1,102 research outputs found

    Usage of Network Simulators in Machine-Learning-Assisted 5G/6G Networks

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    Without any doubt, Machine Learning (ML) will be an important driver of future communications due to its foreseen performance when applied to complex problems. However, the application of ML to networking systems raises concerns among network operators and other stakeholders, especially regarding trustworthiness and reliability. In this paper, we devise the role of network simulators for bridging the gap between ML and communications systems. In particular, we present an architectural integration of simulators in ML-aware networks for training, testing, and validating ML models before being applied to the operative network. Moreover, we provide insights on the main challenges resulting from this integration, and then give hints discussing how they can be overcome. Finally, we illustrate the integration of network simulators into ML-assisted communications through a proof-of-concept testbed implementation of a residential Wi-Fi network

    Serious Game Engineering and Lighting Models for the Realistic Emulation of 5G Systems

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    [ES] La quinta generación de comunicaciones móviles, 5G, promete ser una revolución tecnológica que vaya más allá de multiplicar la velocidad de transmisión de datos de sus predecesoras. Pretende soportar una gran cantidad de dispositivos y alcanzar latencias muy cercanas a 1 milisegundo. Para satisfacer estos ambiciosos requisitos, se han investigado nuevas tecnologías habilitadoras. Una de ellas es el uso de las bandas de ondas milimétricas (mmW) en las cuales hay una gran cantidad de espectro disponible. Para predecir las características del canal radio y evaluar las prestaciones de la 5G de forma fiable en las bandas mmW se requieren modelos de canal complejos. Concretamente, los modelos de propagación más precisos son los basados en trazado de rayos, pero su alto costo computacional los hacen inviables para la caracterización del canal radio en escenarios complejos. Por otro lado, en los últimos años, la tecnología de videojuegos ha desarrollado potentes herramientas para modelar la propagación de la luz en escenarios superrealistas. Dada la cercanía espectral entre el espectro visible y las ondas mmW, la presente Tesis ha estudiado la aplicación de las herramientas de modelado de propagación de la luz de los motores de juego para el modelado del canal radio en mmW. Esta Tesis propone un modelo de estimación de las pérdidas de propagación en mmW llamado "Modelo de Intensidad de Luz'' (LIM). Usando este modelo, basado en los procesos de iluminación realizados por los motores de juego, los transmisores de señal se sustituyen por focos de luz y la intensidad lumínica recibida en un punto se traduce a potencia de señal en milimétricas a través de una función polinómica sencilla. Una de las ventajas de usar los motores de juego es su gran capacidad y la facilidad que tiene el usuario para crear escenarios superrealistas que representen fielmente la geometría de escenarios donde se quiera evaluar el canal radio. De esta forma se pueden obtener estimaciones precisas de las pérdidas de propagación. La estimación de las pérdidas de propagación con LIM ha sido comparada con campañas de medida en las bandas de 28 GHz y 73 GHz y con otros modelos de propagación. Como resultado, el error de estimación de LIM es menor que los modelos estocásticos actuales y es comparable con el modelo de trazado de rayos. Y, además, el coste computacional de LIM comparado con el trazado de rayos es 130 veces menor, lo que posibilita el uso de LIM en escenarios altamente complejos para la estimación del canal radio en tiempo real. Los motores de juego permiten caracterizar de forma diferente la interacción de los materiales con la luz configurando el mapa de normales de sus superficies y sus funciones de dispersión y reflexión. En esta Tesis se ha determinado la caracterización de varios materiales que mejor se ajusta a medidas de laboratorio realizadas en un escenario controlado en la banda de 28 GHz. El modelo de LIM empleando materiales con esta caracterización óptima reduce más de un 50\% su error de estimación con respecto a la aplicación de LIM con los materiales por defecto, mientras que su coste computacional sigue siendo 26 veces menor que el modelo de trazado de rayos. Finalmente, se ha desarrollado sobre un motor de juego una primera versión de plataforma para la emulación de los sistemas 5G que es el punto de partida para un emulador completo de 5G. Esta plataforma no sólo contiene el modelo de LIM sino que incluye varios casos de uso de la 5G en entornos superrealistas. La plataforma, que se basa en el concepto de "Serious Game Engineering", rompe las limitaciones de los simuladores de redes móviles en cuanto a las capacidades de visualización e interacción del usuario con los componentes de la red en tiempo real.[CA] La cinquena generació de comunicacions mòbils, 5G, promet ser una revolució tecnològica que vaja més enllà de multiplicar la velocitat de transmissió de dades de les seues predecessores. Pretén suportar una gran quantitat de dispositius i aconseguir latències molt pròximes a 1 mil·lisegon. Per a satisfer aquests ambiciosos requisits, s'han investigat noves tecnologies habilitadores. Una d'elles és l'ús de les bandes d'ones mil·limètriques (mmW) en les quals hi ha una gran quantitat d'espectre disponible. Per a predir les característiques del canal ràdio i avaluar les prestacions de la 5G de forma fiable en les bandes mmW es requereixen models de canal complexos. Concretament, els models de propagació més precisos són els basats en traçat de rajos, però el seu alt cost computacional els fan inviables per a la caracterització del canal ràdio en escenaris complexos. D'altra banda, en els últims anys, la tecnologia de videojocs ha desenvolupat potents eines per a modelar la propagació de la llum en escenaris superrealistes. Donada la proximitat espectral entre l'espectre visible i les ones mmW, la present Tesi ha