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Srinivas Shakkottai

Publications and source records attributed to Srinivas Shakkottai.

51 records · Page 3Linked to original sources

Assessing Strong String Stability of Constant Spacing Policy under Speed Limit Fluctuations

The speed limit changes frequently throughout the transportation network, due to either safety (e.g., change in geometry) or congestion management (e.g., speed harmonization systems). Any abrupt reduction in the speed limit can create a shockwave that propagates upstream in traffic. Dealing with such an abrupt reduction in speed limit is particularly important while designing control laws for a platoon of automated vehicles from both stability and efficiency perspectives. This paper focuses on Adaptive Cruise Control (ACC) based platooning under a constant spacing policy, and investigates the possibility of designing a controller that ensures stability, while tracking a given target velocity profile that changes as a function of location. An ideal controller should maintain a constant spacing between successive vehicles, while tracking the desired velocity profile. The analytical investigations of this paper suggest that such a controller does not exist.

eess.SY↗

A Monetary Mechanism for Stabilizing Cooperative Data Exchange with Selfish Users

This paper considers the problem of stabilizing cooperative data exchange with selfish users. In this setting, each user has a subset of packets in the ground set $X$, and wants all other packets in $X$. The users can exchange their packets by broadcasting coded or uncoded packets over a lossless broadcast channel, and monetary transactions are allowed between any pair of users. We define the utility of each user as the sum of two sub-utility functions: (i) the difference between the total payment received by the user and the total transmission rate of the user, and (ii) the difference between the total number of required packets by the user and the total payment made by the user. A rate-vector and payment-matrix pair $(r,p)$ is said to stabilize the grand coalition (i.e., the set of all users) if $(r,p)$ is Pareto optimal over all minor coalitions (i.e., all proper subsets of users who collectively know all packets in $X$). Our goal is to design a stabilizing rate-payment pair with minimum total sum-rate and minimum total sum-payment for any given instance of the problem. In this work, we propose two algorithms that find such a solution. Moreover, we show that both algorithms maximize the sum of utility of all users (over all solutions), and one of the algorithms also maximizes the minimum utility among all users (over all solutions).

cs.IT↗

Small-Scale Markets for Bilateral Resource Trading in the Sharing Economy

We consider a general small-scale market for agent-to-agent resource sharing, in which each agent could either be a server (seller) or a client (buyer) in each time period. In every time period, a server has a certain amount of resources that any client could consume, and randomly gets matched with a client. Our target is to maximize the resource utilization in such an agent-to-agent market, where the agents are strategic. During each transaction, the server gets money and the client gets resources. Hence, trade ratio maximization implies efficiency maximization of our system. We model the proposed market system through a Mean Field Game approach and prove the existence of the Mean Field Equilibrium, which can achieve an almost 100% trade ratio. Finally, we carry out a simulation study motivated by an agent-to-agent computing market, and a case study on a proposed photovoltaic market, and show the designed market benefits both individuals and the system as a whole.

cs.GT↗

Collaborative Platooning of Automated Vehicles Using Variable Time-Gaps

Connected automated vehicles (CAVs) could potentially be coordinated to safely attain the maximum traffic flow on roadways under dynamic traffic patterns, such as those engendered by the merger of two strings of vehicles due a lane drop. Strings of vehicles have to be shaped correctly in terms of the inter-vehicular time-gap and velocity to ensure that such operation is feasible. However, controllers that can achieve such traffic shaping over the multiple dimensions of target time-gap and velocity over a region of space are unknown. The objective of this work is to design such a controller, and to show that we can design candidate time-gap and velocity profiles such that it can stabilize the string of vehicles in attaining the target profiles. Our analysis is based on studying the system in the spacial rather than the time domain, which enables us to study stability as in terms of minimizing errors from the target profile and across vehicles as a function of location. Finally, we conduct numeral simulations in the context of shaping two platoons for merger, which we use to illustrate how to select time-gap and velocity profiles for maximizing flow and maintaining safety.

eess.SY↗

A Mean Field Game Approach to Scheduling in Cellular Systems

We study auction-theoretic scheduling in cellular networks using the idea of mean field equilibrium (MFE). Here, agents model their opponents through a distribution over their action spaces and play the best response. The system is at an MFE if this action is itself a sample drawn from the assumed distribution. In our setting, the agents are smart phone apps that generate service requests, experience waiting costs, and bid for service from base stations. We show that if we conduct a second-price auction at each base station, there exists an MFE that would schedule the app with the longest queue at each time. The result suggests that auctions can attain the same desirable results as queue-length-based scheduling. We present results on the asymptotic convergence of a system with a finite number of agents to the mean field case, and conclude with simulation results illustrating the simplicity of computation of the MFE.

