@article {Abouaomar2022,
	title = {Service Function Chaining in MEC: A Mean-Field Game and Reinforcement Learning Approach},
	journal = {IEEE Systems Journal},
	year = {2022},
	note = {cited By 0},
	pages = {1-12},
	abstract = {Multiaccess edge computing (MEC) and network virtualization technologies are important enablers for fifth generation networks to deliver diverse services. Services are often provided as fully connected virtual network functions (VNFs), through service function chaining (SFC). However, the problem of allocating SFC resources at the edge still faces many challenges related to the way VNFs are placed, chained, and scheduled. In this article, to solve these problems, we propose a game theory-based approach with the objective to reduce service latency in the context of SFC at the edge. The problem of allocating SFC resources can be divided into two subproblems: 1) the VNF placement and routing subproblem, and 2) the VNF scheduling subproblem. For the former subproblem, we formulate it as a mean-field game in which VNFs are contending over edge resources aiming at reducing the resource consumption of MEC nodes and reducing latency for users. We also propose a reinforcement learning-based technique, where the Ishikawa{\textendash}Mann learning algorithm is used. For the later subproblem, we formulate it as a matching game between VFNs and edge resources to find the execution order of the VNFs while reducing the latency. To efficiently solve it, we propose a modified version of the many-to-one deferred acceptance algorithm (DAA), called the enhanced multistep DAA. To illustrate the performance of the proposed approaches, we perform extensive simulations. The results show that the approaches achieve up to 40\% less resource consumption, and up to 38\% less latency than the benchmarked state-of-the-art methods. IEEE},
	keywords = {Computation theory, Computer games, Edge computing, Game, Game theory, Learning algorithms, Network function virtualization, Problem solving, Processor scheduling, Reinforcement learning, Resource allocation, Resource allocation/provisioning, Resource Management, Resources allocation, Routings, Scheduling, Service function chaining, Service functions, Transfer functions, Virtual reality, Virtualizations},
	doi = {10.1109/JSYST.2022.3171232},
	url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85131721006\&doi=10.1109\%2fJSYST.2022.3171232\&partnerID=40\&md5=e7ecad4d011f9a66bf06f1e9f3f4d176},
	author = {Abouaomar, A. and Cherkaoui, S. and Mlika, Z. and Kobbane, A.}
}
@article {Mabrouk2021,
	title = {A cooperative game based mechanism for autonomous organization and ubiquitous connectivity in VANETs},
	journal = {Simulation Modelling Practice and Theory},
	volume = {107},
	year = {2021},
	note = {cited By 7},
	abstract = {Vehicular communications in Vehicular Ad-hoc NETworks (VANETs) play an interesting role in improving traffic flow on the roads. In such wireless networks, the vehicles cooperate with each other or with the roadside infrastructure to disseminate the data. In this paper, we introduce a mechanism based on coalitional game theory to study the cooperative transmission in VANETs. Each vehicle tries to access the Internet via gateways that can be either fixed or mobile. However, these gateways help the vehicles to access the Internet by cooperatively relaying the vehicles{\textquoteright} messages. Thus, two notions to indicate the availability of transmission between vehicles and gateways are introduced. These notions are chosen to deal with the highly dynamic topology in VANETs, namely the notion of an encounter and the notion of a link{\textquoteright}s predicted lifetime. The problem is modelled as a non-transferable utility game. Then, an algorithm is proposed to dynamically form coalitions among the vehicles. Moreover, a probability of being active is set in terms of speed of the received vehicle. To evaluate the proposed solution, two scenarios are used: fixed gateways scenario and mobile gateways scenario. The numerical results show that the scenario of mobile gateways is more effective in terms of stimulating vehicles to regroup into coalitions. Hence, this helps the vehicles to access the Internet. {\textcopyright} 2020},
	keywords = {Coalitional game theory, Cooperative game, Cooperative transmission, Dynamic topologies, Game theory, Gateways (Computer networks), Non-transferable utilities, Numerical results, Probability, Vehicle transmissions, Vehicular ad hoc networks, Vehicular Adhoc Networks (VANETs), Vehicular communications},
	doi = {10.1016/j.simpat.2020.102213},
	url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85093923113\&doi=10.1016\%2fj.simpat.2020.102213\&partnerID=40\&md5=3ede889d7bb9d063f8c8265857ff2ede},
	author = {Mabrouk, A. and Naja, A. and Oualhaj, O.A. and Kobbane, A. and Boulmalf, M.}
}
@article {AitTemghart2021335,
	title = {Game Theoretic Approaches to Mitigate Cloud Security Risks: An Initial Insight},
	journal = {Lecture Notes in Business Information Processing},
	volume = {416 LNBIP},
	year = {2021},
	note = {cited By 1},
