向绿色边缘游戏的迁移路径

Francesco Spinelli, V. Mancuso
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引用次数: 2

摘要

5G及以上5G网络将通过在边缘放置受约束的计算节点,遵循多接入边缘计算(MEC)范式,实现新的用例。边缘节点可以部分由间歇性可再生能源供电,从而有可能具有时变计算能力。在这种情况下,我们解决了如何在蜂窝网络的边缘支持游戏的问题。将基于云的游戏移至边缘对于终端用户来说是一项优质服务,这要归功于更低的延迟和更高的带宽。本文的目标是设计一种方案,使MEC场景中服务/基础设施提供商的效用最大化,MEC节点容量随时间变化,由间歇性可再生能源供电。我们构造了一个多维整数线性规划问题,证明了它是强意义上的NP困难。我们证明了我们的问题是子模块的,并提出了一种有效的启发式算法——GREENING,它考虑了博弈时间的分配和迁移。通过模拟,我们表明,我们的启发式实现的性能接近求解器可以实现的性能,除了具有极低的复杂性,并且在系统效用方面比最先进的算法好20%。我们还表明,我们的方案符合ETSI目前采用的标准,并意味着支持新的网络原理,如网络切片。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Migration Path Toward Green Edge Gaming
5G and beyond 5G networks will allow novel use cases by placing constrained computing nodes at the edge, following the Multi-access Edge Computing (MEC) paradigm. Edge nodes could be partially powered by intermittent renewable energies, leading to the possibility of having time-varying computing capacities. In this scenario, we tackle the problem of how to support gaming at the edge of the cellular network. Moving cloud-based games to the edge could be a premium service for end-users, thanks to reduced latency and higher bandwidth. The goal of our paper is to design a scheme that maximizes the utility of a service/infrastructure provider in a MEC scenario, with time-varying MEC nodes capacities powered by intermittent renewable energies. We formulate a multi-dimensional integer linear programming problem, proving that it is NP Hard in the strong sense. We prove that our problem is sub-modular and propose an efficient heuristic, GREENING, which considers the allocation of gaming sessionse and their migration. Through simulations, we show that our heuristic achieves performance close to what achievable by a solver, except with extremely lower complexity, and performs near-optimally, 20% better than state-of-the-art algorithms in terms of system utility. We also show that our scheme is compliant with currently adopted standards by ETSI and meant to support novel networking principles like network slicing.
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