边缘计算中面向公平的交互式群体博弈边缘分配

Athanasios Tsipis, Vasileios Komianos, Konstantinos Oikonomou
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引用次数: 0

摘要

近年来,边缘计算已经成为云多媒体系统扩展的一个非常有前途的范例,通过将服务和数据从远程云推送到边缘服务器来减少网络延迟。对于沉浸式分布式交互应用,如虚拟现实和多人在线游戏,这种转变彻底改变了附近移动用户相互交互的方式,共同参与协作虚拟事件。然而,由于虚拟世界在许多用户之间共享,游戏提供商的一个基本决策问题涉及:(i)如何部署服务器,考虑到有限的边缘基础设施投资预算;随后,(ii)考虑到游戏视图一致性的滞后差异,用户将以何种方式被分配来维持所有参与方的群体公平性。本文将其称为“面向公平的边缘分配”(FEA)问题,并形式化地表述了其性质,讨论了其复杂性。为了有效地提供解决方案,我们提出了一种启发式算法,即h-FEA,并从理论上分析了其时间复杂度。然后,我们在真实世界的拓扑轨迹上使用综合模拟来评估h-FEA对几种基准替代方案的影响。结果清楚地表明,在不同的场景下,我们提出的算法在最小化参与相同游戏的用户的公平损失方面具有优势,同时实现了高边缘用户准入率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Fairness-Oriented Edge Allocation for Interactive Group Gaming in Edge Computing
In recent years, edge computing has emerged as a highly promising paradigm for the extension of cloud multimedia systems, enabling network latency reduction by pushing services and data from remote clouds to edge servers. For immersive distributed interactive applications, such as virtual reality and multiplayer online games, this shift has revolutionized the way nearby mobile users interact with one another to jointly participate in collaborative virtual events. However, because the virtual world is shared among many users, one fundamental decision problem for the game providers relates to: (i) how the servers will be deployed, given the limited budget in edge infrastructure investment; and, subsequently, (ii) in what manner the users will be assigned to maintain group fairness across all participating parties, given the lag variance in game view consistency. In this paper, we call this the “Fairness-oriented Edge Allocation” (FEA) problem, and formally formulate its properties and discuss its complexity. To provide solutions efficiently, we present a heuristic algorithm, namely the h-FEA, and theoretically analyze its time complexity. We, then, evaluate h-FEA against several benchmark alternatives using comprehensive simulations on a real-world topological trace. The results clearly demonstrate, under different scenarios, the superiority of our proposed algorithm in minimizing the fairness loss for users engaged with the same games, while achieving high edge user admission rates.
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