	pages = {335-347},
	abstract = {Cloud computing is one of the most promising innovations impacting data storage and processing. And with it, clients rely on the IT solutions offered by an external provider instead of on-premise applications. Despite its enormous impacts, customers are still reluctant to outsource their business processes because of security concerns. As data is typically stored and governed by cloud vendors, users need to deal with security issues linked to the loss of control over their sensitive data. Cloud providers need to implement the appropriate security measures that might attract more clients while making the minimum investment. While used in various disciplines, game theory has recently expanded to investigate the effect of the defenders{\textquoteright} and attackers{\textquoteright} behaviors on strategic decision-making. This study aims to develop insights into how game theory can develop better security policies in cloud computing. First, we perform threat modeling to identify the potential threats facing cloud. Second, we identify the limitations of existing game based solutions and then suggest an improved model define an adequate strategy that would figure out the right balance between the required security level and the profit margins. Besides, we present future directions that can be explored to build highly reliable and optimal strategies for cloud services. {\textcopyright} 2021, Springer Nature Switzerland AG.},
	keywords = {Business Process, Cloud computing, Cloud securities, Computation theory, Computer games, Data privacy, Decision making, Decision theory, Digital storage, Game theory, Information analysis, Optimal strategies, Potential threats, Security issues, Security measure, Security policy, Strategic decision making},
	doi = {10.1007/978-3-030-76508-8_24},
	url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85111082922\&doi=10.1007\%2f978-3-030-76508-8_24\&partnerID=40\&md5=1619b858093bfb251eb24a3209534772},
	author = {Ait Temghart, A. and Ait Omar, D. and Outanoute, M. and Marwan, M.}
}
@article {AitTemghart2021307,
	title = {Optimal Virtual Machine Provisioning in Cloud Computing Using Game Theory},
	journal = {Lecture Notes in Business Information Processing},
	volume = {416 LNBIP},
	year = {2021},
	note = {cited By 1},
	pages = {307-321},
	abstract = {Virtualization of resources on the cloud computing allow fast and easy scaling of infrastructure to achieve a specified QoS. This will undoubtedly improve the allocation efficiency of physical machines in large-scale data centers. In fact, virtualization technologies not only have a direct effect on the performance and energy consumption but also can reduce the operating costs considerably. As there is fierce competition among cloud providers, there is an urgent need to adopt an elastic resource management system and an optimal pricing strategy as well. Such a strategy is designed principally to satisfy the requirements of a given service and simultaneously increase its associated profit margins. This study highlights why game theory is a very useful tool to analyze the impact of both energy efficiency and response time on virtual machine (VM) provisioning. To this aim, we present a formal policy that ensures fairness in the resource sharing and also takes into account the reasonable expectations market participants. More precisely, we rely on a non-cooperative game model in choosing the right provisioning scheme, and then discuss its equilibrium and stability. In a duopoly market, we conduct some numerical experiments to illustrate the efficiency and performance of the proposed approach and its proof of convergence with a certain number of iterations. {\textcopyright} 2021, Springer Nature Switzerland AG.},
	keywords = {Allocation efficiencies, Cloud computing, Commerce, Computation theory, Computer games, Efficiency and performance, energy efficiency, Energy utilization, Game theory, Information analysis, Market participants, Network security, Number of iterations, Numerical experiments, Operating costs, Provisioning schemes, Resource management systems, Virtual machine, Virtualization, Virtualization technologies},
	doi = {10.1007/978-3-030-76508-8_22},
	url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85111167293\&doi=10.1007\%2f978-3-030-76508-8_22\&partnerID=40\&md5=548cfc7c5207af40074c10c8be8d63a7},
	author = {Ait Temghart, A. and Ait Omar, D. and Marwan, M.}
}
@conference {Boudagdigue2020,
	title = {Cluster-based certificate revocation in industrial IOT networks using Signaling game},
	booktitle = {2020 IEEE Global Communications Conference, GLOBECOM 2020 - Proceedings},
	year = {2020},
	note = {cited By 1},
