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Distributed Learning in Games for Wireless Networks Ph.D. Defense M. Shabbir Ali Advisors 1 : Marceau Coupechoux (Telecom ParisTech) & Pierre Coucheney (UVSQ) NETLEARN Project June 27, 2017 1 Jason R. Marden, UCSB, USA. Shabbir (Telecom ParisTech) Distributed Learning June 27, 2017 1 / 32

Distributed Learning in Games for Wireless Networks

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Page 1: Distributed Learning in Games for Wireless Networks

Distributed Learning in Gamesfor Wireless Networks

Ph.D. Defense

M. Shabbir Ali

Advisors1 : Marceau Coupechoux (Telecom ParisTech) & Pierre Coucheney (UVSQ)

NETLEARN Project

June 27, 2017

1Jason R. Marden, UCSB, USA.Shabbir (Telecom ParisTech) Distributed Learning June 27, 2017 1 / 32

Page 2: Distributed Learning in Games for Wireless Networks

Motivation

Figure: 5G Network requirements

Some Key Network Technologies

1. Ultra dense small cell networks

2. Device-to-device networks

3. Sensor networks

Some Classical Questions

1. Resource allocation?

2. Load balancing?

3. Coverage maximization?

Solution Approaches

1. Centralized approaches

2. Distributed learning

Shabbir (Telecom ParisTech) Distributed Learning June 27, 2017 2 / 32

Page 3: Distributed Learning in Games for Wireless Networks

Distributed Learning in Games for Wireless Networks

Figure: Small cell networks

• Game: Interactions can be mod-eled as a game

• Players: Base stations andusers

• Strategies: Parameters• Cost/Utility: Related todata rate, load, ..

• Nash Equilibrium (NE):No player gains by deviating

• Distributed Learning: Playerslearn from their actions to reachthe optimal NE

Shabbir (Telecom ParisTech) Distributed Learning June 27, 2017 3 / 32

Page 4: Distributed Learning in Games for Wireless Networks

Outline of Presentation

1. Potential Games (PG)

2. Distributed learning in near-potential game

3. Distributed learning in noisy-potential game

4. Application 1: Load balancing in small cell networks

5. Application 2: Channel assignment in D2D networks

Shabbir (Telecom ParisTech) Distributed Learning June 27, 2017 4 / 32

Page 5: Distributed Learning in Games for Wireless Networks

Potential Games

Game and Nash Equilibrium

Definition (Game)

A finite game G ={S, {Xi}i∈S , {Ui}i∈S

}, where S is a set of players,

X = X1 × X2 × . . .× X|S| is action sets and Ui : X →R is a cost or (utility) function. Anaction profile is denoted as x = (xi , x−i ).

Definition (ε−Nash Equilibrium)

An action profile(x∗i , x

∗−i

)∈ X is an ε-NE if

Ui (x∗i , x∗−i )− Ui (xi , x

∗−i ) ≤ ε, ∀i ∈ S, xi ∈ Xi . (1)

If ε = 0 then it is a Pure NE (PNE).

Shabbir (Telecom ParisTech) Distributed Learning June 27, 2017 5 / 32

Page 6: Distributed Learning in Games for Wireless Networks

Potential Games

Potential Games

Definition (Potential games)

Consider a G if there is a potential function Φ : X →R such that ∀i ∈ S, ∀xi , x ′i ∈ Xi and∀x−i ∈ X−i the below condition is true then the game is exact-PG if

Ui (xi , x−i )− Ui (x′i , x−i ) = Φ(xi , x−i )− Φ(x ′i , x−i ), (2)

the game is near-PG if∣∣Ui (xi , x−i )− Ui (x′i , x−i ) + Φ(x ′i , x−i )− Φ(xi , x−i )

∣∣ ≤ ξ, (3)

the game is noisy-PG if

E[Ui (xi , x−i )]− E[Ui (x

′i , x−i )

]= Φ(xi , x−i )− Φ(x ′i , x−i ). (4)

Shabbir (Telecom ParisTech) Distributed Learning June 27, 2017 6 / 32

Page 7: Distributed Learning in Games for Wireless Networks

Potential Games

Potential Games

• Potential games are generalization of common payoff games

• Potential games have at least one NE [Monderer and Shapley, ’96]

• All optimal points of potential function are NEs [Monderer and Shapley, ’96]

• We call the global optimizer of potential function as the optimal NE.

