Spectrum Trading for Device-to-Device Communication in Cellular Networks using Incomplete Information Bandwidth-Auction Game

Mohammad Karimzadeh-Farshbafan, M. Bahonar, Farshid Khajehrayeni
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引用次数: 11

Abstract

Device-to-device (D2D) communication that allows proximity users to communicate directly has been recently proposed to improve spectral efficiency of cellular networks. In this paper, we assume a cellular network consisting of multiple cellular user equipments (CUEs), which are the primary users, and a cognitive D2D pair, which is the secondary user. The D2D pair needs a bandwidth for data transmission that can be obtained via spectrum trading. We introduce a bandwidth-auction game for the spectrum trading problem. The base station (BS) and CUEs are able to sell their spectrum or share it with the D2D pair, which allows the D2D pair to operate in orthogonal sharing, cellular, or non-orthogonal sharing (NOS) modes. Operation of the D2D pair in the NOS mode causes interference to the CUEs, which is possible under low interference condition. In the auction, the D2D pair can buy its required spectrum from three different service providers (SPs) corresponding to each mode that operate on different frequency spectrums. The D2D pair bids a price-bandwidth demand curve and the SPs offer a price-demand supply curve. Since each player is not aware of the strategy of other players in practical scenarios, the game is assumed to be an incomplete information repeated one. A best response based learning method is proposed for the decision making procedure of all players, the D2D pair and SPs. It is shown that the proposed method converges to the Nash equilibrium (NE) point of the game more rapidly than the state-of-the-art methods when the game is played repeatedly. The sensitivity of the proposed method to the learning rate variable is also less than the state-of-the-art methods and hence can be considered as a robust one.
基于不完全信息带宽竞价博弈的蜂窝网络设备间通信频谱交易
设备对设备(D2D)通信允许近距离用户直接通信,最近被提出用于提高蜂窝网络的频谱效率。在本文中,我们假设一个蜂窝网络由多个蜂窝用户设备(cue)组成,这些设备是主要用户,一个认知D2D对是次要用户。D2D对需要通过频谱交易获得的数据传输带宽。针对频谱交易问题,提出了一种带宽拍卖博弈。基站(BS)和cue能够出售其频谱或与D2D对共享频谱,这允许D2D对以正交共享、蜂窝或非正交共享(NOS)模式运行。D2D对在NOS模式下运行会对cue产生干扰,这在低干扰条件下是可能的。在拍卖中,D2D对可以从三个不同的服务提供商(sp)购买所需的频谱,对应于每种模式在不同的频谱上运行。D2D货币对出价是价格-带宽需求曲线,而sp提供价格-需求-供给曲线。由于在实际情况下,每个参与者都不知道其他参与者的策略,因此假设该游戏是一个不完全信息重复的游戏。提出了一种基于最佳响应的学习方法,用于所有参与者、D2D对和sp的决策过程。结果表明,当博弈反复进行时,该方法收敛于博弈的纳什均衡(NE)点的速度比现有方法更快。该方法对学习率变量的敏感性也低于现有方法,因此可以认为是一种鲁棒方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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