Game theory for multi-access edge computing: survey, use cases, and future trends

dc.contributor.authorMoura, J.
dc.contributor.authorHutchison, D.
dc.date.accessioned2018-08-07T09:41:40Z
dc.date.available2018-08-07T09:41:40Z
dc.date.issued2019
dc.date.updated2019-03-13T12:25:57Z
dc.description.abstractGame Theory (GT) has been used with significant success to formulate, and either design or optimize, the operation of many representative communications and networking scenarios. The games in these scenarios involve, as usual, diverse players with conflicting goals. This paper primarily surveys the literature that has applied theoretical games to wireless networks, emphasizing use cases of upcoming Multi-Access Edge Computing (MEC). MEC is relatively new and offers cloud services at the network periphery, aiming to reduce service latency backhaul load, and enhance relevant operational aspects such as Quality of Experience or security. Our presentation of GT is focused on the major challenges imposed by MEC services over the wireless resources. The survey is divided into classical and evolutionary games. Then, our discussion proceeds to more specific aspects which have a considerable impact on the game’s usefulness, namely: rational vs. evolving strategies, cooperation among players, available game information, the way the game is played (single turn, repeated), the game’s model evaluation, and how the model results can be applied for both optimizing resource-constrained resources and balancing diverse trade-offs in real edge networking scenarios. Finally, we reflect on lessons learned, highlighting future trends and research directions for applying theoretical model games in upcoming MEC services, considering both network design issues and usage scenarios.eng
dc.description.versioninfo:eu-repo/semantics/acceptedVersion
dc.event.date2018
dc.identifier.doi10.1109/COMST.2018.2863030
dc.identifier.issn1553-877X
dc.identifier.urihttp://hdl.handle.net/10071/16534
dc.journalIEEE Communications Surveys and Tutorials
dc.language.isoeng
dc.number1
dc.pagination260 - 288
dc.peerreviewedyes
dc.publisherIEEE
dc.relationinfo:eu-repo/grantAgreement/FCT/5876/147328/PT
dc.rightsopen access
dc.subjectWireless networkseng
dc.subjectResource managementeng
dc.subjectModel gameseng
dc.subjectFog environmenteng
dc.subjectMulti-access edge computingeng
dc.subject.fosDomínio/Área Científica::Ciências Naturais::Ciências da Computação e da Informaçãopor
dc.subject.fosDomínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informáticapor
dc.titleGame theory for multi-access edge computing: survey, use cases, and future trendseng
dc.typearticle
dc.volume21
degois.publication.firstPage260
degois.publication.issue1
degois.publication.lastPage288
degois.publication.titleGame theory for multi-access edge computing: survey, use cases, and future trendseng
dspace.entity.typePublicationen
iscte.alternateIdentifiers.scopus2-s2.0-85051022658
iscte.alternateIdentifiers.wosWOS:000459730200011
iscte.identifier.cienciahttps://ciencia.iscte-iul.pt/id/ci-pub-49119

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