• Log-linear learning algorithm (LLA) in exact-PG is known to converge to the optimal NE.

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Page 8: Distributed Learning in Games for Wireless Networks

Potential Games

Related Work in Potential Games

• (Exact-PG) Log-linear learning algorithm (LLA) [Marden and Shamma, 2012]

• (Near-PG) LLA [Cannodagon, 2011]

• (Noisy-PG) Binary-LLA [Leslie and Marden, 2011]

• We extend the results of LLA and Binary-LLA in near-PG and noisy-PG

• We apply the obtained results to wireless network problems

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Page 9: Distributed Learning in Games for Wireless Networks

Distributed learning in near-potential game

Binary Log-linear Learning Algorithm (BLLA)

BLLA in near-PG

1: Initialisation: Start with arbitrary actionprofile x .

2: Set parameter τ .3: while t ≥ 1 do4: Select a player i and a trial action

xi ∈ Xi with uniform probability.5: Player i plays action xi (t − 1) to

compute the cost Ui (x(t − 1)).6: Player i plays the trial action xi to

compute its cost Ui (xi , x−i (t − 1)).7: Player i selects action

xi (t) ∈ (xi (t − 1), xi ) with probability

(1 + e∆i/τ

)−1, (5)

∆i = Ui (xi , x−i (t − 1))−Ui (x(t − 1)).8: All the other players repeat their

actions i.e., x−i (t) = x−i (t − 1).9: end while

• τ controls perturbation

• τ → 0 BLLA ≡ Better response• τ →∞ BLLA ≡ Uniform random

• For every τ > 0, the underlying Markovchain is ergodic.

• Stochastically Stable States (SSSs) arethe support of stationary distribution asτ → 0.

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Page 10: Distributed Learning in Games for Wireless Networks

Distributed learning in near-potential game

Rules for Resistance Computation

• Roots of the minimum resistance tree are SSSs.

• Resistance is the cost of transition of BLLA.

• We propose resistance rules that enables the convergence analysis of BLLA.

Proposition (Rules for Resistance Computation)

Let f , f1 and f2 be strictly positive functions. Let resistances Res(f ), Res(f1), and Res(f2) exist.Let κ be a positive constant.

Rule 1. f1(τ) is sub-exponential if and only if Res(f1) = 0. In particular Res(κ) = 0.

Rule 2. Res(e−κ/τ ) = κ.

Rule 3. Res(f1 + f2) = min {Res(f1),Res(f2)}.

Rule 4. If Res(f1) < Res(f2) then Res(f1 − f2) = Res(f1).

Rule 5. Res(f1f2) = Res(f1) + Res(f2).

Rule 6. Res( 1f

) = −Res(f ).

Rule 7. If ∀τ, f1(τ) ≤ f2(τ) then Res(f2) ≤ Res(f1).

Rule 8. If ∀τ, f1(τ) ≤ f (τ) ≤ f2(τ) and if Res(f1) = Res(f2) then Res(f ) exists andRes(f ) = Res(f1).

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Page 11: Distributed Learning in Games for Wireless Networks

Distributed learning in near-potential game

Convergence of BLLA in Near-PG

Let Φ∗ and Φ† be the first minimum and second minimum values of the function Φ. Let |X | bethe cardinality of action space.

