Distributed Online Resource Allocation Using Congestion Game for 5G Virtual Network Services

Y. Bi, Monchai Bunyakitanon, N. Uniyal, A. Bravalheri, A. Muqaddas, R. Nejabati, D. Simeonidou
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引用次数: 4

Abstract

To meet the challenge of flexible and dynamic resource provisioning for massive and various network services, we investigate the network function virtualization-resource allocation problem in the 5G network. For the first time, this problem is modelled as the congestion game to capture the effects of resource congestion on packet processing latency, optical-to-electronic and electronic-to-optical conversion latency. All the network service requests received at the same time are players trying to minimise their own end-to-end latency and resource consumption cost. A distributed online algorithm is designed and simulation results show that it can achieve 100% service acceptance ratio while the baseline algorithm cannot. If lower weighted resource consumption cost is set for 1ms and 5ms services, more such services will be routed to edge nodes and network operators will earn more. An experiment for network services with different packet sizes is carried out, and results prove that the proposed algorithm converges to Nash Equilibrium in 40 seconds and the latency requirements are all satisfied if the packet size is small.
基于拥塞游戏的5G虚拟网络业务分布式在线资源分配
为满足海量、多样化网络业务的灵活、动态资源配置挑战,研究了5G网络中网络功能虚拟化资源分配问题。首次将该问题建模为拥塞博弈,以捕获资源拥塞对分组处理延迟、光到电子和电子到光转换延迟的影响。同时收到的所有网络服务请求都是玩家试图最小化自己的端到端延迟和资源消耗成本。设计了一种分布式在线算法,仿真结果表明,该算法可以达到100%的业务接受率,而基线算法不能。如果将1ms和5ms的业务设置为较低的加权资源消耗成本,则会有更多的此类业务路由到边缘节点,网络运营商将获得更多的收益。对不同数据包大小的网络业务进行了实验,结果表明,该算法在40秒内收敛到纳什均衡,并且在数据包较小的情况下完全满足时延要求。
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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