not enough to satisfy all requests of stations. Then by Theorem 1, every station will lose some equal percent of its data. However, the selfish stations may report more than their true data, and then they can obtain a larger share of the bandwidth. In that case some selfish stations could optimize their throughput, while honest stations, which report the true arrival rate, would lose more data. Hence, the protocol does not ensure the optimal system throughput in this case. In the next section, we study insight into the TDMA-based protocols considering the existence of selfish stations through game-theoretic perspectives.

allocated

Fig. 2. The utility function.

all. The more real data it transmits the more profit it obtains, hence, this is a non-decreasing function. In addition, stations also encounter some cost c( x ) : R+ → R+ e.g. for energy consumption. Specifically, our cost function is

c( x) = γx, const γ > 0 Note that cost is always incurred with transmission, regardless to whether the transmitted packets are real or dummy. To motivate stations to transmit their data, we assume that the profit is larger than the cost they have to pay for any transmitted data amount, i.e. α > γ . We define the stations' utilities as the net profit, after deducting the cost:

u ( x ) = v ( x) − c( x) By the above definition, we see that the more data the stations can send, the higher utilities they gain. The shape of the utility function is shown in Figure 2. Note that it takes the maximum when the transmitted data is the real need. With more transmission it declines, since dummy packets do not generate profit, but they still incur cost (energy). The objective of the stations is to maximize their utilities. We easily see that stations achieve optimal utilities if and only if their allocated bandwidth is equal to what they really need. Now let us view each station as a player. In the reservation section, player i chooses his strategy wi ∈ [0,W], that

4

is the data he declares to the base station, and W is the total capacity of the frame. A configuration profile w=(w1,...,wn) is a specification of strategies for every player. For the sake of simplicity, we assume that every station needs a time slot of length x to transmit x amount of data. We will denote (w1,...wi-1,wi+1,...wn) by w-i which is the original w vector with the ith component removed. Furthermore, w = (w-i,wi) will denote the original vector (w1,...,wn). Let us now define the TDMA game. Definition 1. A TDMA game is a tuple ({1,...,n}, [0,W], {u}), where {1,...,n} is the set of players (stations), [0,W] is the set of feasible strategies (i.e. the values that stations can declare), and u={u1,…,un} where ui:[0,W]n  R+ contains the utility function for each station. In this gane each station i selects a strategy wi ∈ [0,W] and subsequently receives a utility ui(w) dependent on the configuration profile w. At a Nash equilibrium (abbreviated as NE), each player’s strategy is his best response to the other players' strategies, a natural outcome if all the players are rational. Before studying the existence of Nash equilibria, we assume that the base station cannot recognize selfish stations by examining their packets or monitoring their traffic, since stations may encrypt their data, and may also send dummy packets to fill up extra reserved time slots. Hence, stations can avoid the detections and penalties. In a reasobale designed practical system, we can assume that the system is not always overloaded or underloaded. We define an overload/underload frame as follows: • Overload frame: the total request, i.e., the sum of all individual requests, is larger than the frame capacity. • Underload frame: the total request is not larger than the frame capacity. At the beginning of each time frame, the stations reserve the bandwidth (time slot) by sending their requests to the base station. Let us view each frame as a game stage, where a station may base its request on what happened in previous game stages. Thus, the system is modeled as a repeated game. This means, the game is played in repeated stages. If the players do not know when the game will end, then it is an infinitely repeated game. The repeated game is assumed to be discounted, i.e. the utility received n at stage n is discounted by δ for some δ < 1 . Henceforth the expected long-term utility of a player remains a bounded finite value. A player may use this value to choose his strategy.

ing the strategy from the previous game stage would lose some utility. However, if the current state stays long enough (meaning that δ is sufficiently close to 1) this loss will be overweighted by the gain in every subsequent period. This intuition means that in either game state, the system eventually converges to a Nash equilibrium. 

