Managing Quality of Experience for Wireless VOIP Using Noncooperative Games
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We model the user's quality of experience (QoE) in a wireless voice over IP (VoIP) service as a function of the amount of effort the user has to put to continue her conversation. We assume that users would quit or terminate an ongoing call if they have to put more efforts than they could tolerate. Not knowing the tolerance threshold of each individual user, the service provider faces a decision dilemma of whether to fix the network problem immediately whenever he detects a user effort in the VoIP system, or ignore it with the hope that the user may still continue the call anyway. In this paper, we formulate the provider's dilemma as a non-cooperative game between the provider and the VoIP user experiencing a deteriorating QoE. We demonstrate that providers implementing the equilibrium solutions can expect to not only increase their revenues, but also reduce the number of cases when users quit out of frustration thus minimizing potential churning. We also discuss conditions under which a sophisticated user may or may not benefit from faking unwarranted efforts with a goal of receiving a better service from the provider. Finally, we conduct a subjective experiment of VoIP over WiFi, which verifies the key model assumption that perceptual quality is negatively correlated to the amount of effort the user has to put to continue the call.
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