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Main Authors: Dongare, Sumedh J., Thomas, Christo Kurisummoottil, Ortiz, Andrea, Saad, Walid, Klein, Anja
Format: Preprint
Published: 2026
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Online Access:https://arxiv.org/abs/2605.03569
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author Dongare, Sumedh J.
Thomas, Christo Kurisummoottil
Ortiz, Andrea
Saad, Walid
Klein, Anja
author_facet Dongare, Sumedh J.
Thomas, Christo Kurisummoottil
Ortiz, Andrea
Saad, Walid
Klein, Anja
contents Mobile crowdsensing (MCS) is a promising distributed sensing paradigm for future wireless networks, where MCS platforms (MCSPs) recruit mobile units (MUs) through monetary incentives for sensing data collection. While most existing studies assume a single MCSP, practical deployments involve multiple competing MCSPs that simultaneously propose task offers to MUs, and MUs accept offers that maximize their revenue. This interaction gives rise to a two-sided matching game with contracts (MWC), decomposed into two components: (i) task proposal problem of the MCSPs and (ii) task acceptance problem of the MUs. To optimally solve (i), every MCSP requires information about other platforms' preferences and the qualities of the MUs in advance. Similarly, to solve (ii) optimally, the MUs require information about the task execution efforts of all tasks in advance. Such information is unavailable at the MCSPs and at the MUs. To address the challenge of unknown preferences of the other MCSPs, the MWC is posed as a dynamic hypergame, where every MCSP models the unknown preferences through perceptions and refines them over repeated interactions. To solve the dynamic hypergame under incomplete information, we propose PACMAB, a fully decentralized perception-aware two-sided learning framework where, (i) each MCSP learns an adaptive task proposal strategy under competition, and (ii) each MU learns task acceptance policy by estimating task execution efforts. Computational complexity of PACMAB shows that it scales favorably for the MCSPs as well as the MUs. Extensive simulations show that PACMAB consistently outperforms the benchmarks by completing at least 41% more tasks without assuming complete information.
format Preprint
id arxiv_https___arxiv_org_abs_2605_03569
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Dynamic Hypergame for Task Assignment in Multi-platform Mobile Crowdsensing Under Incomplete Information
Dongare, Sumedh J.
Thomas, Christo Kurisummoottil
Ortiz, Andrea
Saad, Walid
Klein, Anja
Networking and Internet Architecture
Mobile crowdsensing (MCS) is a promising distributed sensing paradigm for future wireless networks, where MCS platforms (MCSPs) recruit mobile units (MUs) through monetary incentives for sensing data collection. While most existing studies assume a single MCSP, practical deployments involve multiple competing MCSPs that simultaneously propose task offers to MUs, and MUs accept offers that maximize their revenue. This interaction gives rise to a two-sided matching game with contracts (MWC), decomposed into two components: (i) task proposal problem of the MCSPs and (ii) task acceptance problem of the MUs. To optimally solve (i), every MCSP requires information about other platforms' preferences and the qualities of the MUs in advance. Similarly, to solve (ii) optimally, the MUs require information about the task execution efforts of all tasks in advance. Such information is unavailable at the MCSPs and at the MUs. To address the challenge of unknown preferences of the other MCSPs, the MWC is posed as a dynamic hypergame, where every MCSP models the unknown preferences through perceptions and refines them over repeated interactions. To solve the dynamic hypergame under incomplete information, we propose PACMAB, a fully decentralized perception-aware two-sided learning framework where, (i) each MCSP learns an adaptive task proposal strategy under competition, and (ii) each MU learns task acceptance policy by estimating task execution efforts. Computational complexity of PACMAB shows that it scales favorably for the MCSPs as well as the MUs. Extensive simulations show that PACMAB consistently outperforms the benchmarks by completing at least 41% more tasks without assuming complete information.
title Dynamic Hypergame for Task Assignment in Multi-platform Mobile Crowdsensing Under Incomplete Information
topic Networking and Internet Architecture
url https://arxiv.org/abs/2605.03569