4.3 Bound on the Price of Anarchy The price of anarchy is the ratio of the system performance at a worst Nash equilibrium and that of the globally optimal solution. It expresses that how much utility can be lost by giving up global coordination. Theorem 2. The price of anarchy is bounded by where

Proof. Each game stage is either an underload or an overload frame. At a transition frame (changing from overload to underload frame or vice versa), a player keep-

λmax , λmin is the maximum, minimum arrival rates of

stations, respectively. Proof. Due to space limitations, we skip the rather lengthy proof here, the details can be found in [27].  The result points to that optimality and fairness in bandwidth allocation may not be achieved at Nash equilibria. This happens because the current bandwidth allocation scheme of the base station provides the stations with incentives to cheat. In the next section we design a new bandwidth allocation mechanism for the base station which creates incentives for the players to avoid false declarations, i.e., they will be motivated to play honestly. We can achieve this goal if our designed mechanism guarantees that players who deviate from the truthful declarations will not receive any higher utility.

5 TRUTHFUL MECHANISM FOR BANDWIDTH SHARING 5.1 Problem formulation Definition 2. The Bandwidth Sharing Mechanism Design Problem is given by an output specification and by a set of stations' utilities. Specifically: 1.

There are n stations, each station i has private input data di ∈ [0,W] (termed its type). Everything else in this scenario is public knowledge.

2.

The output is the vector o=(o1,...,on) where oi is the size of the time slot allocated to station i.

3.

Each station i's preferences are given by a real valued function: vi(o,di), i.e. the profit of transmitting data in time slot oi, called its valuation. The valued function is defined to coincide with the profit function v(x) (1) in section 4.1.

4.

The mechanism applies station i a cost ci(o), termed its payment, that is the cost for station i to transmit data, e.g. the power consumption at station i for sending its packets. Then the station i's utility will be ui = vi(o,di)-ci(o). This utility is what the station aims to optimize.

4.2 Existence of and convergence to Nash equilibrium Lemma 1. If the system stays in underload or overload for sufficiently long, the best response of players converge to a Nash equilibrium.

λmax / λ min ,

The objective of the mechanism is to maximize the sum of stations' utilities.

5

Stations can achieve their maximum utilities when the system gives them enough bandwidth. In the case, however, when the total demand is larger than the system capacity, the stations would have incentive to make false declarations to obtain a larger share of the limited bandwidth. Our challenge is how to design a bandwidth allocation mechanism such that the rationally selfish stations will never find in their self-interest to lie. In addition, the mechanism has to follow the allocation scheme of Theorem 1 to achieve optimal system throughput. The base station can set the accepted signal level for received messages from stations. By doing this, the base station can set the cost functions for stations. We recall that, for motivating stations to transmit data, the profit is always larger than the cost for stations to send any amount of data. Thus the more data the stations transmit, the more utilities they get. Stations are rational and always want to optimize their utility. We note that the utility function ui reaches maximum value if and only if this station obtains just enough time slot to transmit all of its data. Because, at this point, station i does not lose any data packets (optimal throughput), and it does not have to send any dummy packets to fill up the extra allocated bandwidth (optimal battery lifetime). In our problem, we cannot make use of the celebrated Vickrey-Clarke-Groves (VCG) mechanism [23],[24],[25], or the truthful mechanisms for one-parameter agents in the work of Archer and Tardos [27]. Because their objective function is to maximize the sum of stations' valued functions. Here, we want to maximize the sum of stations' utility functions.

5.2 The main idea

5.3 The truthful mechanism The mechanism first finds the current effective declarations then uses them to allocate time slots to stations. This step works as follows, • If it is an overload frame: the effective declaration of a station is what it declares. However, • If it is an underload frame: the effective declaration of a station is the average all the declarations this station declared in previous overload frames. The pseudo code of the bandwidth allocation algorithm is in Algorithm 1. Some notations are as follows: wi: declaration of station i ei: effective declaration of station i oi: fraction of bandwidth allocated to station i wi: station i's average declaration in previous overload frames Algorithm 1: Bandwidth Allocation Algorithm Input: w=(w1,…,wn) //stations’ declarations 3. For i 1 to n 4. If underload frame then 5. ei  wi 6. Else 7. ei  wi 8. Endif 9. Endfor 10.For i 1 to n 11. If underload frame then 12. oi  ei 13. Else 1. 2.

15.

