• Title/Summary/Keyword: Network Game Traffic

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Load Balancing Algorithm of Ultra-Dense Networks: a Stochastic Differential Game based Scheme

  • Xu, Haitao;He, Zhen;Zhou, Xianwei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.7
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    • pp.2454-2467
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    • 2015
  • Increasing traffic and bandwidth requirements bring challenges to the next generation wireless networks (5G). As one of the main technology in 5G networks, Ultra-Dense Network (UDN) can be used to improve network coverage. In this paper, a radio over fiber based model is proposed to solve the load balancing problem in ultra-dense network. Stochastic differential game is introduced for the load balancing algorithm, and optimal load allocated to each access point (RAP) are formulated as Nash Equilibrium. It is proved that the optimal load can be achieved and the stochastic differential game based scheme is applicable and acceptable. Numerical results are given to prove the effectiveness of the optimal algorithm.

A Study on the Network Traffic-based Realtime Detection of the Malicious Links (네트워크 트래픽 기반의 실시간 악성링크 탐지에 관한 연구)

  • Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.305-306
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    • 2016
  • 최근에 게임 플레이어들을 노리는 악성코드가 발견돼 사용자들의 주의가 필요하다. 게임 플레이어를 노리는 악성코드는 이전부터 존재해왔지만 이번에 발견된 악성코드는 게임 콘텐츠로 위장한 사례로, 직.간접적으로 게임을 즐기는 불특정 다수를 대상으로 하고 있다. 본 논문에서는 게임 콘텐츠를 위장하여 악성코드를 이용한 사이버 공격에 대한 사전 차단을 위하여 악성코드 탐지엔진에서 수집된 트래픽 정보로부터 악성링크를 판단할 수 있는 실시간 악성링크 탐지 기능을 제안한다.

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A Study of Sensitivity Analysis and Traffic Performance by Competition in the Ad hoc Network (애드혹(Ad hoc) 네트워크에서 경쟁에 의한 트래픽성능 및 민감성 분석)

  • Cho, Hyang-Duck;Kim, Woo-Shik
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.47 no.3
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    • pp.39-49
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    • 2010
  • Ad hoc network is infrastructureless network, that the network topology is configured by each node. Each node capacity device function namely, accomplishes a network control and a function of management because not being Network device of the exclusively. Ad hoc networks what kind of node join or leave the network topology to facilitate the expansion of arbitrary topology, to the case which is the distance whose traffic is distant the place must overtake through the route of intermediate nodes, like these facts give an effect to performance fluctuation. Consequently, each node in order to maintain traffic of oneself stably there is a necessity which will consider traffic and congestion control from the node which traffic of a condition and oneself of traffic of the circumference and the route which compose the network will overtake through. This paper assumes the path of the band with a finite resource, and path traffic to occupy the competition and its impact on transmission performance of these competing arguments to configure the model factor to analyse the performance impact on the results presented. Like this result with the fact that from the study, it will contribute in network management policy and the technique.

Applied Research of Active Network to Control Network Traffic in Virtual Battlefield Environments (가상 전장 환경에서의 효율적인 네트워크 트래픽 처리를 위한 액티브 네트워크 응용방안)

  • 정창모;이원구;김성옥;이재광
    • The Journal of the Korea Contents Association
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    • v.3 no.3
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    • pp.19-33
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    • 2003
  • Computer simulation has used to a area of military training from about several years ago. War game mode(or computer simulation) endow a military man with lied training such as combat experience without operating combat strength or capabilities. To sanely construct simulation environment against actual combat environment associate among federates on network. us construct virtual combat environment enabling to efficiently manage network traffic among federates(or active nodes) by using active network technique on virtual military training space such as urgent combat field needed to rapidly transfer combat information including image and video, verify its validity by the help of simulation

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Game Theoretic Model for Radio Channel Sharing between MNO and MVNO (MNO와 MVNO 사이의 무선 채널 공유를 위한 게임이론적 모델)

  • Park, Jae-Sung;Kim, Beom-Joon
    • Journal of KIISE:Information Networking
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    • v.37 no.4
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    • pp.312-316
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    • 2010
  • In this paper, we propose a game theoretic channel sharing model that allocates resources of a base station between MNO(Mobile Network Operator) and MVNO(Mobile Virtual Network Operator) in a fair and efficient manner. Considering the input traffic loads of MNO and MVNO, the proposed model uses the bargaining game theory to allocate channel resources between MNO and MNVO. When the input loads of the carriers are asymmetric, the proposed model increases the resource utilization by allocating more channel resources to the operator with high input load. In addition, the proposed model prevents the quality of service of an operator from degrading even if the input load of the other operators increases excessively.

Analysis of Network Neutrality in Two-sided Markets Using Game Theory (게임이론에 의한 양면시장에서의 망중립성 분석)

  • Oh, Hyung Sool;Lee, Jae Ha
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.41 no.3
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    • pp.162-169
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    • 2018
  • Net neutrality, which has not been a problem, has recently become a problem for ISPs (Internet Service Providers), and their complaints have been paid by domestic platform companies, but overseas global IT companies such as Google and YouTube, generate huge revenues from domestic markets. In this situation, domestic IT companies claim that it is natural to impose more expensive charges or restrict speed on users who generate huge traffic. On the other side, however, the telecommunication network has become an essential public good that is essential to our everyday life, and because it has been given a monopoly position by a private company to efficiently respond to the explosive demand for telecommunication services, It is necessary to provide equal and universal service and fulfill public duty. In this paper, we deal with the network neutrality problem, focusing on the price elasticity between the CP (Contents Provider) and the ISP, rather than the user who is one side of the two-sided market for the already saturated satellites communication market. We present a game model that determines the optimal price for each platform by Nash equilibrium and analyze how the net neutrality affects CP according to the change of exogenous variables through the proposed game model.