Theorem (Convergence to Optimal ε-NE)

For any ξ-potential game G with potential Φ and ε > 0 the stochastically stable states of LLAand BLLA corresponds to a set of ε-NEs with potential less than Φ∗ + ε if

ξ <ε

2 (|X | − 1). (6)

Corollary (Convergence to Optimal PNE)

The stochastically stable states of LLA and BLLA corresponds to a set of PNEs whose potentialis Φ∗ if

ξ <Φ† − Φ∗

2(|X | − 1). (7)

• If the distance to exact PG is small then BLLA converges to optimal ε-NE.

• If the distance is sufficiently small then BLLA converges to optimal PNE.

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Page 12: Distributed Learning in Games for Wireless Networks

Distributed learning in noisy-potential game

BLLA in Noisy-PG

• (Key Idea) Use multiple samples of the noisy utilities.

• When a specific number of samples are used then BLLA converges.

Theorem

For any noisy potential game GN with potential Φ the stochastically stable states of BLLA arethe global maximizers of the potential Φ if one of the following holds.

1. The estimation noise is bounded in an interval of size ` and the number of estimationsamples used are

N ≥(

log

(4

ξ

)+

2

τ

)`2

2 (1− ξ)2 τ2, (8)

where 0 < ξ < 1.

2. The estimation noise is unbounded with finite mean and variance. Let M(θ) be a finitemoment generating function of noise. Let θ∗ = argmaxθ θ (1− ξ) τ − log (M(θ)). Thenumber of samples used are

N ≥log(

)+ 2τ

log(

eθ∗(1−ξ)τ

M(θ∗)

) . (9)

Shabbir (Telecom ParisTech) Distributed Learning June 27, 2017 12 / 32

Page 13: Distributed Learning in Games for Wireless Networks

Distributed learning in noisy-potential game

BLLA in Noisy-PG

Theorem (Almost sure convergence)

Consider BLLA in a noisy-PG with a decreasing parameter τ(t) = 1/ log(1 + t), and the numberof samples N(τ) is given by above Theorem. Then, BLLA converges with probability 1 to theglobal maximizer of the potential function.

• As τ decreases the number of samples N increases.

• In applications, a small N is desired.

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Page 14: Distributed Learning in Games for Wireless Networks

Application 1: Load balancing in small cell networks

Outline of Presentation

1. Potential Games (PG)

2. Distributed learning in near-potential game

3. Distributed learning in noisy-potential game

4. Application 1: Load balancing in small cell networks

5. Application 2: Channel assignment in D2D networks

Shabbir (Telecom ParisTech) Distributed Learning June 27, 2017 14 / 32

Page 15: Distributed Learning in Games for Wireless Networks

Application 1: Load balancing in small cell networks

Load balancing in small cell networks

Figure: Load balancing in small cell network

• Association is based on maximum received power Pigi (x)

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Page 16: Distributed Learning in Games for Wireless Networks

Application 1: Load balancing in small cell networks

Load balancing in small cell networks

Figure: Load balancing in small cell network

• Cell Range Extension (CRE) bias increases the coverage range.

• With CRE association is based on maximum biased received power Pigi (x)ci .

• (Outage) High interference may lead to user being not served.

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Page 17: Distributed Learning in Games for Wireless Networks

Application 1: Load balancing in small cell networks

Load balancing in small cell networks

Figure: Load balancing in small cell network

• Cell Range Extension (CRE) bias increases the coverage range.• (Outage) High interference may lead to user being not served.• Almost Blank Subframe (ABS) helps reduce outages.• θi is the proportion of blank subframes.

