4.7 Article

Virtual Reality Over Wireless Networks: Quality-of-Service Model and Learning-Based Resource Management

期刊

IEEE TRANSACTIONS ON COMMUNICATIONS
卷 66, 期 11, 页码 5621-5635

出版社

IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC
DOI: 10.1109/TCOMM.2018.2850303

关键词

Virtual reality; resource management; machine learning

资金

  1. National Natural Science Foundation of China [61671086, 61629101]
  2. 111 Project [B17007]
  3. Director Funds of Beijing Key Laboratory of Network System Architecture and Convergence [2017BKL-NSAC-ZJ-04]
  4. Beijing Natural Science Foundation [L172032]
  5. BUPT Excellent Ph.D. Students Foundation
  6. U.S. National Science Foundation [CNS-1460316]

向作者/读者索取更多资源

In this paper, the problem of resource management is studied for a network of wireless virtual reality (VR) users communicating over small cell networks (SCNs). In order to capture the VR users' quality-of-service (QoS) in SCNs, a novel VR model, based on multi-attribute utility theory, is proposed. This model jointly accounts for VR metrics, such as tracking accuracy, processing delay, and transmission delay. In this model, the small base stations (SBSs) act as the VR control centers that collect the tracking information from VR users over the cellular uplink. Once this information is collected, the SBSs will then send the 3-D images and accompanying audio to the VR users over the downlink. Therefore, the resource allocation problem in VR wireless networks must jointly consider both the uplink and downlink. This problem is then formulated as a noncooperative game and a distributed algorithm based on the machine learning framework of echo state networks (ESNs) is proposed to find the solution of this game. The proposed ESN algorithm enables the SBSs to predict the VR QoS of each SBS and is guaranteed to converge to mixed-strategy Nash equilibrium. The analytical result shows that each user's VR QoS jointly depends on both VR tracking accuracy and wireless resource allocation. Simulation results show that the proposed algorithm yields significant gains, in terms of VR QoS utility, that reach up to 22.2% and 37.5%, respectively, compared with Q-learning and a baseline proportional fair algorithm. The results also show that the proposed algorithm has a faster convergence time than Q-learning and can guarantee low delays for VR services.

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