Linked e-resources
Details
Table of Contents
Intro
Preface
Contents
Acronyms
1 Overview of Mean Field Games in Wireless Networks
1.1 Background and Requirements
1.1.1 Technical Requirements
1.1.2 Enabling Technologies
1.2 5G/6G Wireless Networks
1.2.1 Ultra-Dense Networks
1.2.2 Device-to-Device Communications
1.2.3 Internet-of-Things
1.2.4 Unmanned Aerial Vehicle Networks
1.2.5 Mobile Edge Networks
1.3 Introduction to Mean Field Games
1.4 Research Works on Mean Field Games in Wireless Networks
1.4.1 Single-Population Mean Field Games for Ultra-Dense Networks
1.4.2 Multiple-Population Mean Field Game for Social Networks
1.4.3 Mean-Field-Type Game for Multi-Access Edge Computing Networks
1.5 Organization and Summary
References
2 Introduction to Mean Field Games and Mean-Field-Type Games
2.1 Introduction
2.1.1 Basic Concepts of Game Theory
2.1.1.1 Extensive-Form and Strategic-Form Games
2.1.1.2 Pure Strategies and Mixed Strategies
2.1.1.3 Nash Equilibrium
2.1.2 Mean Field Games and Related Fields of Study
2.2 Optimal Control Theory
2.2.1 Deterministic Optimal Control
2.2.1.1 Dynamic Programming Principle
2.2.1.2 Hamilton-Jacobi-Bellman Equation
2.2.2 Stochastic Optimal Control
2.2.2.1 Stochastic Process and Stochastic Differential Equations
2.2.2.2 Ito Stochastic Differentiation Rule
2.2.2.3 Stochastic Optimal Control Problem
2.2.2.4 Dynamic Programming Principle
2.2.2.5 Hamilton-Jacobi-Bellman Equation
2.3 Differential Games
2.3.1 Deterministic Differential Games
2.3.2 Stochastic Differential Games
2.4 Mean Field Games
2.4.1 Background and Motivation
2.4.2 Analytic Solution
2.4.3 Numerical Methods
2.4.4 Linear-Quadratic Mean Field Games
2.4.5 Multiple-Population Mean Field Games
2.5 Mean-Field-Type Games
2.5.1 Background
2.5.2 Linear-Quadratic Mean-Field-Type Control
2.5.3 Linear-Quadratic Mean-Field-Type Games
References
3 A Survey of Mean Field Game Applications in Wireless Networks
3.1 Ultra-Dense Networks
3.1.1 Overview of Ultra-Dense Networks
3.1.2 Research Opportunities and Challenges
3.1.3 Proposed Mean Field Game Solutions
3.1.3.1 Interference Management
3.1.3.2 Propagation Modeling
3.1.3.3 Energy Efficiency
3.1.3.4 Scheduling
3.1.4 Summary
3.2 Device-to-Device Communications and Internet-of-Things
3.2.1 Overview of Device-to-Device Communications and Internet-of-Things
3.2.2 Research Opportunities and Challenges
3.2.3 Proposed Mean Field Game Solutions
3.2.3.1 Interference Management and Power Control
3.2.3.2 Proximity Services
3.2.3.3 Network Security
3.2.4 Summary
3.3 Unmanned Aerial Vehicle Networks
3.3.1 Overview of Unmanned Aerial Vehicle Networks
3.3.2 Research Opportunities and Challenges
3.3.3 Proposed Mean Field Game Solutions
3.3.3.1 Channel Modeling
3.3.3.2 Energy Efficiency
Preface
Contents
Acronyms
1 Overview of Mean Field Games in Wireless Networks
1.1 Background and Requirements
1.1.1 Technical Requirements
1.1.2 Enabling Technologies
1.2 5G/6G Wireless Networks
1.2.1 Ultra-Dense Networks
1.2.2 Device-to-Device Communications
1.2.3 Internet-of-Things
1.2.4 Unmanned Aerial Vehicle Networks
1.2.5 Mobile Edge Networks
1.3 Introduction to Mean Field Games
1.4 Research Works on Mean Field Games in Wireless Networks
1.4.1 Single-Population Mean Field Games for Ultra-Dense Networks
1.4.2 Multiple-Population Mean Field Game for Social Networks
1.4.3 Mean-Field-Type Game for Multi-Access Edge Computing Networks
1.5 Organization and Summary
References
2 Introduction to Mean Field Games and Mean-Field-Type Games
2.1 Introduction
2.1.1 Basic Concepts of Game Theory
2.1.1.1 Extensive-Form and Strategic-Form Games
2.1.1.2 Pure Strategies and Mixed Strategies
2.1.1.3 Nash Equilibrium
2.1.2 Mean Field Games and Related Fields of Study
2.2 Optimal Control Theory
2.2.1 Deterministic Optimal Control
2.2.1.1 Dynamic Programming Principle
2.2.1.2 Hamilton-Jacobi-Bellman Equation
2.2.2 Stochastic Optimal Control
2.2.2.1 Stochastic Process and Stochastic Differential Equations
2.2.2.2 Ito Stochastic Differentiation Rule
2.2.2.3 Stochastic Optimal Control Problem
2.2.2.4 Dynamic Programming Principle
2.2.2.5 Hamilton-Jacobi-Bellman Equation
2.3 Differential Games
2.3.1 Deterministic Differential Games
2.3.2 Stochastic Differential Games
2.4 Mean Field Games
2.4.1 Background and Motivation
2.4.2 Analytic Solution
2.4.3 Numerical Methods
2.4.4 Linear-Quadratic Mean Field Games
2.4.5 Multiple-Population Mean Field Games
2.5 Mean-Field-Type Games
2.5.1 Background
2.5.2 Linear-Quadratic Mean-Field-Type Control
2.5.3 Linear-Quadratic Mean-Field-Type Games
References
3 A Survey of Mean Field Game Applications in Wireless Networks
3.1 Ultra-Dense Networks
3.1.1 Overview of Ultra-Dense Networks
3.1.2 Research Opportunities and Challenges
3.1.3 Proposed Mean Field Game Solutions
3.1.3.1 Interference Management
3.1.3.2 Propagation Modeling
3.1.3.3 Energy Efficiency
3.1.3.4 Scheduling
3.1.4 Summary
3.2 Device-to-Device Communications and Internet-of-Things
3.2.1 Overview of Device-to-Device Communications and Internet-of-Things
3.2.2 Research Opportunities and Challenges
3.2.3 Proposed Mean Field Game Solutions
3.2.3.1 Interference Management and Power Control
3.2.3.2 Proximity Services
3.2.3.3 Network Security
3.2.4 Summary
3.3 Unmanned Aerial Vehicle Networks
3.3.1 Overview of Unmanned Aerial Vehicle Networks
3.3.2 Research Opportunities and Challenges
3.3.3 Proposed Mean Field Game Solutions
3.3.3.1 Channel Modeling
3.3.3.2 Energy Efficiency