Online content platforms are concerned about the freshness of their content updates to their end customers, and increasingly more platforms now invite and pay the crowd to sample real-time information (e.g., traffic observations and sensor data) to help reduce their ages of information (AoI). How much crowdsourced data to sample and buy over time is a critical question for a platform's AoI management, requiring a good balance between its AoI and the incurred sampling cost. This question becomes more interesting by considering the stage after sampling, where multiple platforms coexist in sharing the content delivery network of limited bandwidth, and one platform's update may jam or preempt the others' under negative network externalities. When these selfish platforms know each other's sampling cost, we formulate their competition as a non-cooperative game and show they want to over-sample to reduce their own AoIs, causing the price of anarchy (PoA) to be infinity. To remedy this huge efficiency loss, we propose a trigger mechanism of non-monetary punishment in a repeated game to enforce the platforms' cooperation to approach the social optimum. We also study the more challenging scenario of incomplete information that some new platform hides its private sampling cost information from the other incumbent platforms in the Bayesian game. Perhaps surprisingly, we show that even the platform with more information may get hurt. We successfully redesign the trigger-and-punishment mechanism to negate the platform's information advantage and ensure no cheating. Our extensive simulations show that the mechanisms can remedy the huge efficiency loss due to platform competition, and the performance improves as we have more incumbent platforms with known cost information. Index TermsPart of this work has appeared in ACM MobiHoc 2019 Symposium [1]. S. Hao and L. Duan are with the Pillar 2 Age of information, Mobile crowdsourcing, Network externalities, Repeated games, Trigger mechanism of non-monetary punishment.
After upgrading to 5G, a network operator still faces congestion when providing the ubiquitous wireless service to the crowd. To meet users' ever-increasing demand, some other operators (e.g., Fon) have been developing another crowdsourced WiFi network to combine many users' home WiFi access points and provide enlarged WiFi coverage to them. While the 5G network experiences negative network externality, the crowdsourced WiFi network helps offload traffic from 5G and its service coverage exhibits positive externality with its subscription number. To our best knowledge, we are the first to investigate how these two heterogeneous networks of diverse network externalities co-exist from an economic perspective. We propose a dynamic game theoretic model to analyze the hybrid interaction among the 5G operator, the crowdsourced WiFi operator, and users. Our user choice model with WiFi's complementarity for 5G allows users to choose both services, departing from the traditional economics literature where a user chooses one over another alternative. Despite of non-convexity of the operators' pricing problems, we prove that the 5G operator facing severe congestion may purposely lower his price to encourage users to add-on WiFi to offload, and he benefits from the introduction of crowdsourced WiFi. However, 5G operator with mild congestion tends to charge users more and all the users' payoffs may decrease.
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