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9. Coexisting Wireless LANs as Multi Stage Game

The payoffs indicated in Figure 9.11 show the advantage of the cooperative behavior about the persistent, as well as about the rational best response behavior, especially for player 2. By crossing the Pareto boundary, when playing cooperatively, the players achieve higher payoffs than before. However, the result that cooperation outperforms the rational behavior is valid in the analyzed example here, but it is not necessarily a valid assumption in general.

The left subfigure of Figure 9.12 shows the delays of resource allocations. The figure indicates that due to the shorter resource allocations of both players, the delays are smaller than before, which of course is beneficial in terms of observed resource allocation periods and observed share of capacity.

In contrast, Figure 9.12, right subfigure, clearly indicates that it cannot be generally stated, that it is always beneficial for a player to cooperate. As described already, only if the Nash equilibrium is not Pareto efficient, it is worth for the interacting players to cooperate. However, it depends on the requirements and utility functions if a Nash equilibrium is Pareto efficient. The fact that it is not always preferable for a player to cooperate can be seen in the right subfigure of Figure 9.12, where the results shown in the case of small requirements for share of capacity imply that mutual cooperation results in smaller payoffs compared to what can be achieved by rational behavior. The players achieve high payoffs by playing their best responses as part of the rational behavior, as discussed in the previous section, and as illustrated in Figure 9.9. A Nash equilibrium in such a game, may it be unique or not, is probably Pareto efficient, and in such a situation, rational behavior will be preferred over cooperation by a player.

9.2.2.3Conclusion

Three static strategies, the simple persistent STRAT-P, the payoff maximizing STRAT-B, and the cooperative STRAT-C have been compared with each other. In summary, the following conclusions can be drawn from the analysis. A player that does not meet its requirements because of the allocation process and the competition with another player shall not allocate resources as defined by the QoS requirements; it shall in contrast play rational and attempt to maximize its payoff:

U i( BEHB ) U i( BEHP )

STRATB \i STRATP, i Ν.

The rational behavior weakly dominates the persistent behavior, however, only if resource allocations by the opponent player have implications on the resulting payoffs.

9.2 Static Strategies

201

Cooperation is not always beneficial. Depending on the requirements, there may exist an action profile that is not a Nash equilibrium profile, but results in higher payoffs for at least one player. In such a game, where Nash equilibria are not Pareto efficient, cooperation is a desirable action profile:

U i( BEHC ) U i( BEHB )

STRATC \i STRATB, i Ν.

In any other case, playing rational will lead to a Nash equilibrium point, which is Pareto efficient, and thus rational behavior is preferred.

The QoS requirements of opponents are not known to the players. Therefore, without any history of interactions, players cannot assess if an outcome of a game is Pareto efficient or not. Further, it is difficult for players to assess if their opponent players are cooperating or not. Once a player concludes that cooperative behavior results in better outcomes (in higher resulting payoffs) than rational behaviors, it has to ensure that the opponent player will cooperate as well in future stages of the MSG.

Dynamic strategies are discussed in Section 9.3. Dynamic strategies allow players to switch between behaviors dynamically, as part of the strategies. In dynamic games, i.e., in games where players apply dynamic strategies, payoffs and Nash equilibria are calculated as defined in Section 9.1 for the whole duration of the MSG. The defective behavior BEH-D is used by players to coordinate the actions, and to prevent the opponent from not playing cooperatively once cooperation has been reached, as is shown in the next section.

202

9. Coexisting Wireless LANs as Multi Stage Game

9.2.2.4Results: Two Overlapping BSS Coordinated by CCHCs, Without Dynamic Behavior Adaptation: STRAT-P Against STRAT-P

1

simulated

 

 

 

required

 

1

 

 

required

 

(solid line)

 

 

 

observed

 

 

simulated

 

observed

 

 

 

 

 

demanded

 

 

(solid line)

 

demanded

0.6

 

 

 

 

 

 

0.6

 

 

 

Θ1

 

 

 

 

 

Θ2

 

 

 

analyt. apprx.

some variations

 

arrow indicates that

 

 

 

 

 

 

(dashed line

 

because of EDCF

players generally

 

 

 

 

 

 

not visible)

 

 

 

attempt to maximize

 

 

analyt. apprx.

 

0

 

 

 

 

throughput

 

0

(dashed line)

 

0.1

simulated

analyt. apprx.

 

required

 

0.1

simulated

 

required

 

(solid line)

 

observed max

 

 

 

observed max

 

(dashed line)

 

 

 

analyt. apprx.