The main idea of our mechanism is that the base station takes into account the history of stations' declarations. If stations get advantage of false declarations in some current frames, then they will suffer in future frames, and the more the stations cheat, the more they suffer. Our mechanism ensures that the stations with untruthful declarations don't get higher utilities than those with truthful declarations. At the beginning of each frame, each station i declares its needed bandwidth wi ∈ [0,W]. When the system is in overload frames, each station has to lose some amount of data. However, selfish stations do not want to lose data, they can declare more to get more bandwidth so that they can reduce their loss. Later, in the underload period, the selfish stations could only achieve optimal utility with truthful declarations. Based on this intuition, the mechanism would use the stations' past declarations in overload frames for current underload frames. Then, stations that requested higher bandwidth in overload frames, will also obtain more bandwidth than needed in underload frames. Hence, they have to pay the cost of sending dummy data to fill up the extra allocated bandwidth. The mechanism achieves its goal if the benefit that cheating stations may gain in overload frames is less than the cost they have to pay for it in underload frames.

oi 

14.

ei / ∑ e j

Endif

16.Endfor 17.Return

o=(o1,…,on)

Definition 3. The Bandwidth Allocation Mechanism (BAM) m=(o,c) is composed of two elements: an outcome o(w)= (o1,…,on), and an n-tuple of cost c1(o),…,cn(o). Specifically:

∈ [0,W] (i.e.

a.

Each station i can choose a strategy wi what amount of data it declares).

b.

The base station receives input vector w=(w1,...,wn), then using Algorithm 1 to assign the fraction of bandwidth oi to station i.

c.

The cost fuction ci(o) is the same for all stations, i.e., stations pay the same cost for transmiting the same amount of data.

d.

We say a mechanism is an implementation with dominant strategies if •

For each station i and each di, there exists a strategy wi ∈ [0,W], termed dominant, such that for all possible strategies of the other stations w-i,wi maximizes station i’s utility.



For each tuple of dominant strategies w = (w1,...,wn), the outcome o(w) satisfies the specification.

6

It means,

Definition 4. We say a mechanism is truthful if:

δi

1. For all i, and for all private data di, the station’s strategies is to report their true data di.

β

2. Truth-telling is a dominant strategy, i.e. wi=di satisfies the definition of a dominant strategy above.

⇔ β ≤ min{

Theorem 3. Let β be the probability that a frame is an overload frame, di be the data of station i, and S =



tion

wi=di+ δ i .

i’s

β ≤ min{

declaration

be

n i −1

w i .Let staIf

Sd i S , } for every i=1,…,n then S + 1 Sd i + δ i

BAM is a truthful mechanism. Proof (sketch): Let d=(d1,...,dn) be the vector of true data of stations. In underload time frames, stations get optimal utilities if and only if their effective declarations equal to their true data, i.e. ei = di. It is because, with these declarations, stations do not lose any data and do not have to send any dummy data. For the sake of simplicity, we assume that if station i with effective declaration ei=di+/- δ i , i.e. this station either loses δ i data or has to send δ i dummy data, then its utility reduces by δ i . Assume that station i chooses strategy wi = di + δ i in overload frames. We consider two cases: •

If δ i < 0 , i.e. wi < di, station i declares lower than the true value, then its bandwidth share reduces, implies that its utility reduces. Then later in next underload frames, its effective declaration is ei = wi < di so that its utility is again smaller than the outcome of the truth declaration.



If δ i < 0 , i.e. wi > di, station i receives an extra δ / S time slots for each frame. Then stations i's utility increases by an amount of δ i / S . Thus its expected gain is βδi / S in overload frames. Then later in underload frames, stations i's utility loses δ in each frame, because it has to use dummy data to fill δ i extra time. Therefore, its expected loss is (1− β)δi . Another case, if station i claims that it does not have data to transmit, i.e. it chooses strategy wi = 0 then its expected loss is (1 − β )d i . This means the minimum loss of station i is min{(1 − β )δ i , (1 − β )di ) . We now find the condition such that station i's loss is larger than its gain.

S

≤ min{( 1 − β ), (1 − β ) d i } Sd i S , } S + 1 Sd i + δ i

Therefore the stations with false reports will reduce their utilities if β ≤ min{S /( S + 1), Sd i /( Sd i + δ i )} . If all stations play honestly, we invoke Theorem 1 to show that the system throughput achieves optimality. 

