Performance analysis of online matching algorithms for D2D communications

L. M. M. Zorello, M. A. T. Rojas, M. Coupechoux, R. Vaze, T. Carvalho
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Abstract

In this paper, we consider a Device-to-Device (D2D) cellular network in which idle users can work as relays between cell users and the base station to improve their data rate. The relaying induces a cost for the User Equipment Relays (UER), that should be compensated with a payment from the mobile operator so that UERs accept to offer the service. The problem hence arises for the operator to match cell users and UERs at a reasonable cost and increasing the data rate. In this context, we consider the requirements of truthfulness, budget feasibility and acceptance of online scenarios to compare ON algorithm, which considers all constraints, with other three algorithms that were not built to respect all of them, Hungarian, Threshold and Online Weighted Knapsack (OWK). We observed that ON algorithm is the best in terms of execution time; however, it does not scale well considering the number of matched edges, requiring modifications in its selection criteria. In addition, we noticed that OWK algorithm has appealing properties and, if it were modified to be truthful and to reduce its complexity, it would present the best results.
D2D通信在线匹配算法的性能分析
在本文中,我们考虑了一个设备到设备(D2D)蜂窝网络,其中空闲用户可以作为蜂窝用户和基站之间的中继,以提高他们的数据速率。中继会给用户设备中继(UER)带来成本,移动运营商应该支付这笔费用,以便用户接受提供服务。因此,运营商以合理的成本匹配小区用户和用户并提高数据速率的问题就出现了。在这种情况下,我们考虑了在线场景的真实性、预算可行性和可接受性的要求,将考虑所有约束的ON算法与其他三种不考虑所有约束的算法(Hungarian、Threshold和online Weighted backpack (OWK))进行比较。我们观察到ON算法在执行时间上是最好的;然而,考虑到匹配边的数量,它不能很好地扩展,需要修改其选择标准。此外,我们注意到OWK算法具有吸引人的特性,如果将其修改为真实并降低其复杂性,则会呈现出最好的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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