estudiat l'aplicació de les eines de modelatge de propagació de la llum dels motors de joc per al modelatge del canal radie en mmW. Aquesta Tesi proposa un model d'estimació de les pèrdues de propagació en mmW anomenat "Model d'Intensitat de Llum'' (LIM). Usant aquest model, basat en els processos d'il·luminació realitzats pels motors de joc, els transmissors de senyal se substitueixen per focus de llum i la intensitat lumínica rebuda en un punt es tradueix a potència de senyal en mil·limètriques a través d'una funció polinòmica senzilla. Una dels avantatges d'usar els motors de joc és la seua gran capacitat i la facilitat que té l'usuari per a crear escenaris superrealistes que representen fidelment la geometria d'escenaris on es vulga avaluar el canal ràdio. D'aquesta forma es poden obtindre estimacions precises de les pèrdues de propagació. L'estimació de les pèrdues de propagació amb LIM ha sigut comparada amb campanyes de mesura en les bandes de 28~GHz i 73~GHz i amb altres models de propagació. Com a resultat, l'error d'estimació de LIM és menor que els models estocàstics actuals i és comparable amb el model de traçat de rajos. I, a més, el cost computacional de LIM comparat amb el traçat de rajos és 130 vegades menor, la qual cosa possibilita l'ús de LIM en escenaris altament complexos per a l'estimació del canal ràdio en temps real. Els motors de joc permeten caracteritzar de forma diferent la interacció dels materials amb la llum configurant el mapa de normals de les seues superfícies i les seues funcions de dispersió i reflexió. En aquesta Tesi s'ha determinat la caracterització de diversos materials que s'ajusta millor a mesures de laboratori realitzades en un escenari controlat en la banda de 28 GHz. El model de LIM emprant materials amb aquesta caracterització òptima redueix més d'un 50 % el seu error d'estimació respecte a l'aplicació de LIM amb els materials per defecte, mentre que el seu cost computacional continua sent 26 vegades menor que el model de traçat de rajos. Finalment, s'ha desenvolupat sobre un motor de joc una primera versió de plataforma per a l'emulació dels sistemes 5G que és el punt de partida per a un emulador complet de 5G. Aquesta plataforma no solament conté el model de LIM sinó que inclou diversos casos d'ús de la 5G en entorns superrealistes. La plataforma, que es basa en el concepte de "Serious Game Engineering", trenca les limitacions dels simuladors de xarxes mòbils quant a les capacitats de visualització i interacció de l'usuari amb els components de la xarxa en temps real.[EN] The fifth generation of mobile communications, 5G, promises to be a technological revolution that goes beyond multiplying the data transmission speed of its predecessors. It aims to support a large number of devices and reach latencies very close to 1 millisecond. To meet these ambitious requirements, new enabling technologies have been researched. One of these is the use of millimetre-wave bands (mmW) in which a large amount of spectrum is available. Complex channel models are required to predict radio channel characteristics and reliably evaluate 5G performance in the mmW bands. Specifically, the most accurate propagation models are those based on ray tracing, but their high computational cost makes them unfeasible for radio channel characterization in complex scenarios. On the other hand, in recent years, video game technology has developed powerful tools to model the propagation of light in super realistic scenarios. Given the spectral closeness between the visible spectrum and the mmW waves, the present Thesis has studied the application of light propagation modeling tools from game engines for radio channel modeling in mmW. This Thesis proposes a model for estimating propagation losses in mmW called "Light Intensity Model'' (LIM). Using this model, based on the lighting processes performed by the game engines, the signal transmitters are replaced by light sources and the light intensity received at a point is translated into signal strength in mmW through a simple polynomial function. One of the advantages of using the game engines is their great capacity and the ease with which the user can create super realistic scenarios that faithfully represent the geometry of scenarios where the radio channel is to be evaluated. In this way, accurate estimates of propagation losses can be obtained. The estimation of propagation losses with LIM has been compared with measurement campaigns in the 28 GHz and 73 GHz bands and with other propagation models. As a result, the LIM estimation error is smaller than the current stochastic models and is comparable with the ray tracing model. In addition, the computational cost of LIM compared to ray tracing is 130 times lower, allowing the use of LIM in highly complex scenarios for real-time radio channel estimation. The game engines allow to characterize in a different way the interaction of the materials with the light configuring the normal map of their surfaces and their scattering and reflection functions. In this Thesis it has been determined the characterization of several materials that best fits to laboratory measurements made in a controlled scenario in the 28 GHz band. The LIM model using materials with this optimal characterization reduces by more than 50% its estimation error with respect to the application of LIM with default materials, while its computational cost remains 26 times lower than the ray tracing model. Finally, a first version of a platform for the emulation of 5G systems has been developed on a game engine, which is the starting point for a complete 5G emulator. This platform not only contains the LIM model but also includes several 5G use cases in super realistic environments. The platform, which is based on the concept of "`Serious Game Engineering", breaks the limitations of mobile network simulators in terms of visualization capabilities and user interaction with network components in real time.Inca Sánchez, SA. (2019). Serious Game Engineering and Lighting Models for the Realistic Emulation of 5G Systems [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/132695TESI