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Page 18: Distributed Learning in Games for Wireless Networks

Application 1: Load balancing in small cell networks

Load balancing in small cell networks

Global Objective Function

φα(c, θ)

=∑i∈S

fα(ρi(c, θ))

(10)

Minimization Problem{c∗, θ∗

}= arg minFφα

(c, θ)

(11)

• (α = 0) : Rate optimal policy

• (α = 1) : Proportional fair policy

• (α = 2) : Delay optimal policy

• (α→∞) : Min-max load policy

Related Work:

• Convex optimization [Kim et al. 2012]

• Integer programming [Ye et al. 2013]

• Other work includes simulations, heuris-tics, sub-optimal algorithms

Game Model

The interactions of BSs is modeled as a gameΓ =

{S, {Xi}i∈S , {Ui}i∈S

}, where S is a set

of BSs, Xi is strategy set, and Ui are costfunctions:

Ui (ai , a−i ) =∑

j∈N$i

fα(ρj (ai , a−i )

). (12)

• N$i is a neighborhood of BS i , and $ isneighborhood control parameter:

$ = 0 =⇒ N0i = S

$ = 1 =⇒ N1i = BS i

0 < $ < 1 =⇒ N$i ⊂ S

• The game Γ is a ξ$-PG

• We adapt BLLA for near-PG Γ

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Page 19: Distributed Learning in Games for Wireless Networks

Application 1: Load balancing in small cell networks

Load balancing in small cell networks

Global Objective Function

φα(c, θ)

=∑i∈S

fα(ρi(c, θ))

(10)

Minimization Problem{c∗, θ∗

}= arg minFφα

(c, θ)

(11)

• (α = 0) : Rate optimal policy

• (α = 1) : Proportional fair policy

• (α = 2) : Delay optimal policy

• (α→∞) : Min-max load policy

Related Work:

• Convex optimization [Kim et al. 2012]

• Integer programming [Ye et al. 2013]

• Other work includes simulations, heuris-tics, sub-optimal algorithms

Game Model

The interactions of BSs is modeled as a gameΓ =

{S, {Xi}i∈S , {Ui}i∈S

}, where S is a set

of BSs, Xi is strategy set, and Ui are costfunctions:

Ui (ai , a−i ) =∑

j∈N$i

fα(ρj (ai , a−i )

). (12)

• N$i is a neighborhood of BS i , and $ isneighborhood control parameter:

$ = 0 =⇒ N0i = S

$ = 1 =⇒ N1i = BS i

0 < $ < 1 =⇒ N$i ⊂ S

• The game Γ is a ξ$-PG

• We adapt BLLA for near-PG Γ

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Page 20: Distributed Learning in Games for Wireless Networks

Application 1: Load balancing in small cell networks

Neighborhood Scenario

meters*10

me

ters

*1

0

20 40 60 80 100 120 140 160 180 200

20

40

60

80

100

120

140

160

180

200

BS 3

BS 4

BS 2 BS 1

BS 6

BS 7

BS 5

BS 8

Figure: Large neighborhood with pathloss + fading• All BSs can be neighbours with non-zero probability because of fading.• Leads to centralised alogorithm.• Distributed algorithm is obtained by limiting neighbors.• Near-PG is best suitable in this scenario.

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Page 21: Distributed Learning in Games for Wireless Networks

Application 1: Load balancing in small cell networks

Results

Theorem (Sufficient Condition for Optimal ε-NE)

The constraint ξ$ < ε2(|X |−1)

is satisfied if

$ ≤ εM (1− ρmax)α ,

where ρmax is the maximum load of a BS and M is a constant that depends on the systemparameters.

Corollary (Sufficient Condition for Optimal PNE)

The constraint ξ$ <φ†α−φ

∗α

2|X | is satisfied if

$ ≤ M(φ†α − φ∗α

)(1− ρmax)α .

• As $ decreases the neighborhood expands that decreases the distance to exact-PG.

• A smaller neighborhood is desired so as to limit the information exchange.

• There is a tradeoff between the size of neighborhood and the quality of solution obtained.

Shabbir (Telecom ParisTech) Distributed Learning June 27, 2017 20 / 32

Page 22: Distributed Learning in Games for Wireless Networks

Application 1: Load balancing in small cell networks

Convergence of BLLA

0 100 200 300 400 500

Iterations

-6.6

-6.4

-6.2

-6

-5.8

-5.6

-5.4

φ0

LLA

BLLA

(a) (α = 0) Rate-optimal.