6 SIMULATION In the simulation, we divide the time into many equal frames. Each frame has two sections: contention section and transmission section. In contention section, stations report their data to the base station, then the base station assigns the stations time slots, which may be of different length. The stations transmit their data in the transmission section. We classify stations into two types: honest stations and selfish stations. Honest stations will send requests with the real data they have in the output buffer, while selfish stations will use short-sighted (myopic) greedy strategies. This means that if the obtained time slot is smaller than requested then in the next frame it will send a request with some extra amount. This extra amount is equal to its loss in previous frame. Otherwise, if a selfish station obtains more time slot than what it needs, then it reduces the request in the next frame. We simulate three main scenarios: Scenario A: How does the Bandwidth allocation Mechanism (BAM) perform when we vary the probability that a frame is an overload frame. Scenario B: How does BAM perform when we vary the percentage of stations that are selfish. Scenario C: How does BAM perform when the level of overload is varied.

6.1 Scenario A In the first scenario, we simulate the system with 6 stations which are divided into two groups: selfish group and honest group. Stations in each group have different arrival rates. We simulate two cases in which the totals of stations’ demands, in overload frames, are 120%, and 130% of system capacity, respectively. Figures 3, 4 show the results to these cases. The x-axis is the probability that a frame is overload, and the y-axis is the percentage of loss.

7

60

80

60 50 40 30

40 30 20 10

20 10 0.1

Selfish stations Honest stations

50 Percentage of loss

Percentage of loss

70

Selfish,ArrRate=10 Selfish,ArrRate=15 Selfish,ArrRate=20 Honest,ArrRate=10 Honest,ArrRate=15 Honest,ArrRate=20

0

0.2 0.3 0.4 0.5 Probability that a frame is overload

0.6

Fig. 3. Percent of utility loss when total demand is 120% system capacity in overload frames.

0

0.2

0.4 0.6 0.8 Percent of selfish stations

1

Fig. 5. Percent of utility reduce when total demand is 120% system capacity in overload frames.

100

100

60

Selfish stations Honest stations

80

Percentage of loss

Percentage of loss

80

Selfish,ArrRate=10 Selfish,ArrRate=15 Selfish,ArrRate=20 Honest,ArrRate=10 Honest,ArrRate=15 Honest,ArrRate=20

40

60 40 20

20 0

0.2 0.3 0.4 0.5 Probability that a frame is overload

0

0.2

0.6

Fig. 4. Percent of utility loss when total demand is 130% system capacity in overload frames.

The simulation results show that if the system is not so busy (probability of overloaded frame is not very high < 45%) then the honest stations have better utilities than those of selfish stations. The lower the probabilities of overloaded frames are, the higher loss of utility the selfish stations suffer. In other words, if the system is not too busy then the honest stations achieve better utilities, i.e. they get higher throughput and longer battery lifetime.

6.2 Scenario B In this scenario, we compare the performance of honest stations and those of selfish stations when percentage of selfish stations is varied. We simulate a system with 100 stations. We assume that in 30% of time the system is overloaded. Two cases are simulated, in which the total demand in an overload frame, are 120% and 130% of system capacity, respectively. Figure 5, 6 show the results. The x-axis here is the percentage of selfish stations, and the y-axis is the percentage of utility loss. These simulation results show that when the number of selfish stations increases then the loss of utility increases for both honest and selfish stations. However, the loss of utility of selfish stations is consistently higher than that of honest stations, unless there are too many selfish sta-

0.4 0.6 0.8 Percent of selfish stations

1

Fig. 6 Percent of utility loss when total demand is 130% system capacity in overload frames.

tions (more than 85%), and the overload is also severe.

6.3 Scenario C In the third scenario, we simulate the system with different levels of overload. We assume there are 10 stations, half of them are selfish and the other half are honest. We simulate two cases in which the probabilities that a frame 70 Selfish stations Honest station

60

Percentage of loss

0 0.1

50 40 30 20 10 0 100

110

120 130 Level of overload (%)

140

150

Fig. 7. Percent of utility loss as the function of overload level when the probability that a frame is overload is 0.2.

8

80 Selfish stations Honest stations

Percentage of loss

70 60

time-varying. We also plan to investigate the situations when stations can have different goals.

