Shihao Fei, Junxuan Wang, Fan Jiang, Yuan Ren, Senhu Zhou
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引用次数: 0
摘要
在星地融合网络(STIN)中,从提高网络容量、用户体验和适应高速运动场合的角度出发,提出了一种基于q -学习和博弈论(QRSG)的非合作多业务网络选择方案。QRSG首先通过模糊过程得到多业务网络效用,并将其作为q学习的奖励。Q-learning的状态包括用户当前连接的网络的QoS (quality of service)和价格属性,以及用户的网速情况。相应的网络选择策略是Q-learning的动作。然后,用户通过博弈算法预测网络选择策略的收益,以避免进入过载的网络。此外,在QRSG中引入了二进制指数回退算法(Binary Exponential Backoff Algorithm),解决了多个用户同时切换到同一业务节点(SN)的场景下吞吐量预测不准确的问题。仿真结果表明:1)使用QRSG,不同速率和QoS要求的用户可以自适应切换到最适合的网络。2)与现有算法相比,在系统公平性最大损失1 ~ 2%的情况下,QRSG可使网络吞吐量提高8%以上,总交换次数减少约60%。
Research on Switching Strategy with Reinforcement Learning and Game Theory in Satellite-Terrestrial Integrated Networks
In Satellite-Terrestrial Integrated Networks (STIN), from the perspective of increasing the capacity of the networks, the user experience, and the adaptability to high-speed motion occasions, a non-cooperative multi-service network selection scheme based on Q-learning and game theory (QRSG) is proposed. QRSG first obtains the multi-service network utility through the fuzzy process and uses it as the reward of Q-learning. The state of Q-learning includes the quality of service (QoS) and price attributes of the network currently connected by the user, as well as the situation of the user speed. The corresponding network selection strategy is the action of Q-learning. Then, the user predicts the payoff of the network selection strategy through a game algorithm to avoid access to an overloaded network. In addition, Binary Exponential Backoff Algorithm is introduced in QRSG to solve the problem of inaccurate throughput prediction in the scenario where multiple users concurrently switch to the same service node (SN). Simulations reveal that: 1) With QRSG, users with different speeds and QoS requirements can adaptively switch to the most suitable network. 2) Compared with the existing algorithms, QRSG can increase network throughput by more than 8% and reduce the total number of switching by about 60% in the case of a maximum loss of 1 to 2% of the system fairness.