8,723 research outputs found

    Deep Reinforcement Learning for Resource Management in Network Slicing

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    Network slicing is born as an emerging business to operators, by allowing them to sell the customized slices to various tenants at different prices. In order to provide better-performing and cost-efficient services, network slicing involves challenging technical issues and urgently looks forward to intelligent innovations to make the resource management consistent with users' activities per slice. In that regard, deep reinforcement learning (DRL), which focuses on how to interact with the environment by trying alternative actions and reinforcing the tendency actions producing more rewarding consequences, is assumed to be a promising solution. In this paper, after briefly reviewing the fundamental concepts of DRL, we investigate the application of DRL in solving some typical resource management for network slicing scenarios, which include radio resource slicing and priority-based core network slicing, and demonstrate the advantage of DRL over several competing schemes through extensive simulations. Finally, we also discuss the possible challenges to apply DRL in network slicing from a general perspective.Comment: The manuscript has been accepted by IEEE Access in Nov. 201

    Improving BitTorrent's Peer Selection For Multimedia Content On-Demand Delivery

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    The great efficiency achieved by the BitTorrent protocol for the distribution of large amounts of data inspired its adoption to provide multimedia content on-demand delivery over the Internet. As it is not designed for this purpose, some adjustments have been proposed in order to meet the related QoS requirements like low startup delay and smooth playback continuity. Accordingly, this paper introduces a BitTorrent-like proposal named as Quota-Based Peer Selection (QBPS). This proposal is mainly based on the adaptation of the original peer-selection policy of the BitTorrent protocol. Its validation is achieved by means of simulations and competitive analysis. The final results show that QBPS outperforms other recent proposals of the literature. For instance, it achieves a throughput optimization of up to 48.0% in low-provision capacity scenarios where users are very interactive.Comment: International Journal of Computer Networks & Communications(IJCNC) Vol.7, No.6, November 201

    Cell Selection in Wireless Two-Tier Networks: A Context-Aware Matching Game

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    The deployment of small cell networks is seen as a major feature of the next generation of wireless networks. In this paper, a novel approach for cell association in small cell networks is proposed. The proposed approach exploits new types of information extracted from the users' devices and environment to improve the way in which users are assigned to their serving base stations. Examples of such context information include the devices' screen size and the users' trajectory. The problem is formulated as a matching game with externalities and a new, distributed algorithm is proposed to solve this game. The proposed algorithm is shown to reach a stable matching whose properties are studied. Simulation results show that the proposed context-aware matching approach yields significant performance gains, in terms of the average utility per user, when compared with a classical max-SINR approach.Comment: 11 pages, 11 figures, Journal article in ICST Wireless Spectrum, 201
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