	abstract = {Industrial IoT network (IIoT) is the result of integrating Internet of Things into the industrial processes to make manufacturers more efficient and reactive. This integration brings with it new security and privacy challenges because of the sensitive information exchanged between devices and the infrastructure. In order to prevent malicious nodes from abusing the IIoT system, this paper investigates a new distributed certificate revocation protocol. Hence, we propose cluster-based certificate revocation mechanism for IIoT network by using game theory. Indeed, our proposed signaling game allows to make a decision on a targeted node after evaluating its behaving. In this approach, we assume an IIoT network organized as a set of clusters called communities. Each community consists of a set of member nodes and a community leader who uses a multi-stage game to renew the certificate of well behaving member nodes and revoke the certificate of malicious member nodes. Based on the Perfect Bayesian Equilibrium, we describe a reactive algorithm implementing the certificates update mechanism. By simulations, we evaluate the convergence speed, the dynamic and the accuracy of the leader{\textquoteright}s posterior belief on nodes with different behaviors. {\textcopyright} 2020 IEEE.},
	keywords = {Certificate revocation, Game theory, Industrial internet of things (IIoT), Industrial processs, Multi stage games, Perfect bayesian equilibriums, Privacy by design, Reactive algorithms, Security and privacy, Sensitive informations, Update mechanisms},
	doi = {10.1109/GLOBECOM42002.2020.9322497},
	url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85100398930\&doi=10.1109\%2fGLOBECOM42002.2020.9322497\&partnerID=40\&md5=8d905a0b2029ae303a74268527163a44},
	author = {Boudagdigue, C. and Benslimane, A. and Kobbane, A.}
}
@article {Lhazmir2020973,
	title = {Matching Game with No-Regret Learning for IoT Energy-Efficient Associations with UAV},
	journal = {IEEE Transactions on Green Communications and Networking},
	volume = {4},
	number = {4},
	year = {2020},
	note = {cited By 4},
	pages = {973-981},
	abstract = {Unmanned aerial vehicles (UAVs) are a promising technology to provide an energy-efficient and cost-effective solution for data collection from ground Internet of Things (IoT) network. In this paper, we analyze the UAV-IoT device associations that provide reliable connections with low communication power and load balance the traffic using analytical techniques from game theory. In particular, to maximize the IoT devices{\textquoteright} benefits, a novel framework is proposed to assign them the most suitable UAVs. We formulate the problem as a distributed algorithm that combines notions from matching theory and no-regret learning. First, we develop a many-to-one matching game where UAVs and IoT devices are the players. In this subgame, the players rank one another based on individual utility functions that capture their needs. Each IoT device aims to minimize its transmitting energy while meeting its signal-to-interference-plus-noise-ratio (SINR) requirements, and each UAV seeks to maximize the number of served IoT devices while respecting its energy constraints. Second, a non-cooperative game based on no-regret learning is used to determine each IoT device{\textquoteright}s regret. Then, UAVs open a window for transfers to the IoT devices. Simulation results show that the proposed approach provides a low average total transmit power, ensures fast data transmission and optimal utilization of the UAVs{\textquoteright} bandwidth. {\textcopyright} 2017 IEEE.},
	keywords = {Antennas, Cost effectiveness, Cost-effective solutions, energy efficiency, Fast data transmission, Game theory, Internet of things, Internet of Things (IOT), Noncooperative game, Optimal utilization, Reliable connections, Signal interference, Signal to interference plus noise ratio, Signal to noise ratio, Total transmit power, Unmanned aerial vehicles (UAV)},
	doi = {10.1109/TGCN.2020.3008992},
	url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85096697293\&doi=10.1109\%2fTGCN.2020.3008992\&partnerID=40\&md5=7f2e844f54122845029dfd8503c5eaf6},
	author = {Lhazmir, S. and Oualhaj, O.A. and Kobbane, A. and Ben-Othman, J.}
}
@article {Amine2020,
	title = {Two-sided matching framework for optimal user association in 5G multi-RAT UDNs},
	journal = {International Journal of Communication Systems},
	volume = {33},
	number = {8},
	year = {2020},
	note = {cited By 2},
	abstract = {Recently, academic and industrial research communities are paying more explicit attention to the 5G multiple radio access technology ultra-dense networks (5G multi-RAT UDNs) for boosting network capacity, especially in UD urban zones. To this aim, in this paper, we intend to tackle the user association problem in 5G multi-RAT UDNs. By considering the decoupled uplink/downlink access (DUDA), we divide our user association problem into two distinct subproblems representing, respectively, the uplink and the downlink channels. Next, we formulated each one as a nonlinear optimization problem with binary variables. Then, to solve them, we were restricted by the hard complexity, as well as the hard feasibility of centralized user association schemes. Thus, to resolve our user association problem in a reasonable time and distributed manner, we formulated each subproblem as a many-to-one matching game based on matching theory. Next, we provide two fully distributed association algorithms to compute the uplink and downlink stable matching among user equipments (UEs) and base stations (BSs). Simulation results corroborate our theoretical model and show the effectiveness and improvement of our achieved results in terms of the overall network performance, quality of service (QoS), and energy efficiency (EE) of UEs. {\textcopyright} 2020 John Wiley \& Sons, Ltd.},
