Games with Common Coupled Constraints represent many real life situations. In these games, if one player fails to satisfy its constraints common to other players, then the other players are also penalised. Therefore these games can be viewed as being cooperative in goals related to meeting the common constraints, and non cooperative in terms of the utilities. We study in this paper the Tullock rent seeking game with additional common coupled constraints. We have succeded in showing that the utilities satisfy the property of diagonal strict concavity (DSC), which can be viewed as an extention of concavity to a game setting. It not only guarantees the uniqueness of the Nash equilibrium but also of the normalized equilibrium.
We model the competition over mining resources and over several cryptocurrencies as a non-cooperative game. Leveraging results about congestion games, we establish conditions for the existence of pure Nash equilibria and provide efficient algorithms for finding such equilibria. We account for multiple system models, varying according to the way that mining resources are allocated and shared and according to the granularity at which mining puzzle complexity is adjusted. When constraints on resources are included, the resulting game is a constrained resource allocation game for which we characterize a normalized Nash equilibrium. Under the proposed models, we provide structural properties of the corresponding types of equilibrium, e.g., establishing conditions under which at most two mining infrastructures will be active or under which no miners will have incentives to mine a given cryptocurrency.
We model the competition over several blockchains characterizing multiple cryptocurrencies as a non-cooperative game. Then, we specialize our results to two instances of the general game, showing properties of the Nash equilibrium. In particular, leveraging results about congestion games, we establish the existence of pure Nash equilibria and provide efficient algorithms for finding such equilibria.
Depth-map is the key computation in computer vision and robotics. One of the most popular approach is via computation of disparity-map of images obtained from Stereo Camera. Semi Global Matching (SGM) method is a popular choice for good accuracy with reasonable computation time.To use such compute-intensive algorithms for real-time applications such as for autonomous aerial vehicles, blind Aid, etc. acceleration using GPU, FPGA is necessary. In this paper, we show the design and implementation of a stereo-vision system, which is based on FPGA-implementation of More Global Matching(MGM) [7]. MGM is a variant of SGM. We use 4 paths but store a single cumulative cost value for a corresponding pixel. Our stereo-vision prototype uses Zedboard containing an ARMbased Zynq-SoC [10], ZED-stereo-camera / ELP stereo-camera / Intel RealSense D435i, and VGA for visualization. The power consumption attributed to the custom FPGA-based acceleration of disparity map computation required for depth-map is just 0.72 watt. The update rate of the disparity map is realistic 10.5 fps.
Network slicing is becoming the platform of choice for several applications and services. Nowadays most applications are virtualized to gain flexibility and portability. With network slicing, operators can create multiple network slices or tenants, which can be used for certain applications with specific requirements. Behind the network slicing, a slice expresses the need to access a precise service type, under a fully qualified set of computing and network requirements. Resource allocation decision encompasses a combination of different resource types (e.g., radio resource, CPU, memory, bandwidth). In this paper, we explore a differential pricing scheme that maximizes social welfare among slices as well as among end-users. To do so, we propose a pricing mechanism that makes fairness at multiple levels: fairness among slices and fairness among slice locations supported by each slice. Therefore, the proposed scheme is beneficial for both the slices and the end-users independent of their location. Additionally, we study the case where slices can manipulate their preferences to improve their utility. We show that the Fisher market game always has a pure Nash equilibrium and we prove Price of Anarchy is 1 N , where N is the number of slices. Finally, we conduct simulations using Amazon EC2 instances to numerically analyze and compare the performance of the mechanisms and confirm the theoretical properties of the market model.
We consider a marketplace in the context of 5G network slicing, where service providers (SP), i.e., slice tenants, are in competition for the access to the network resource owned by an infrastructure provider who relies on network slicing. We model the interactions between the end-users (followers) and the SPs (leaders) as a Stackelberg game. We prove that the competition between the SPs results in a multi-resource Tullock rent-seeking game. To determine resource pricing and allocation, we devise two innovative market mechanisms. First, we assume that the SPs are pre-assigned with fixed shares (budgets) of infrastructure, and rely on a trading post mechanism to allocate the resource. Under this mechanism, the SPs can redistribute their budgets in bids and customise their allocations to maximise their profits. We prove that their decision problems give rise to a noncooperative game, which admits a unique Nash equilibrium when dealing with a single resource. Second, when SPs have no bound on their budget, we formulate the problem as a pricing game with coupling constraints and derive the market prices as the duals of the coupling constraints. In addition, we prove that the pricing game admits a unique variational equilibrium. We propose two online learning algorithms to compute solutions to the market mechanisms. A third fully distributed algorithm based on a proximal method is proposed to compute the variational equilibrium solution to the pricing game. Finally, we run numerical simulations to analyse the economic properties of the market mechanisms and the convergence rates of the algorithms.
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