0 100 200 300 400 500

Iterations

10.8

10.9

11

11.1

11.2

11.3

11.4

11.5

11.6

11.7

φ2

LLA

BLLA

(b) (α = 2)Delay-optimal.

0 100 200 300 400 500

Iterations

1010

1015

1020

1025

1030

1035

1040

1045

φ50

LLA

BLLA

(c) (α = 50) Min-max.

Figure: Convergence of BLLA (τ = 0.001, $ = 10−22, one macro BS, and 7 small BSs,maximum bias is 16).

α = 0 α = 2 α→∞BS i c∗i ρ∗i % c∗i ρ∗i % c∗i ρ∗i %

MBS 1 1 92 1 61 1 45SBS 2 1 7 3 20 8 42SBS 3 1 4 3 9 9 23SBS 4 1 9 3 18 8 37SBS 5 1 11 3 21 7 37SBS 6 1 8 3 20 7 43SBS 7 1 5 3 11 8 30SBS 8 1 7 3 19 6 37

Shabbir (Telecom ParisTech) Distributed Learning June 27, 2017 21 / 32

Page 23: Distributed Learning in Games for Wireless Networks

Application 1: Load balancing in small cell networks

Optimal Coverage Regions

meters*10

me

ters

*1

0

20 40 60 80 100 120 140 160 180 200

20

40

60

80

100

120

140

160

180

200

BS 3

BS 4

BS 2 BS 1

BS 8

BS 7

BS 6

BS 5

(a) (α = 0) Rate-optimal.

meters*10

me

ters

*1

0

20 40 60 80 100 120 140 160 180 200

20

40

60

80

100

120

140

160

180

200

BS 4

BS 3

BS 2 BS 1

BS 6

BS 5

BS 8

BS 7

(b) (α = 2)Delay-optimal.

meters*10

me

ters

*1

0

20 40 60 80 100 120 140 160 180 200

20

40

60

80

100

120

140

160

180

200

BS 3

BS 4

BS 2 BS 1

BS 6

BS 7

BS 5

BS 8

(c) (α = 50) Min-max.

• In this setting, optimal coverage regions of small BSs grows with α as the optimal CREbias increases.

Shabbir (Telecom ParisTech) Distributed Learning June 27, 2017 22 / 32

Page 24: Distributed Learning in Games for Wireless Networks

Application 1: Load balancing in small cell networks

Effect of ABS

0 10 20 30 40 50 60 70 80 90 1000

0.05

0.1

0.15

0.2

0.25No outage constraint and no ABS

0 10 20 30 40 50 60 70 80 90 1000

0.005

0.01

0.015

0.02Outage constraint without ABS

Ou

tage

pro

babili

ty

0 10 20 30 40 50 60 70 80 90 1000

0.005

0.01

0.015Outage constraint with ABS

Iterations

BS 1

BS 2

BS 3

BS 4

BS 5

BS 6

BS 7

BS 8

BS 1

BS 2

BS 3

BS 4

BS 5

BS 6

BS 7

BS 8

BS 1

BS 2

BS 3

BS 4

BS 5

BS 6

BS 7

BS 8

(a) Outage constraint

0 20 40 60 80 10010

10

1020

1030

1040

1050

1060

Iterations

φ5

0

97 97.5 98 98.5 99 99.5 100

1011

1012

Iterations

φ5

0

No outage constraint and no ABS

Outage constraint without ABS

Outage constraint with ABS

(b) Global cost

Figure: Improvement with ABS

• Outage constraint is met by restricting actions.

• ABS provides a new flexibility in obtaining a better load balancing with lower global cost.