Conflicts in Overlay Environments: Inefficient Equilibrium and Incentive Mechanism

  • Liao, Jianxin;Gong, Jun;Jiang, Shan;Li, Tonghong;Wang, Jingyu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.5
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    • pp.2286-2309
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    • 2016
  • Overlay networks have been widely deployed upon the Internet by Service Providers (SPs) to provide improved network services. However, the interaction between each overlay and traffic engineering (TE) as well as the interaction among co-existing overlays may occur. In this paper, we adopt both non-cooperative and cooperative game theory to analyze these interactions, which are collectively called hybrid interaction. Firstly, we model a situation of the hybrid interaction as an n+1-player non-cooperative game, in which overlays and TE are of equal status, and prove the existence of Nash equilibrium (NE) for this game. Secondly, we model another situation of the hybrid interaction as a 1-leader-n-follower Stackelberg-Nash game, in which TE is the leader and co-existing overlays are followers, and prove that the cost at Stackelberg-Nash equilibrium (SNE) is at least as good as that at NE for TE. Thirdly, we propose a cooperative coalition mechanism based on Shapley value to overcome the inherent inefficiency of NE and SNE, in which players can improve their performance and form stable coalitions. Finally, we apply distinct genetic algorithms (GA) to calculate the values for NE, SNE and the assigned cost for each player in each coalition, respectively. Analytical results are confirmed by the simulation on complex network topologies.

CBT/Anycast Routing Strategy for The Distribution of MMORPG Traffic (MMORPG 트래픽의 분산을 위한 CBT/Anycast 라우팅 전략)

  • Jurng, Jin-Tae;Lee, Kwang-Jae
    • Journal of Korea Game Society
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    • v.4 no.4
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    • pp.3-9
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    • 2004
  • Expansion of internet and construction of high speed network which require multimedia services like MMORPG are exceeding the infra-structure. In this work, CBT is analyzed by focusing on the multicast routing protoco and the algorithm which is transformable to Anycast scheme from CBT scheme is suggested to adapt game traffic. Anycast routing scheme is suitable to distribute high density traffic. Simulation model was set per a number of group and group member, which enabled to reflect real environments. Performance evaluation of routing based on the characteristics of end-to-end delay of CBT and Anycast was mainly focused, The result showed that Anycast method was improved up 8.7%, 25.5%, 34.0%, 38.6% and 51.8%, 56.6% comparing with PIM-DM and CBT routing when packet site was 128, 512 and 1K byte respectively. From the simulation, CBT/Anycast routing scheme can be presented as a flexible and solid solution for the MMORPG traffic to improve the delay characteristics of game packets.

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Forecasting of Real Time Traffic Situation by Fuzzy and Intelligent Software Programmable Logic Controller (퍼지 및 지능적 PLC에 의한 실시간 교통상황 예보 시스템)

  • 홍유식;조영임
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.41 no.4
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    • pp.73-83
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    • 2004
  • With increasing numbers of vehicles on restricted roads, It happens that we have much wasted time and decreased average car speed. This paper proposes a new concept of coordinating green time which controls 10 traffic intersection systems. For instance, if we have a baseball game at 8 pm today, traffic volume toward the baseball game at 8 pm today, franc volume toward the baseball game will be increased 1 hour or 1 hour and 30 minutes before the baseball game. At that time we can not predict optimal green time Even though there have smart electro-sensitive traffic light system. Therefore, in this paper to improve average vehicle speed and reduce average vehicle waiting time, we created optimal green time using fuzzy rules md neural network as a preprocessing. Also, we developed an Intelligent PLC(Programmable Logic Controller) for real time traffic forecasting as a postprocesing about unexpectable conditions. Computer simulation results proved reducing average vehicle waiting time which proposed coordinating green time better than electro-sensitive franc light system does not consider coordinating green time.

Bidding, Pricing, and User Subscription Dynamics in Asymmetric-Valued Korean LTE Spectrum Auction: A Hierarchical Dynamic Game Approach

  • Jung, Sang Yeob;Kim, Seong-Lyun
    • Journal of Communications and Networks
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    • v.18 no.4
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    • pp.658-669
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    • 2016
  • The tremendous increase in mobile data traffic coupled with fierce competition in wireless industry brings about spectrum scarcity and bandwidth fragmentation. This inevitably results in asymmetric-valued long term evolution (LTE) spectrum allocation that stems from different timing for twice improvement in capacity between competing operators, given spectrum allocations today. This motivates us to study the economic effects of asymmetric-valued LTE spectrum allocation. In this paper, we formulate the interactions between operators and users as a hierarchical dynamic game framework, where two spiteful operators simultaneously make spectrum acquisition decisions in the upper-level first-price sealed-bid auction game, and dynamic pricing decisions in the lower-level differential game, taking into account user subscription dynamics. Using backward induction, we derive the equilibrium of the entire game under mild conditions. Through analytical and numerical results, we verify our studies by comparing the latest result of LTE spectrum auction in South Korea, which serves as the benchmark of asymmetric-valued LTE spectrum auction designs.