cs.GT↗

Incentivizing Sharing in Realtime D2D Streaming Networks: A Mean Field Game Perspective

We consider the problem of streaming live content to a cluster of co-located wireless devices that have both an expensive unicast base-station-to-device (B2D) interface, as well as an inexpensive broadcast device-to-device (D2D) interface, which can be used simultaneously. Our setting is a streaming system that uses a block-by-block random linear coding approach to achieve a target percentage of on-time deliveries with minimal B2D usage. Our goal is to design an incentive framework that would promote such cooperation across devices, while ensuring good quality of service. Based on ideas drawn from truth-telling auctions, we design a mechanism that achieves this goal via appropriate transfers (monetary payments or rebates) in a setting with a large number of devices, and with peer arrivals and departures. Here, we show that a Mean Field Game can be used to accurately approximate our system. Furthermore, the complexity of calculating the best responses under this regime is low. We implement the proposed system on an Android testbed, and illustrate its efficient performance using real world experiments.

cs.GT↗

Opportunities for Network Coding: To Wait or Not to Wait

It has been well established that wireless network coding can significantly improve the efficiency of multi-hop wireless networks. However, in a stochastic environment some of the packets might not have coding pairs, which limits the number of available coding opportunities. In this context, an important decision is whether to delay packet transmission in hope that a coding pair will be available in the future or transmit a packet without coding. The paper addresses this problem by formulating a stochastic dynamic program whose objective is to minimize the long-run average cost per unit time incurred due to transmissions and delays. In particular, we identify optimal control actions that would balance between costs of transmission against the costs incurred due to the delays. Moreover, we seek to address a crucial question: what should be observed as the state of the system? We analytically show that observing queue lengths suffices if the system can be modeled as a Markov decision process. We also show that a stationary threshold type policy based on queue lengths is optimal. We further substantiate our results with simulation experiments for more generalized settings.

math.OC↗

Incentives for P2P-Assisted Content Distribution: If You Can't Beat 'Em, Join 'Em

The rapid growth of content distribution on the Internet has brought with it proportional increases in the costs of distributing content. Adding to distribution costs is the fact that digital content is easily duplicable, and hence can be shared in an illicit peer-to-peer (P2P) manner that generates no revenue for the content provider. In this paper, we study whether the content provider can recover lost revenue through a more innovative approach to distribution. In particular, we evaluate the benefits of a hybrid revenue-sharing system that combines a legitimate P2P swarm and a centralized client-server approach. We show how the revenue recovered by the content provider using a server-supported legitimate P2P swarm can exceed that of the monopolistic scheme by an order of magnitude. Our analytical results are obtained in a fluid model, and supported by stochastic simulations.

cs.SI↗

Access-Network Association Policies for Media Streaming in Heterogeneous Environments

We study the design of media streaming applications in the presence of multiple heterogeneous wireless access methods with different throughputs and costs. Our objective is to analytically characterize the trade-off between the usage cost and the Quality of user Experience (QoE), which is represented by the probability of interruption in media playback and the initial waiting time. We model each access network as a server that provides packets to the user according to a Poisson process with a certain rate and cost. Blocks are coded using random linear codes to alleviate the duplicate packet reception problem. Users must take decisions on how many packets to buffer before playout, and which networks to access during playout. We design, analyze and compare several control policies with a threshold structure. We formulate the problem of finding the optimal control policy as an MDP with a probabilistic constraint. We present the HJB equation for this problem by expanding the state space, and exploit it as a verification method for optimality of the proposed control law.

math.OC↗

Evolution of the Internet AS-Level Ecosystem

We present an analytically tractable model of Internet evolution at the level of Autonomous Systems (ASs). We call our model the multiclass preferential attachment (MPA) model. As its name suggests, it is based on preferential attachment. All of its parameters are measurable from available Internet topology data. Given the estimated values of these parameters, our analytic results predict a definitive set of statistics characterizing the AS topology structure. These statistics are not part of the model formulation. The MPA model thus closes the "measure-model-validate-predict" loop, and provides further evidence that preferential attachment is a driving force behind Internet evolution.

cs.NI↗

Avoiding Interruptions - QoE Trade-offs in Block-coded Streaming Media Applications

