This article investigates the problem of distributed channel selection in opportunistic spectrum access (OSA) networks with partially overlapping channels (POC) using a gametheoretic learning algorithm. Compared with traditional nonoverlapping channels (NOC), POC can increase the full-range spectrum utilization, mitigate interference and improve the network throughput. However, most existing POC approaches are centralized, which are not suitable for distributed OSA networks. We formulate the POC selection problem as an interference mitigation game. We prove that the game has at least one pure strategy NE point and the best pure strategy NE point minimizes the aggregate interference in the network. We characterize the achievable performance of the game by presenting an upper bound for aggregate interference of all NE points. In addition, we propose a simultaneous uncoupled learning algorithm with heterogeneous exploration rates to achieve the pure strategy NE points of the game. Simulation results show that the heterogeneous exploration rates lead to faster convergence speed and the throughput improvement gain of the proposed POC approach over traditional NOC approach is significant. Also, the proposed uncoupled learning algorithm achieves satisfactory performance when compared with existing coupled and uncoupled algorithms.Index Terms-Opportunistic spectrum access, cognitive radio networks, distributed channel selection, partially overlapping channels, exact potential game, simultaneous uncoupled learning algorithm.
Abstract-This article investigates the problem of dynamic spectrum access for canonical wireless networks, in which the channel states are time-varying. In the most existing work, the commonly used optimization objective is to maximize the expectation of a certain metric (e.g., throughput or achievable rate). However, it is realized that expectation alone is not enough since some applications are sensitive to fluctuations. Effective capacity is a promising metric for time-varying service process since it characterizes the packet delay violating probability (regarded as an important statistical QoS index), by taking into account not only the expectation but also other high-order statistic. Therefore, we formulate the interactions among the users in the time-varying environment as a non-cooperative game, in which the utility function is defined as the achieved effective capacity. We prove that it is an ordinal potential game which has at least one pure strategy Nash equilibrium. Based on an approximated utility function, we propose a multi-agent learning algorithm which is proved to achieve stable solutions with dynamic and incomplete information constraints. The convergence of the proposed learning algorithm is verified by simulation results. Also, it is shown that the proposed multi-agent learning algorithm achieves satisfactory performance.
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