Game theoretical analysis of rate adaptation protocols conciliating QoS and QoE

Smrati Gupta, E. V. Belmega, M. A. Vázquez-Castro

Research output: Contribution to journalArticleResearchpeer-review


© 2016, Gupta et al. The recent increase in the use of wireless networks for video transmission has led to the increase in the use of rate-adaptive protocols to maximize the resource utilization and increase the efficiency in the transmission. However, a number of these protocols lead to interactions among the users that are subjective in nature and affect the overall performance. In this paper, we present an in-depth analysis of interplay between the wireless network dynamics and video transmission dynamics in the light of subjective perceptions of the end users in their interactions. We investigate video exchange applications in which two users interact repeatedly over a wireless relay channel. Each user is driven by three conflicting objectives: maximizing the Quality of Service (QoS) and Quality of Experience (QoE) of the received video, while minimizing the transmission cost. Non-cooperative repeated games model precisely interactions among users with independent agendas. We show that adaptive video exchange is impossible if the duration of the interaction is determined. However, if the users interact indefinitely, they achieve cooperation via exchange of video streams. Our simulations evidence the tradeoff between users’ QoS and QoE of their received video. The expected duration of the interaction plays a role and draws the region of solution trade-offs. We propose further means of shaping this region using Pareto optimality and user-fairness arguments. This work proposes a concrete game theoretical framework that allows the optimal use of traditional protocols by taking into account the subjective interactions that occur in practical scenarios.
Original languageEnglish
Article number75
JournalEurasip Journal on Wireless Communications and Networking
Issue number1
Publication statusPublished - 1 Dec 2016


  • Non-cooperative repeated games
  • QoS vs. QoE tradeoff
  • Rate adaptation
  • Video exchange


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