Mobility-aware Multi-Access Edge Computing for Multiplayer Augmented and Virtual Reality Gaming

Ramesh Singh, Radhika Sukapuram, Suchetana Chakraborty
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引用次数: 3

Abstract

Augmented Reality (AR) and Virtual Reality (VR) games are some of the emerging use cases of 5G in the area of ultra-Reliable and Low Latency Communications (uRLLC). A multiplayer AR/VR game broadly consists of compute-intensive tasks which convert the raw data generated from sensory sources such as wearables, smartphones, etc., to action data such as location, orientation, intention, etc., and services that process the action data. Services generate a common response to all players by taking action data as input. The total response time must be as low as 20 milliseconds for a good user experience and to prevent motion sickness. While considering these aspects, the multiplayer game must be scalable, and users should be able to move. Multi-access edge computing (MEC) helps to improve performance by partially/fully offloading such tasks from mobile devices and latency-sensitive services from the cloud to a server at the edge called the MEC host. We propose, for the first time, an online mobility-aware heuristic in a Multi-access Edge Computing Network (MEN) to reduce the response time, specifically the Game Frame Time (GFT), consistently, for an improved Quality of Experience (QoE), for such games. This is done by jointly offloading tasks and placing services, and migrating both whenever required. Additionally, for improved response, the network is partitioned into regions, and a service instance is placed on a MEC host, called the Region Coordinator (RC), in each region, in a decentralized manner. When a new player joins, an old player leaves, or old players move, the number of players and their mobility patterns change in a particular region. This may require allocating or moving tasks from one MEC host to another and migrating services to a new RC. While tasks and services are migrated, the associated state and data must be moved to the destination MEC host. Our experiments demonstrate that the standard deviation for the mean GFT is 0 ms in the best case and 9.26 ms in the worst case, providing a uniform user experience, even when mobility is as high as 50% (it means 50% of the players are moving). When there is mobility, the GFT increases by 28.29% in the best case and 37.18% in the worst case, compared to a no-mobility scenario. We also demonstrate that, given computing power, there is a tradeoff between responsiveness and GFT.
面向多人增强和虚拟现实游戏的移动感知多接入边缘计算
增强现实(AR)和虚拟现实(VR)游戏是5G在超可靠和低延迟通信(uRLLC)领域的一些新兴用例。多人AR/VR游戏通常由计算密集型任务组成,这些任务将从可穿戴设备、智能手机等感官来源生成的原始数据转换为位置、方向、意图等行动数据,以及处理行动数据的服务。服务通过将动作数据作为输入,生成对所有参与者的共同响应。总的响应时间必须低至20毫秒,以获得良好的用户体验并防止晕动病。考虑到这些方面,多人游戏必须具有可扩展性,用户应该能够移动。多访问边缘计算(MEC)通过将这些任务从移动设备和延迟敏感服务部分/全部卸载到称为MEC主机的边缘服务器来帮助提高性能。我们首次在多访问边缘计算网络(MEN)中提出在线移动感知启发式方法,以一致地减少响应时间,特别是游戏帧时间(GFT),以提高此类游戏的体验质量(QoE)。这是通过联合卸载任务和放置服务,并在需要时迁移两者来实现的。此外,为了改进响应,将网络划分为多个区域,并以分散的方式将服务实例放在每个区域的MEC主机上,该主机称为区域协调器(RC)。当新玩家加入,老玩家离开,或者老玩家移动时,玩家的数量和他们在特定区域的移动模式都会发生变化。这可能需要将任务从一个MEC主机分配或移动到另一个MEC主机,并将服务迁移到新的RC。在迁移任务和服务时,关联的状态和数据必须移动到目标MEC主机。我们的实验表明,平均GFT的标准偏差在最好的情况下为0 ms,在最坏的情况下为9.26 ms,即使移动性高达50%(这意味着50%的玩家在移动),也能提供统一的用户体验。在有流动性的情况下,与无流动性的情况相比,GFT在最佳情况下增加28.29%,在最差情况下增加37.18%。我们还证明,在给定计算能力的情况下,在响应性和GFT之间存在权衡。
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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