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Game Theory for Multi-Access Edge Computing: Survey, Use Cases, and Future Trends

Research output: Contribution to Journal/MagazineJournal articlepeer-review

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Game Theory for Multi-Access Edge Computing: Survey, Use Cases, and Future Trends. / Moura, Jose Andre; Hutchison, David.
In: Communications Surveys and Tutorials, IEEE Communications Society, Vol. 21, No. 1, 8424815, 01.03.2019, p. 260-288.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Harvard

Moura, JA & Hutchison, D 2019, 'Game Theory for Multi-Access Edge Computing: Survey, Use Cases, and Future Trends', Communications Surveys and Tutorials, IEEE Communications Society, vol. 21, no. 1, 8424815, pp. 260-288. https://doi.org/10.1109/COMST.2018.2863030

APA

Moura, J. A., & Hutchison, D. (2019). Game Theory for Multi-Access Edge Computing: Survey, Use Cases, and Future Trends. Communications Surveys and Tutorials, IEEE Communications Society, 21(1), 260-288. Article 8424815. https://doi.org/10.1109/COMST.2018.2863030

Vancouver

Moura JA, Hutchison D. Game Theory for Multi-Access Edge Computing: Survey, Use Cases, and Future Trends. Communications Surveys and Tutorials, IEEE Communications Society. 2019 Mar 1;21(1):260-288. 8424815. Epub 2018 Jul 30. doi: 10.1109/COMST.2018.2863030

Author

Moura, Jose Andre ; Hutchison, David. / Game Theory for Multi-Access Edge Computing : Survey, Use Cases, and Future Trends. In: Communications Surveys and Tutorials, IEEE Communications Society. 2019 ; Vol. 21, No. 1. pp. 260-288.

Bibtex

@article{897c2892b0cf4404bedc1f3b6d998bfd,
title = "Game Theory for Multi-Access Edge Computing: Survey, Use Cases, and Future Trends",
abstract = "Game 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 multiaccess 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 versus 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 tradeoffs 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.",
author = "Moura, {Jose Andre} and David Hutchison",
note = "{\textcopyright}2019 IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.",
year = "2019",
month = mar,
day = "1",
doi = "10.1109/COMST.2018.2863030",
language = "English",
volume = "21",
pages = "260--288",
journal = "Communications Surveys and Tutorials, IEEE Communications Society",
issn = "1553-877X",
publisher = "Institute of Electrical and Electronics Engineers Inc.",
number = "1",

}

RIS

TY - JOUR

T1 - Game Theory for Multi-Access Edge Computing

T2 - Survey, Use Cases, and Future Trends

AU - Moura, Jose Andre

AU - Hutchison, David

N1 - ©2019 IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.

PY - 2019/3/1

Y1 - 2019/3/1

N2 - Game 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 multiaccess 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 versus 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 tradeoffs 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.

AB - Game 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 multiaccess 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 versus 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 tradeoffs 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.

U2 - 10.1109/COMST.2018.2863030

DO - 10.1109/COMST.2018.2863030

M3 - Journal article

VL - 21

SP - 260

EP - 288

JO - Communications Surveys and Tutorials, IEEE Communications Society

JF - Communications Surveys and Tutorials, IEEE Communications Society

SN - 1553-877X

IS - 1

M1 - 8424815

ER -