{"title":"利用迁移学习估计不同云游戏服务的 QoE","authors":"Marcos Carvalho;Daniel Soares;Daniel Fernandes Macedo","doi":"10.1109/TNSM.2024.3451300","DOIUrl":null,"url":null,"abstract":"Cloud Gaming (CG) has become one of the most important cloud-based services in recent years by providing games to different end-network devices, such as personal computers (wired network) and smartphones/tablets (mobile network). CG services stand challenging for network operators since this service demands rigorous network Quality of Services (QoS). Nevertheless, ensuring proper Quality of Experience (QoE) keeps the end-users engaged in the CG services. However, several factors influence users’ experience, such as context (i.e., game type/players) and the end-network type (wired/mobile). In this case, Machine Learning (ML) models have achieved the state-of-the-art on the end-users’ QoE estimation. Despite that, traditional ML models demand a larger amount of data and assume that the training and test have the same distribution, which can make the ML models hard to generalize to other scenarios from what was trained. This work employs Transfer Learning (TL) techniques to create QoE estimation over different cloud gaming services (wired/mobile) and contexts (game type/players). We improved our previous work by performing a subjective QoE assessment with real users playing new games on a mobile cloud gaming testbed. Results show that transfer learning can decrease the average MSE error by at least 34.7% compared to the source model (wired) performance on the mobile cloud gaming and to 81.5% compared with the model trained from scratch.","PeriodicalId":13423,"journal":{"name":"IEEE Transactions on Network and Service Management","volume":"21 6","pages":"5935-5946"},"PeriodicalIF":4.7000,"publicationDate":"2024-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"QoE Estimation Across Different Cloud Gaming Services Using Transfer Learning\",\"authors\":\"Marcos Carvalho;Daniel Soares;Daniel Fernandes Macedo\",\"doi\":\"10.1109/TNSM.2024.3451300\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Cloud Gaming (CG) has become one of the most important cloud-based services in recent years by providing games to different end-network devices, such as personal computers (wired network) and smartphones/tablets (mobile network). CG services stand challenging for network operators since this service demands rigorous network Quality of Services (QoS). Nevertheless, ensuring proper Quality of Experience (QoE) keeps the end-users engaged in the CG services. However, several factors influence users’ experience, such as context (i.e., game type/players) and the end-network type (wired/mobile). In this case, Machine Learning (ML) models have achieved the state-of-the-art on the end-users’ QoE estimation. Despite that, traditional ML models demand a larger amount of data and assume that the training and test have the same distribution, which can make the ML models hard to generalize to other scenarios from what was trained. This work employs Transfer Learning (TL) techniques to create QoE estimation over different cloud gaming services (wired/mobile) and contexts (game type/players). We improved our previous work by performing a subjective QoE assessment with real users playing new games on a mobile cloud gaming testbed. Results show that transfer learning can decrease the average MSE error by at least 34.7% compared to the source model (wired) performance on the mobile cloud gaming and to 81.5% compared with the model trained from scratch.\",\"PeriodicalId\":13423,\"journal\":{\"name\":\"IEEE Transactions on Network and Service Management\",\"volume\":\"21 6\",\"pages\":\"5935-5946\"},\"PeriodicalIF\":4.7000,\"publicationDate\":\"2024-08-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"IEEE Transactions on Network and Service Management\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://ieeexplore.ieee.org/document/10654293/\",\"RegionNum\":2,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMPUTER SCIENCE, INFORMATION SYSTEMS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Network and Service Management","FirstCategoryId":"94","ListUrlMain":"https://ieeexplore.ieee.org/document/10654293/","RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, INFORMATION SYSTEMS","Score":null,"Total":0}
QoE Estimation Across Different Cloud Gaming Services Using Transfer Learning
Cloud Gaming (CG) has become one of the most important cloud-based services in recent years by providing games to different end-network devices, such as personal computers (wired network) and smartphones/tablets (mobile network). CG services stand challenging for network operators since this service demands rigorous network Quality of Services (QoS). Nevertheless, ensuring proper Quality of Experience (QoE) keeps the end-users engaged in the CG services. However, several factors influence users’ experience, such as context (i.e., game type/players) and the end-network type (wired/mobile). In this case, Machine Learning (ML) models have achieved the state-of-the-art on the end-users’ QoE estimation. Despite that, traditional ML models demand a larger amount of data and assume that the training and test have the same distribution, which can make the ML models hard to generalize to other scenarios from what was trained. This work employs Transfer Learning (TL) techniques to create QoE estimation over different cloud gaming services (wired/mobile) and contexts (game type/players). We improved our previous work by performing a subjective QoE assessment with real users playing new games on a mobile cloud gaming testbed. Results show that transfer learning can decrease the average MSE error by at least 34.7% compared to the source model (wired) performance on the mobile cloud gaming and to 81.5% compared with the model trained from scratch.
期刊介绍:
IEEE Transactions on Network and Service Management will publish (online only) peerreviewed archival quality papers that advance the state-of-the-art and practical applications of network and service management. Theoretical research contributions (presenting new concepts and techniques) and applied contributions (reporting on experiences and experiments with actual systems) will be encouraged. These transactions will focus on the key technical issues related to: Management Models, Architectures and Frameworks; Service Provisioning, Reliability and Quality Assurance; Management Functions; Enabling Technologies; Information and Communication Models; Policies; Applications and Case Studies; Emerging Technologies and Standards.