2012
DOI: 10.1007/s11276-012-0499-z
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A non-cooperative quality optimization game for scalable video delivery over MANETs

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Cited by 5 publications
(12 citation statements)
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“…(2) Node is tolerated until its reputation falls below (3) Classify misbehaving nodes according to: jammer, if , < regular, if , ≥ (4) if , is below then (5) Node sends an alarm message (6) All nodes change their channel of transmission 7Accused node's payoff reduces due to bad testimony (8) Node attempts to jam the communication channel that has the best transmission rate. (9) Jammer records little or no success because of the proactive step taken by the coalition. (10) Neighbors of node , blacklist him and exclude him from their small coalition.…”
Section: Journal Of Computer Network and Communicationsmentioning
confidence: 99%
See 1 more Smart Citation
“…(2) Node is tolerated until its reputation falls below (3) Classify misbehaving nodes according to: jammer, if , < regular, if , ≥ (4) if , is below then (5) Node sends an alarm message (6) All nodes change their channel of transmission 7Accused node's payoff reduces due to bad testimony (8) Node attempts to jam the communication channel that has the best transmission rate. (9) Jammer records little or no success because of the proactive step taken by the coalition. (10) Neighbors of node , blacklist him and exclude him from their small coalition.…”
Section: Journal Of Computer Network and Communicationsmentioning
confidence: 99%
“…A cooperative game is played between nodes who have mutual relationship with each other while the noncooperative game is played between nodes that do not seem to coexist mutually. There have been several efforts on using noncooperative games to model security in wireless networks [9][10][11][12]. To the best of our knowledge, little work has been done in using cooperative or coalitional games to ensure security in MANETs.…”
Section: Introductionmentioning
confidence: 99%
“…where ζ k > 0 is the speed adjustment parameter of user k.A s described in [23], there always exists an upper bound for each ζ k to ensure convergence of the iterative algorithm in (6). In fact, it is possible to determine these parameters in a distributed manner, but each user must select its associated speed adjustment parameter below its upper bound.…”
Section: Distributed Algorithmmentioning
confidence: 99%
“…On the other hand, each RTCP packet in this implementation is 61 bytes (1 bytes for the CP field + 32 bytes RR + 8 bytes UDP + 20 bytes IP headers). Hence, the overhead can be approximated as [23]…”
Section: Distributed Algorithmmentioning
confidence: 99%
“…As a branch of game theory, the non-cooperative game theory [7] can resolve the conflicts among interacting players involved in a certain game, in which each player behaves selfishly to optimize its own profit usually quantified as an objective function. The non-cooperative game can provide meaningful solutions for many applications where the inter- action among several players is negligible and centralized approaches are not suitable [8] [9]. The typical application of a non-cooperative game is the oligopoly market problem in economics, in which all corporations compete for market share of the same commodity in order to maximize their own profits [10], and the market share of each corporation tends to be stable and reaches Nash Equilibrium.…”
Section: Introductionmentioning
confidence: 99%