A QoS Routing Method for Ad-Hoc Networks Based on Genetic Algorithm
DEXA '03 Proceedings of the 14th International Workshop on Database and Expert Systems Applications
Wireless Communications & Mobile Computing
MASON: A Multiagent Simulation Environment
Simulation
Equilibria in topology control games for ad hoc networks
Mobile Networks and Applications
Game Theory for Wireless Engineers (Synthesis Lectures on Communications)
Game Theory for Wireless Engineers (Synthesis Lectures on Communications)
Effect of Selfish Node Behavior on Efficient Topology Design
IEEE Transactions on Mobile Computing
Applications of game theory to mobile ad hoc networks: node spreading potential game
SARNOFF'09 Proceedings of the 32nd international conference on Sarnoff symposium
Using game theory to analyze wireless ad hoc networks
IEEE Communications Surveys & Tutorials
A genetic algorithm for shortest path routing problem and the sizing of populations
IEEE Transactions on Evolutionary Computation
Self spreading nodes using potential games and genetic algorithms
Sarnoff'10 Proceedings of the 33rd IEEE conference on Sarnoff
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Self deployment of nodes in mobile ad hoc networks (MANETs) is a challenging task due to the characteristics of a MANET such as dynamically changing topology, lack of centralized authority, decentralized architecture and heterogeneous nodes. In military applications where the deployed nodes, due to their limited communication ranges and hostile environment, may act selfishly with conflicting individual interests among their neighbors, game-theoretic approaches become relevant. Using our distributed game (NSPG-G1) for MANET nodes to position themselves in an unknown geographical terrain to maximize the area coverage, we show that, combined with a distributed genetic algorithm (GA) to determine the next best location to move, NSPG-G1 can provide a near uniform node spreading. In this distributed and scalable game participated by the neighboring nodes autonomously, the decisions about node movements are solely based on localized data about the neighboring nodes while requiring a limited synchronization among a player's closest neighbors.