Shabbir (Telecom ParisTech) Distributed Learning June 27, 2017 23 / 32

Page 25: Distributed Learning in Games for Wireless Networks

Application 2: Channel Assignment in D2D Network

Outline of Presentation

1. Potential Games (PG)

2. Distributed learning in near-potential game

3. Distributed learning in noisy-potential game

4. Application 1: Load balancing in small cell networks

5. Application 2: Channel assignment in D2D networks

Shabbir (Telecom ParisTech) Distributed Learning June 27, 2017 24 / 32

Page 26: Distributed Learning in Games for Wireless Networks

Application 2: Channel Assignment in D2D Network

Channel Assignment Problem (CAP) in D2DNetworks

D2D Network Model:

• Consider D set of all users

• F set of channels

• c =[c1, c2, . . . , c|D|

]is channel vector

• νj (c) is noisy estimated data rate

• Average sum data rate

φ (c) = E[∑

j∈D νj (c)]

Figure: D2D network model showing signaland interference links.

Goal (Maximize expected sum data rate)

c∗ ∈ argmaxc∈F|D|

φ (c)

• Dynamic programming [Wang, 2016], graph-theoretical and heuristic solutions [maghsudi,2016], game theory [song, 2014], etc..

• Even in centralized, full information, no-noise case this is NP-hardShabbir (Telecom ParisTech) Distributed Learning June 27, 2017 25 / 32

Page 27: Distributed Learning in Games for Wireless Networks

Application 2: Channel Assignment in D2D Network

Noisy-potential Game Model

Definition (CAP Game)

A CAP game G := {D, {Xi}i∈D, {Ui}i∈D}, where D is a set of UEs that are players of the

game, {Xi}i∈D are action sets consisting of orthogonal channels, Ui : X →R are random utilityfunctions, and X := X1 × X2 × . . .X|D|.

Proposition

CAP game GN := {D, {Xi}i∈D, {UNi }i∈D} is a noisy-potential game with potential φ (a) if

UNi = 1

N

∑Nk=1 Ui , and marginal contribution utility

Ui (ai , a−i ) =∑

j∈D(ai )

νj (ai , a−i )−∑

j∈D(ai )\iνj (a

0i , a−i ),

where D(ai ) is the set of UEs on channel ai , and a0i is a null action.

• We apply BLLA for the noisy-PG GN by using the number of samples N is given inTheorem.

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Page 28: Distributed Learning in Games for Wireless Networks

Application 2: Channel Assignment in D2D Network

Convergence of BLLA in noisy-PG

0 100 200 300 400 500Iterations

1.7

1.8

1.9

2

2.1

2.2

2.3

2.4

2.5

Sum

data

rate

in b

its/s

ec

×107

BLLA, τ = 0.1BLLA, τ(t) = 0.1/log(1+t)

(a) Convergence of BLLA for fixedtemperature and decreasing temperature.

0 100 200 300 400 500Iterations

1.4

1.6

1.8

2

2.2

2.4

2.6

Su

m d

ata

ra

te in

bits/s

ec

×107

Samples = 1Samples = 100Samples wrt τ = 0.05

(b) Effect of number of samples onconvergence of BLLA.

(a) Decreasing temperature results in smooth convergence compared to fixed

(b) For τ = 0.05, the number of samples N from the Theorem gives smooth convergence.Otherwise, high fluctuations are observed.

(c) No guarantee of convergence for other number of samples.

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Page 29: Distributed Learning in Games for Wireless Networks

Application 2: Channel Assignment in D2D Network

Sum Data Rate Vs Number of Channels and UEs

4 6 8 10 12 14 16 18 20Number of channels

4

4.5

5

5.5

Su

m d

ata

ra

te in

bits/s

ec

×107

BLLA, τ(t) = 0.1/log(1+t)

(a) Effect of channels on sum rate byfixing #UEs to 20.

0 20 40 60 80 100Number of UEs

1

2

3

4

5

6

7

8

9

10

Sum

data

rate

in b

its/s

ec

×107

BLLA, τ(t) = 0.1/log(1+t)

(b) Effect of number of UEs on sum rateby fixing #channels to 10.