 

 

 

 

(solid line)

 

 

 

 

 

demanded

 

 

 

(dashed line)

demanded

 

 

 

 

 

 

 

 

 

 

1

 

 

 

 

 

2

 

 

0.04

 

 

 

arrow indicates that

 

 

 

 

 

 

 

 

 

 

0.023

 

 

 

 

 

 

 

players generally

 

 

 

 

 

 

 

 

attempt to minimize

 

 

 

 

 

0

 

 

 

delays

 

0

 

 

 

0.2

1

1.8

2.6

3.4

4.2

5

5.8

6.6

7.4

0.2

1

1.8

2.6

3.4

4.2

5

5.8

6.6

7.4

 

 

 

time (s), SFDUR = 200ms

 

 

 

 

 

time (s), SFDUR = 200ms

 

 

solid lines: analytics, dashed lines: YouShi simulation results

Figure 9.4: Required, demanded, and observed QoS parameters for player 1 (left) and player 2 (right). Top figures show the Θ parameter, bottom figures show the ∆ parameters.

1

 

1,2 ∆

 

U

required resource allocation intervals

Utilities

cannot be achieved, player 1 observes

 

some advantages

0

pl 1

pl 2

defect pl 1 pl 2

persist

both players demand coop requirements throughout

all stages (BEH−P)

best

0.2

1

1.8

2.6

3.4

4.2

5

5.8

6.6

7.4

 

 

 

time (s), SFDUR = 200ms

 

 

 

1

player 1 achieves the

 

 

 

pl 1

 

 

required share of capacity

 

 

pl 2

1,2

Θ

results vary because of

 

U

random nature of EDCF

 

Utilities

 

 

 

 

 

player 2 does not

 

 

0

achieve its requirements

 

 

 

 

 

1

 

 

1,2 Θ∆

 

in total, player 1 observes a

 

 

 

pl 1

 

U

 

 

 

higher payoff than player 2 when

 

 

pl 2

 

Utilities

 

 

 

both demand their requirements

 

 

 

 

 

0.4

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

0.2

 

 

 

 

 

 

 

 

 

 

 

 

 

0

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

0.2

1

1.8

2.6

3.4

4.2

5

5.8

6.6

7.4

 

 

 

 

 

 

time (s), SFDUR = 200ms

 

 

 

 

Figure 9.5: Selected behaviors throughout the game (bottom left). Resulting payoffs

(=observed utilities) for player 1 and player 2: U i

(top left) ,

U i

(top right), and the total

payoff V i =U i =U i

U i

 

Θ

 

(bottom right), i =1, 2 .

 

 

 

Θ

 

 

 

 

9.2 Static Strategies

100

(CDF)

 

Prob(delay>x)

10−1

 

 

10−2

0 2

player 2 observes

 

pl 1

larger delays because

pl 2

of longer allocations

 

EDCF

by player 1

 

 

Θ1

= 0.60

 

obs

 

 

Θ2

= 0.39

 

obs

 

 

EDCF share = 0.00

4

6

8

10

203

x = resource allocation delay (TXOP delay) [ms]

Figure 9.6: Probabilities of delay of resource allocation attempts, TXOP delay (left), and throughput and payoff results for varying requirements (right).

9.2.2.5Results: Two Overlapping BSS Coordinated by CCHCs, Playing the Best Response: STRAT-B against STRAT-B

1

0.6

Θ1

0

required

as both players play their

1

observed

 

demanded

best responses, the demands

 

 

converge into Nash equilibrium (NE)

0.6

 

 

Θ2

sim.

apprx.

 

 

 

observed thrp. decreases, because now the

 

opponent player 2 plays its best response

0

 

 

now demanding high thrp. when converging into NE

 

this player gains from playing

 

the best response

 

 

 

 

sim.

required

apprx.

observed

 

 

 

demanded

0.1

 

 

 

 

 

 

required

 

 

0.1

 

 

 

 

 

 

required

 

 

 

 

 

 

 

 

observed max

 

 

 

 

 

 

 

 

observed max

 

 

 

 

 

 

 

demanded

 

 

 

apprx.

 

 

 

demanded

 

 

 

 

 

 

 

 

 

 

 

 

sim.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

1

 

 

 

 

 

 

 

 

2

 

 

 

 

 

 

 

 

 

0.04

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

sim.

 

apprx.

demanding NE

 

0.023

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

demanding NE

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

0

 

 

 

 

 

 

 

 

 

 

0

 

 

 

 

 

 

 

 

 

0.2

1

1.8

2.6

3.4

4.2

5

5.8

6.6

7.4

 

0.2

1

1.8

2.6

3.4

4.2

5

5.8

6.6

7.4

 

 

 

time (s), SFDUR = 200ms

 

 

 

 

 

 

time (s), SFDUR = 200ms

 

 

solid lines: analytics, dashed lines: YouShi simulation results

Figure 9.7: Required, demanded, and observed QoS parameters for player 1 (left) and player 2 (right). Top figures show the Θ parameter, bottom figures show the ∆ parameters.