    LTE-advanced, and the way forward

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    Long Term Evolution Advanced (LTE-Advanced) is the next step in LTE evolution and allows operators to improve network performance and service capabilities through smooth deployment of new techniques and technologies. LTE-Advanced uses some new features on top of the existing LTE standards and protocols to provide better user experience and higher throughputs. Some of the most significant features introduced in LTE-Advanced are carrier aggregation, enhancements in heterogeneous networks, coordinated multi-point transmission and reception, enhanced Multiple Input Multiple Output (MIMO) usage and deployment of relay nodes in the radio network. This paper presents an overview of the key features and functionalities of the LTE-Advanced radio access network supported by simulation results, and provides discussion on the current challenges, roadmap and the way forward from LTE-Advanced toward future mobile communications systems

    Link level imuslations for 5G remote area scenario

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    Abstract. The main object of this thesis is to utilize the Vienna 5G link-level simulator and to introduce modifications which are needed to include new scenarios, such as remote area case. The Vienna 5G link-level simulator is a simulation platform for promoting 5th generation (5G) research and development for the mobile communications system. This work gives a general overview of the link-level simulator platform to evaluate the average performance of the 5G physical layer (PHY) schemes. In many places across the world, there is no reliable internet connectivity in remote areas. Remote area connectivity is a kind of "missing scenario" of standard 5G solution, which focuses on improved data rate, latency, and massive internet of things (IoT). This work addresses views of connectivity in remote areas with 5G solutions, focusing on wireless radio technologies. The study of 5G physical layer performance evaluation is performed for downlink transmission using single-input and single-output (SISO) techniques. This thesis focused on the performance of waveforms, which can be effectively used in remote area communication systems. The analysis of the simulation results signifies that generalized frequency division multiplexing (GFDM) would be the better option for remote area communication than other waveforms investigated in this study. This work also focused on the performance of channel coding schemes in order to determine the appropriate channel coding scheme for the 5G mobile communication system for medium length message transmission in remote area communication. The polar code appears to be the best possible channel code for medium-length message data transmission in remote areas based on the study of channel coding schemes

