A Deep Reinforcement Learning Strategy for MEC Enabled Virtual Reality in Telecommunication Networks

Kodanda Rami Reddy Manukonda
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Abstract

One of the most anticipated features of 5G and subsequent networks is wireless virtual reality (VR), which promises to transform human interaction via its immersive experiences and game-changing capabilities. Wireless virtual reality systems, and VR games in particular, are notoriously slow due to rendering issues. But most academics don't care about data correlation or real-time rendering. Using mobile edge computing (MEC) and mmWave-enabled wireless networks, we provide an adaptive VR system that enables high-quality wireless VR. By using this architecture, VR rendering operations may be adaptively offloaded to MEC servers in real-time, resulting in even greater performance advantages via caching.The limited processing power of VR devices, the need for a high quality of experience (QoE), and the small latency in VR activities make it difficult to connect wireless VR consumers to high-quality VR content in real-time. To solve these problems, we provide a wireless VR network that is enabled by MEC. This network makes use of recurrent neural networks (RNNs) to provide real-time predictions about each user's field of vision (FoV). It is feasible to simultaneously move the rendering of virtual reality material to the memory of the MEC server. To improve the long-term VR users' quality of experience (QoE) while staying within the VR interaction latency limitation, we provide decoupling deep reinforcement learning algorithms that are both centrally and distributedly run, taking into consideration the connection between requests' fields of vision and their locations. When compared with rendering on VR headsets, our proposed MEC rendering techniques and DRL algorithms considerably improve VR users' long-term experience quality and reduce VR interaction latency, according to the simulation results.
电信网络中的 MEC 虚拟现实深度强化学习策略
无线虚拟现实(VR)是 5G 及其后续网络最令人期待的功能之一,它有望通过身临其境的体验和改变游戏规则的功能改变人与人之间的互动。由于渲染问题,无线虚拟现实系统,尤其是 VR 游戏,速度之慢是出了名的。但大多数学者并不关心数据关联或实时渲染。利用移动边缘计算(MEC)和毫米波无线网络,我们提供了一种自适应 VR 系统,可以实现高质量的无线 VR。由于 VR 设备的处理能力有限、对高质量体验(QoE)的需求以及 VR 活动中的微小延迟,很难将无线 VR 消费者与高质量 VR 内容实时连接起来。为了解决这些问题,我们提供了一种由 MEC 支持的无线 VR 网络。该网络利用递归神经网络(RNN)对每个用户的视野(FoV)进行实时预测。同时将虚拟现实材料的渲染转移到 MEC 服务器的内存中是可行的。为了提高虚拟现实用户的长期体验质量(QoE),同时不超出虚拟现实交互延迟的限制,我们提供了既集中又分布式运行的解耦深度强化学习算法,并考虑到了请求者视野和位置之间的联系。根据仿真结果,与在 VR 头显上进行渲染相比,我们提出的 MEC 渲染技术和 DRL 算法大大提高了 VR 用户的长期体验质量,并降低了 VR 交互延迟。
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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