We take an analytical approach to study Quality of user Experience (QoE) for video streaming applications. First, we show that random linear network coding applied to blocks of video frames can significantly simplify the packet requests at the network layer and save resources by avoiding duplicate packet reception. Network coding allows us to model the receiver's buffer as a queue with Poisson arrivals and deterministic departures. We consider the probability of interruption in video playback as well as the number of initially buffered packets (initial waiting time) as the QoE metrics. We characterize the optimal trade-off between these metrics by providing upper and lower bounds on the minimum initial buffer size, required to achieve certain level of interruption probability for different regimes of the system parameters. Our bounds are asymptotically tight as the file size goes to infinity.

cs.MM↗

Designing ISP-friendly Peer-to-Peer Networks Using Game-based Control

The rapid growth of peer-to-peer (P2P) networks in the past few years has brought with it increases in transit cost to Internet Service Providers (ISPs), as peers exchange large amounts of traffic across ISP boundaries. This ISP oblivious behavior has resulted in misalignment of incentives between P2P networks--that seek to maximize user quality--and ISPs--that would seek to minimize costs. Can we design a P2P overlay that accounts for both ISP costs as well as quality of service, and attains a desired tradeoff between the two? We design a system, which we call MultiTrack, that consists of an overlay of multiple \emph{mTrackers} whose purpose is to align these goals. mTrackers split demand from users among different ISP domains while trying to minimize their individual costs (delay plus transit cost) in their ISP domain. We design the signals in this overlay of mTrackers in such a way that potentially competitive individual optimization goals are aligned across the mTrackers. The mTrackers are also capable of doing admission control in order to ensure that users who are from different ISP domains have a fair chance of being admitted into the system, while keeping costs in check. We prove analytically that our system is stable and achieves maximum utility with minimum cost. Our design decisions and control algorithms are validated by Matlab and ns-2 simulations.

cs.NI↗

The Asymptotic Behavior of Minimum Buffer Size Requirements in Large P2P Streaming Networks

The growth of real-time content streaming over the Internet has resulted in the use of peer-to-peer (P2P) approaches for scalable content delivery. In such P2P streaming systems, each peer maintains a playout buffer of content chunks which it attempts to fill by contacting other peers in the network. The objective is to ensure that the chunk to be played out is available with high probability while keeping the buffer size small. Given that a particular peer has been selected, a \emph{policy} is a rule that suggests which chunks should be requested by the peer from other peers.. We consider consider a number of recently suggested policies consistent with buffer minimization for a given target of skip free playout. We first study a \emph{rarest-first} policy that attempts to obtain chunks farthest from playout, and a \emph{greedy} policy that attempts to obtain chunks nearest to playout. We show that they both have similar buffer scalings (as a function of the number of peers of target probability of skip-free probability). We then study a hybrid policy which achieves order sense improvements over both policies and can achieve order optimal performance. We validate our results using simulations.

cs.NI↗

Multipath Wireless Network Coding: A Population Game Perspective

We consider wireless networks in which multiple paths are available between each source and destination. We allow each source to split traffic among all of its available paths, and ask the question: how do we attain the lowest possible number of transmissions to support a given traffic matrix? Traffic bound in opposite directions over two wireless hops can utilize the ``reverse carpooling'' advantage of network coding in order to decrease the number of transmissions used. We call such coded hops as ``hyper-links''. With the reverse carpooling technique longer paths might be cheaper than shorter ones. However, there is a prisoners dilemma type situation among sources -- the network coding advantage is realized only if there is traffic in both directions of a shared path. We develop a two-level distributed control scheme that decouples user choices from each other by declaring a hyper-link capacity, allowing sources to split their traffic selfishly in a distributed fashion, and then changing the hyper-link capacity based on user actions. We show that such a controller is stable, and verify our analytical insights by simulation.

cs.GT↗

Peer to Peer Networks for Defense Against Internet Worms

Internet worms, which spread in computer networks without human mediation, pose a severe threat to computer systems today. The rate of propagation of worms has been measured to be extremely high and they can infect a large fraction of their potential hosts in a short time. We study two different methods of patch dissemination to combat the spread of worms. We first show that using a fixed number of patch servers performs woefully inadequately against Internet worms. We then show that by exploiting the exponential data dissemination capability of P2P systems, the spread of worms can be halted very effectively. We compare the two methods by using fluid models to compute two quantities of interest: the time taken to effectively combat the progress of the worm and the maximum number of infected hosts. We validate our models using Internet measurements and simulations.

cs.CR↗