    Device-to-Device Communication and Multihop Transmission for Future Cellular Networks

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    The next generation wireless networks i.e. 5G aim to provide multi-Gbps data traffic, in order to satisfy the increasing demand for high-definition video, among other high data rate services, as well as the exponential growth in mobile subscribers. To achieve this dramatic increase in data rates, current research is focused on improving the capacity of current 4G network standards, based on Long Term Evolution (LTE), before radical changes are exploited which could include acquiring additional/new spectrum. The LTE network has a reuse factor of one; hence neighbouring cells/sectors use the same spectrum, therefore making the cell edge users vulnerable to inter-cell interference. In addition, wireless transmission is commonly hindered by fading and pathloss. In this direction, this thesis focuses on improving the performance of cell edge users in LTE and LTE-Advanced (LTE-A) networks by initially implementing a new Coordinated Multi-Point (CoMP) algorithm to mitigate cell edge user interference. Subsequently Device-to-Device (D2D) communication is investigated as the enabling technology for maximising Resource Block (RB) utilisation in current 4G and emerging 5G networks. It is demonstrated that the application, as an extension to the above, of novel power control algorithms, to reduce the required D2D TX power, and multihop transmission for relaying D2D traffic, can further enhance network performance. To be able to develop the aforementioned technologies and evaluate the performance of new algorithms in emerging network scenarios, a beyond-the-state-of-the-art LTE system-level simulator (SLS) was implemented. The new simulator includes Multiple-Input Multiple-Output (MIMO) antenna functionalities, comprehensive channel models (such as Wireless World initiative New Radio II i.e. WINNER II) and adaptive modulation and coding schemes to accurately emulate the LTE and LTE-A network standards. Additionally, a novel interference modelling scheme using the ‘wrap around’ technique was proposed and implemented that maintained the topology of flat surfaced maps, allowing for use with cell planning tools while obtaining accurate and timely results in the SLS compared to the few existing platforms. For the proposed CoMP algorithm, the adaptive beamforming technique was employed to reduce interference on the cell edge UEs by applying Coordinated Scheduling (CoSH) between cooperating cells. Simulation results show up to 2-fold improvement in terms of throughput, and also shows SINR gain for the cell edge UEs in the cooperating cells. Furthermore, D2D communication underlaying the LTE network (and future generation of wireless networks) was investigated. The technology exploits the proximity of users in a network to achieve higher data rates with maximum RB utilisation (as the technology reuses the cellular RB simultaneously), while taking some load off the Evolved Node B (eNB) i.e. by direct communication between User Equipment (UE). Simulation results show that the proximity and transmission power of D2D transmission yields high performance gains for a D2D receiver, which was demonstrated to be better than that of cellular UEs with better channel conditions or in close proximity to the eNB in the network. The impact of interference from the simultaneous transmission however impedes the achievable data rates of cellular UEs in the network, especially at the cell edge. Thus, a power control algorithm was proposed to mitigate the impact of interference in the hybrid network (network consisting of both cellular and D2D UEs). It was implemented by setting a minimum SINR threshold so that the cellular UEs achieve a minimum performance, and equally a maximum SINR threshold to establish fairness for the D2D transmission as well. Simulation results show an increase in the cell edge throughput and notable improvement in the overall SINR distribution of UEs in the hybrid network. Additionally, multihop transmission for D2D UEs was investigated in the hybrid network: traditionally, the scheme is implemented to relay cellular traffic in a homogenous network. Contrary to most current studies where D2D UEs are employed to relay cellular traffic, the use of idle nodes to relay D2D traffic was implemented uniquely in this thesis. Simulation results show improvement in D2D receiver throughput with multihop transmission, which was significantly better than that of the same UEs performance with equivalent distance between the D2D pair when using single hop transmission
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