204

9. Coexisting Wireless LANs as Multi Stage Game

1

Utilities U∆1,2

0

defect

persist

coop

best

0.2 1

in NE, the required resource allocation intervals are sufficiently met in this game

pl 1 pl 2

pl 1 pl 2

after 2s, both players change their behavior from BEH−P to BEH−B independently, then attempting to improve their individual payoffs

1.8

2.6

3.4

4.2

5

5.8

6.6

7.4

 

time (s), SFDUR = 200ms

 

 

 

1

 

 

1,2 Θ

 

 

U

 

 

Utilities

player 1 and 2 now equally share capacity

 

 

and suffer both from the allocation process

 

 

pl 1

 

0

pl 2

 

1

pl 1

 

 

pl 2

1,2 Θ∆

in total, player 2 gains and player 1

suffers from playing the best responses

U

 

Utilities

0.4

neither player is able to improve its outcome

 

 

0.2by unilaterally changing its behavior from what

is demanded after the process converged into NE

0

0.2

1

1.8

2.6

3.4

4.2

5

5.8

6.6

7.4

time (s), SFDUR = 200ms

Figure 9.8: Selected behaviors throughout the game (bottom left). Resulting payoffs

(=observed utilities) for player 1 and player 2: U i

(top left) ,

U i

(top right), and the total

payoff V i =U i =U i

U i

 

Θ

 

(bottom right), i =1, 2 .

 

 

 

Θ

 

 

 

 

Prob(delay>x) (CDF)

100

 

 

 

 

 

 

 

both players now

pl 1

 

 

 

pl 2

 

 

 

attempt to improve

 

 

 

EDCF

 

 

 

their payoffs

 

 

 

 

 

 

 

10−1

before

 

Θobs1

= 0.47

 

 

(persist)

 

Θ2

= 0.51

 

 

 

 

 

 

 

 

obs

 

 

 

 

 

EDCF share = 0.01

 

10−2

2

4

6

8

10

0

x = resource allocation delay (TXOP delay) [ms]

shares (thrp.) and payoffs per player

1

best payoff in the presense

of rational opp.

0.8 share pl.1

share pl.2 share EDCF

0.6 payoff pl.1 payoff pl.2

0.4

0.2

no EDCF because of lower priority

0

0.2

0.3

0.4

0.5

0.6

0.7

0.8

0.1

req. Θ per player

Figure 9.9: Probabilities of delay of resource allocation attempts, TXOP delay (left), and throughput and payoff results for varying requirements (right).

9.2 Static Strategies

205

9.2.2.6Results: Two Overlapping BSS Coordinated by CCHCs, Playing both Cooperatively: STRAT-C against STRAT-C

1

required

 

1

 

required

apprx.

 

 

 

(not visible)

observed

 

 

 

observed

sim.

demanded

 

 

 

demanded

 

 

0.6

 

 

0.6

 

 

 

 

Θ1

 

Θ2

 

 

 

 

sim.

apprx.

 

 

 

 

 

 

0

 

 

0

 

 

0.1

required

 

0.1

 

required

 

observed max

 

 

 

observed max

sim.

demanded

 

 

apprx.

demanded

apprx.

 

2

sim.

1

 

 

0.04

 

 

 

 

 

 

 

 

0.023

 

 

0

 

 

 

 

 

 

 

 

 

 

0

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

0.2

1

1.8

2.6

3.4

4.2

5

5.8

6.6

7.4

0.2

1

1.8

2.6

3.4

4.2

5

5.8

6.6

7.4

 

 

 

 

time (s), SFDUR = 200ms

 

 

 

 

 

 

time (s), SFDUR = 200ms

 

 

solid lines: analytics, dashed lines: YouShi simulation results

Figure 9.10: Required, demanded, and observed QoS parameters for player 1 (left) and player 2 (right). Top figures show the Θ parameter, bottom figures show the ∆ parameters.

1

 

 

required resource alloction

1,2 ∆

intervals are achieved by

both players when cooperating

Utilities U

 

 

pl 1

0

pl 2

defect

pl 1

 

pl 2

persist

coop

both players cooperate after 2s

best

0.2

1

1.8

2.6

3.4

4.2

5

5.8

6.6

7.4

 

 

 

time (s), SFDUR = 200ms

 

 

 

1

 

1,2

 

requirements for thrp are

Θ

nearly met in cooperation

Utilities U

 

 

 

pl 1

 

0

pl 2

 

1

 

1,2 Θ∆

 

 

in total, payoffs are higher in cooperation

U

 

 

 

 

than in NE, therefor the NE is not Pareto

Utilities

 

 

 

 

efficient in this example

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

0.4

 

 

 

 

 

 

 

 

 

 

 

 

 

0.2

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

pl 1

 

 

0

 

 

 

 

 

 

 

 

 

 

pl 2

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

0.2

1

1.8

2.6

3.4

4.2

5

5.8

6.6

7.4

 

 

 

 

 

 

time (s), SFDUR = 200ms

 

 

 

 

Figure 9.11: Selected behaviors throughout the game (bottom left). Resulting payoffs

(=observed utilities) for player 1 and player 2: U i

(top left) ,

U i

(top right), and the total

payoff V i =U i =U i

U i

 

Θ

 

(bottom right), i =1, 2 .

 

 

 

Θ