REFERENCES [1]

50 40

[2]

30 20 [3]

10 0 100

110

120 130 Level of overload (%)

140

150 [4]

Fig. 8. Percent of utility loss as the function of overload level when the probability that a frame is overload is 0.3.

is overload are 0.2 and 0.3, respectively, but the overload level (total demand vs. capacity) varies. Figures 7, 8 show the results. The x-axis here is the overload level, and the y-axis is the percentage of utility loss. Through the results we see that when the level of overload does not exceed about 135%, then honest stations suffer less utility loss than selfish stations. Thus, in this regime again it pays off to be honest. On the other hand, if the system is too overloaded (>135% of overload level), then selfish stations may get advantage with untruthful strategies.

7

CONCLUSION

In this paper, we have studied the TDMA-based bandwidth allocation protocols in the presence of selfish stations that may cheat to gain an unfair advantage. We used a game-theoretic approach to study this problem. In the first part of the paper the protocol of the base station is fixed, i.e. the game rules are given. The problem is formulated as a repeated game. We prove the existence and convergence properties of Nash equilibrium in this game, as well as provide a bound of the price of anarchy, which characterizes that how much utility can be lost in the worst case by giving up global coordination. In the second part, we design a truthful mechanism for the TDMA-based bandwidth allocation problem. This mechanism creates incentives for the stations to avoid cheating. Moreover, it also drives the system to globally optimal throughput. Analysis and simulation show that the mechanism is quite efficient under practical conditions. In the present work we have assumed that stations treat their data with the same priority in any timeframe. For future work, we plan to consider the case when data priorities and arrival rates can vary by time, yielding a situation in which station preferences can be

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[20] R. T. B. Ma, V. Misra, and D. Rubenstein, “An Analysis of Generalized Slotted-Aloha Protocols,” IEEE/ACM Trans. Networking, in press. [21] L. Chen, S. Low and J. Doyle, “Random access game and medium access control design,” Caltech Technical Report, 2007. [22] L. Galluccio, “A Game-Theoretic Approach to Prioritized Transmission in Wireless CSMA/CA Networks,” in IEEE Vehicular Technology Conference, April 2009. [23] W. Vickrey, “Counterspeculation, auctions and competitive sealed tenders,” J. Finance, 16:8-37, 1961. [24] E. Clarke, “Multipart pricing of public goods,” Public Choice, 8:1733, 1971. [25] T. Groves, “Incentives in teams,” Econometrica, 41(4):617-631, 1973. [26] A. Archer and E. Tardos, “Truthful mechanism for one-parameter agents,” In Proc. of the 42nd IEEE Symp. on Foundations of Computer Science, pages 482-491, Oct. 2001. [27] Dung T. Tran and Andras Farago, “On Selfish Behavior in TDMAbased Bandwidth Allocation Protocols”, Technical Report UTDCS16-10, Dept. of Computer Science, The University of Texas at Dallas, 2010.

Dung T. Tran received the B.S degree in the Faculty of Information Technology, University of Science, Vietnam, in 2000, and the M.Sc degree from the Department of Computer Science, SUNY at Buffalo, USA in 2006. He is currently working toward the Ph.D. degree at the Department of Computer Science, University of Texas at Dallas, under the supervision of Prof. Andras Farago. Dung T. Tran’s research interests are multi-radio wireless networks and the interface between Computer networks and Game theory. Zhiming Chen received the B.S degree from Dalian University of Technology, China, in 2008. He is currently working toward the Ph.D. degree at the Department of Computer Science, University of Texas at Dallas, under the supervision of Prof. Andras Farago. Zhiming Chen’s research interests are modeling of the topology of large scale data networks and graph visualization. Andras Farago obtained his B.S., M.S. and Ph.D. in Electrical Engineering from the Technical University of Budapest, Hungary, and became faculty at the same university in 1976. He also obtained the distinguished degree Doctor of the Hungarian Academy of Sciences in 1996. Since 1998 he is Professor of Computer Science at the University of Texas at Dallas. Dr. Farago is a Senior Member of IEEE and Member of ACM. He published over 200 research papers. His main research interest is in analysis and modeling of networks, including the application of mathematical models and algorithms in computer and communication networks.

On Selfish Behavior in TDMA-based Bandwidth ...

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