A Game Theoretic Approach for D2D Assisted Uncoded Caching in IoT Networks
Abstract
1. Introduction
- Considering the content preferences and share willingness of UEs, we propose an uncoded caching incentive mechanism that motivates UEs to share cached contents, assisting the BS in alleviating content delivery burdens. The profit interactions between BS and UEs are modeled as a Stackelberg game to jointly optimize the cost of BS and UEs’ total utility.
- In order to derive the SE of the proposed game, we insightfully formulate the non-convex total utility optimization problem for all UEs as a potential sub-game, and prove this sub-game involves at least one NE. We further demonstrate that the optimal joint caching strategy must be a NE of this sub-game. Subsequently, we design a PGDC algorithm to find the optimal solution to the sub-game for a given incentive reward, and theoretically analyze the convergence of the proposed PGDC algorithm.
- Leveraging the optimal joint caching placement strategy as the follower’s best response to the Stackelberg game, we design a dynamic iterative algorithm to efficiently solve the BS’s cost optimization problem. This algorithm further enables us to determine the SE of the proposed game, which allows BS to achieve its optimal cost and UEs to obtain their maximum total utility, respectively.
- Through extensive simulation experiments, we evaluate the convergence of the proposed PGDC algorithm and validate the existence of Stackelberg Equilibrium. We compare the performance of several benchmark caching strategies with our proposed caching solution. The simulation results demonstrate the significant superiority of the PGDC algorithm.
2. Related Work
3. System Models
3.1. Network Model
3.2. Content Request and Cache Placement Model
3.3. Communication Model
4. Stackelberg Game Formulation
4.1. Utility of the UE
4.2. Cost of the BS
4.3. Stackelberg Game
5. Stackelberg Game Solution
5.1. UEs’ Potential Sub-Game
5.2. PGDC Algorithm
Algorithm 1 Potential game-based distributed caching algorithm (PGDC) |
Initialization: At time , each UE n, caches c contents randomly. Set maximum iteration . |
Loop for |
|
End Loop |
5.3. BS’s Cost Optimization Sub-Problem
Algorithm 2 Dynamic iterative algorithm |
|
5.4. Complexity Analysis
6. Performance Evaluation
6.1. Experimental Setups
6.2. Numerical Results
7. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
Abbreviations
IoT | Internet-of-Things |
BS | Base station |
UE | User equipment |
D2D | Device-to-device |
OFDMA | Orthogonal frequency division multiple access |
PGDC | Potential game based distributed caching |
SE | Stackelberg Equilibrium |
NE | Nash Equilibrium |
MPC | Most popular caching |
GC | Greedy caching |
RC | Random caching |
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Notation | Description |
---|---|
the set of UEs | |
the set of neighbors of UE n | |
the set of contents | |
the rank of content f according to UE n’s preference | |
the request probability of content f of UE n | |
caching decision of UE n | |
c | caching capacity |
noise power | |
transmission delay between UE n and j | |
transmission delay between UE n and BS | |
r | unit incentive reward |
the delay rank of UE n to its neighbor UE j | |
index of the neighbor UE with the kth lowest delay to UE n | |
unit transmission delay cost between UEs | |
unit transmission delay cost between UE and BS | |
unit transmission energy cost between UE and BS | |
learning parameter |
Parameter | Value |
---|---|
Number of UEs | 50 |
Number of contents | 40 |
Size of content | 100 MB |
Transmission power of BS | 30 w |
Transmission power of UE | 0.5 w |
Bandwidth for D2D links | 30 MHz |
Bandwidth for BS-UE links | 10 MHz |
Unit transmission delay cost | 0.05 |
Unit transmission delay cost | 0.1 |
Unit transmission energy cost | 0.1 |
Noise power | −174 dBm/Hz |
Pathloss exponent | 3 |
Channel gain | |
Unit transmission delay cost | 0.05 |
Learning parameter | 50 |
Capacity | 10 Iterations | 25 Iterations | 50 Iterations | ||||
---|---|---|---|---|---|---|---|
Ratio | Ratio | Ratio | |||||
2 | 2.43 | 1.78 | 0.73 | 2.37 | 0.98 | 2.43 | 1.0 |
3 | 2.05 | 1.59 | 0.77 | 2.05 | 1.0 | 2.05 | 1.0 |
4 | 1.43 | 1.43 | 1.0 | 1.43 | 1.0 | 1.43 | 1.0 |
Zipf Exponents | 10 Iterations | 25 Iterations | 50 Iterations | ||||
---|---|---|---|---|---|---|---|
Ratio | Ratio | Ratio | |||||
0.8 | 2.23 | 1.58 | 0.71 | 2.18 | 0.97 | 2.23 | 1.0 |
1 | 2.34 | 1.66 | 0.71 | 2.28 | 0.98 | 2.34 | 1.0 |
1.2 | 2.43 | 1.78 | 0.73 | 2.37 | 0.98 | 2.43 | 1.0 |
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Ren, J.; Guo, C. A Game Theoretic Approach for D2D Assisted Uncoded Caching in IoT Networks. Future Internet 2025, 17, 423. https://doi.org/10.3390/fi17090423
Ren J, Guo C. A Game Theoretic Approach for D2D Assisted Uncoded Caching in IoT Networks. Future Internet. 2025; 17(9):423. https://doi.org/10.3390/fi17090423
Chicago/Turabian StyleRen, Jiajie, and Chang Guo. 2025. "A Game Theoretic Approach for D2D Assisted Uncoded Caching in IoT Networks" Future Internet 17, no. 9: 423. https://doi.org/10.3390/fi17090423
APA StyleRen, J., & Guo, C. (2025). A Game Theoretic Approach for D2D Assisted Uncoded Caching in IoT Networks. Future Internet, 17(9), 423. https://doi.org/10.3390/fi17090423