(a) Sum rate increases with the number of channels since BLLA assign channels optimallyleading to lower interference per channel

(b) Sum rate increases linearly until 60 UEs as BLLA manages to assign channels optimallyand maintain low interference.

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Page 30: Distributed Learning in Games for Wireless Networks

Conclusion and Future Works

Conclusion and Future Works

Conclusion

• Extended the results to broader class of potential games: near-PG and noisy-PG

• Provided new rules for proving convergence

• Proposed an algorithm to learn the best parameter τ of LLA

• Load balancing in small cell network

• Channel assignment in D2D network

• Characterize the efficiency of distributed greedy algorithm for submodular maximization

Future Work

• Relationship of near-PG and noisy-PG

• Analysis of greedy algorithm with other utility functions

• Application to sensor networks

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Page 31: Distributed Learning in Games for Wireless Networks

Publications

Publications I

Journal Papers

J1 Mohd. Shabbir Ali, Pierre Coucheney, and Marceau Coupechoux “Load Balancing inHeterogeneous Networks Based on Distributed Learning in Near-Potential Games”, IEEETrans. Wireless Commun., vol.15, no.7, pp.5046-5059, 2016.

J2 Mohd. Shabbir Ali, Pierre Coucheney, and Marceau Coupechoux “Optimal distributedchannel assignment in D2D networks using learning in noisy potential games”, To besubmitted IEEE Trans. Wireless Commun., 2017.

J3 Mohd. Shabbir Ali, David Grimsman, Joao P. Hespanha and Jason R. Marden “ Efficiencyand Information Trade-off of Submodular Maximization Problems”, To be SubmittedIEEE Transactions on Automatic Control, 2017.

J4 Mohd. Shabbir Ali and Neelesh B. Mehta, “Modeling Time-Varying Aggregate Interferencein Cognitive Radio Systems, and Application to Primary Exclusive Zone Design,” IEEETrans. Wireless Commun., vol.13, no.1, pp.429-439, Jan. 2014.

arXiv Paper

X1 Mohd. Shabbir Ali, Pierre Coucheney, and Marceau Coupechoux “ Optimal distributedchannel assignment in D2D networks using learning in noisy potential games”, arXivpreprint arXiv:1701.04577, 2017.

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Publications

Publications II

Conference Papers

C1 Mohd. Shabbir Ali, Pierre Coucheney, and Marceau Coupechoux “Load Balancing inHeterogeneous Networks Based on Distributed Learning in Potential Games”, Proc.IEEE WiOpt, pp.371-378, May 2015.

C2 Mohd. Shabbir Ali, Pierre Coucheney, and Marceau Coupechoux “ Optimal distributedchannel assignment in D2D networks using learning in noisy potential games”, Acceptedin INFOCOM 5G and Beyond Workshop, May 2017.

C3 Mohd. Shabbir Ali and N. B. Mehta, “Modeling time-varying aggregate interference fromcognitive radios and implications on primary exclusive zone design”, IEEE GlobalCommunications Conference (GLOBECOM), pp. 3760-3765, 2013.

C4 Mohd. Shabbir Ali, Pierre Coucheney, and Marceau Coupechoux “Learning AnnealingSchedule of Log-Linear Algorithms for Load Balancing in HetNets”, Proc. EuropeanWireless Conference pp. 1-6, 2016.

C5 Mohd. Shabbir Ali, Pierre Coucheney, and Marceau Coupechoux “ Rules for ComputingResistance of Transitions of Learning Algorithms in Games”, Accepted in InternationalConference on Game Theory for Networks (GAMENETS), May 2017.

C6 Mohd. Shabbir Ali, David Grimsman, Joao P. Hespanha and Jason R. Marden “ Efficiencyand Information Trade-off of Submodular Maximization Problems”, In Review IEEEConference on Decision and Control (CDC), 2017.

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Page 33: Distributed Learning in Games for Wireless Networks

Thank you

THANK YOU!

Shabbir (Telecom ParisTech) Distributed Learning June 27, 2017 32 / 32