8,723 research outputs found
Deep Reinforcement Learning for Resource Management in Network Slicing
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
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
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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