	keywords = {5G mobile communication systems, 5G multi-RAT UDNs, Association algorithms, decoupled uplink/downlink access (DUDA), energy efficiency, Game theory, Industrial research, Matching game, Matching theory, Network performance, Nonlinear programming, Optimization, Quality of service, Rats, Stable matching},
	doi = {10.1002/dac.4346},
	url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85078931379\&doi=10.1002\%2fdac.4346\&partnerID=40\&md5=159a3a40021d6b340c2873e4db73e2ac},
	author = {Amine, M. and Kobbane, A. and Ben-Othman, J. and Walid, A.}
}
@conference {Brihi2020,
	title = {UAV for IoT Communications: Beam Selection Using Matching Game and Network Slicing},
	booktitle = {Proceedings - 2020 International Conference on Wireless Networks and Mobile Communications, WINCOM 2020},
	year = {2020},
	note = {cited By 0},
	abstract = {In cellular communication networks, researchers are trying to improve network communication and adapt it to meet the requirements of new technologies such as the Internet of Things. The next generation of wireless networks (5G) promises new network features such as low latency, peripheral computing and radio convergence that will pave the way for a world that is ubiquitously connected. In this context and for the provision of the necessary high-quality services and connection, continuously and everywhere, even under poor network conditions, any network failures must be managed quickly and efficiently. Covering the network in remote areas, providing services in overcrowded areas, or safeguarding the network in the event of damage to the cellular infrastructure (for example, a physical disaster) are a number of challenges. In this paper we discuss the architecture and possible applications of flight modes as a part of a 5G network supporting network splitting and lightweight virtualization at the extent of relay Unmanned Aerial Vehicles (UAVs) as being small cells. It also provides 5G aerial measurement results to support the feasibility check of UAV use in two possible scenarios, namely improving the position of UAVs relative to the position and circulation of users (UEs) additionally because the increased network coverage through algorithms supported theory of games. {\textcopyright} 2020 IEEE.},
	keywords = {5G mobile communication systems, Antennas, Beam selection, Cellular communication networks, Communication beams, Computation theory, Flying relay unmanned aerial vehicle, Game theory, Internet of things, Matching game, Matching networks, Network communications, Network features, Network function virtualization, Network slicing, SDN, Unmanned aerial vehicles (UAV)},
	doi = {10.1109/WINCOM50532.2020.9272510},
	url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85098730582\&doi=10.1109\%2fWINCOM50532.2020.9272510\&partnerID=40\&md5=2fd59efd80efa8be8e20ec7601c73dc9},
	author = {Brihi, S. and Ghamizi, A. and Chakri, K.}
}
@article {11515935620160506,
	title = {Achieving QoS in Virtual MIMO systems: a satisfaction equilibrium analysis.},
	journal = {EURASIP Journal on Wireless Communications \& Networking},
	volume = {2016},
	number = {1},
	year = {2016},
	pages = {1 - 13},
	abstract = {This paper presents a game theoretic framework to analyze a cellular-WLAN heterogeneous network from a virtual multiple-input multiple-output (VMIMO) perspective. Namely, we restrict to the uplink case and consider a non-cooperative game where each user seeks to meet some quality of service (QoS). Moreover, mobile users are allowed to re-inject, through their WLAN interfaces, a part of their throughput in the induced game. Thus, the interaction among users defines a distributed VMIMO with a possibly throughput exchange. This mechanism will help all users to meet their respective QoS expressed by the perceived average throughput. The average throughput is considered to be the utility function used in this framework. Now, each mobile user experiences a certain throughput composed of two parts: (1) the throughput received from cellular subsystem and (2) the throughput received from WLAN subsystem. Naturally, we use the concept of satisfaction equilibrium to predict the behavior of the ne},
	keywords = {Cellular/WLAN heterogeneous network, Equilibrium {\textendash} Research, Game theory, Game theory {\textendash} Research, MIMO systems {\textendash} Research, Quality of service, Quality of service {\textendash} Research, Satisfaction equilibrium, Virtual multiple input multiple output, Wireless LANs {\textendash} Research},
	issn = {16871472},
	url = {http://search.ebscohost.com/login.aspx?direct=true\&db=iih\&AN=115159356\&site=ehost-live},
	author = {Bennani, Hassan and Sabir, Essaid and Kobbane, Abdellatif and Ben-Othman, Jalel and El-Koutbi, Mohamed}
}
