931 research outputs found

    Content Placement in Cache-Enabled Sub-6 GHz and Millimeter-Wave Multi-antenna Dense Small Cell Networks

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    This paper studies the performance of cache-enabled dense small cell networks consisting of multi-antenna sub-6 GHz and millimeter-wave base stations. Different from the existing works which only consider a single antenna at each base station, the optimal content placement is unknown when the base stations have multiple antennas. We first derive the successful content delivery probability by accounting for the key channel features at sub-6 GHz and mmWave frequencies. The maximization of the successful content delivery probability is a challenging problem. To tackle it, we first propose a constrained cross-entropy algorithm which achieves the near-optimal solution with moderate complexity. We then develop another simple yet effective heuristic probabilistic content placement scheme, termed two-stair algorithm, which strikes a balance between caching the most popular contents and achieving content diversity. Numerical results demonstrate the superior performance of the constrained cross-entropy method and that the two-stair algorithm yields significantly better performance than only caching the most popular contents. The comparisons between the sub-6 GHz and mmWave systems reveal an interesting tradeoff between caching capacity and density for the mmWave system to achieve similar performance as the sub-6 GHz system.Comment: 14 pages; Accepted to appear in IEEE Transactions on Wireless Communication

    A Low-Complexity Approach to Distributed Cooperative Caching with Geographic Constraints

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    We consider caching in cellular networks in which each base station is equipped with a cache that can store a limited number of files. The popularity of the files is known and the goal is to place files in the caches such that the probability that a user at an arbitrary location in the plane will find the file that she requires in one of the covering caches is maximized. We develop distributed asynchronous algorithms for deciding which contents to store in which cache. Such cooperative algorithms require communication only between caches with overlapping coverage areas and can operate in asynchronous manner. The development of the algorithms is principally based on an observation that the problem can be viewed as a potential game. Our basic algorithm is derived from the best response dynamics. We demonstrate that the complexity of each best response step is independent of the number of files, linear in the cache capacity and linear in the maximum number of base stations that cover a certain area. Then, we show that the overall algorithm complexity for a discrete cache placement is polynomial in both network size and catalog size. In practical examples, the algorithm converges in just a few iterations. Also, in most cases of interest, the basic algorithm finds the best Nash equilibrium corresponding to the global optimum. We provide two extensions of our basic algorithm based on stochastic and deterministic simulated annealing which find the global optimum. Finally, we demonstrate the hit probability evolution on real and synthetic networks numerically and show that our distributed caching algorithm performs significantly better than storing the most popular content, probabilistic content placement policy and Multi-LRU caching policies.Comment: 24 pages, 9 figures, presented at SIGMETRICS'1

    Pricing and Resource Allocation via Game Theory for a Small-Cell Video Caching System

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    Evidence indicates that downloading on-demand videos accounts for a dramatic increase in data traffic over cellular networks. Caching popular videos in the storage of small-cell base stations (SBS), namely, small-cell caching, is an efficient technology for reducing the transmission latency whilst mitigating the redundant transmissions of popular videos over back-haul channels. In this paper, we consider a commercialized small-cell caching system consisting of a network service provider (NSP), several video retailers (VR), and mobile users (MU). The NSP leases its SBSs to the VRs for the purpose of making profits, and the VRs, after storing popular videos in the rented SBSs, can provide faster local video transmissions to the MUs, thereby gaining more profits. We conceive this system within the framework of Stackelberg game by treating the SBSs as a specific type of resources. We first model the MUs and SBSs as two independent Poisson point processes, and develop, via stochastic geometry theory, the probability of the specific event that an MU obtains the video of its choice directly from the memory of an SBS. Then, based on the probability derived, we formulate a Stackelberg game to jointly maximize the average profit of both the NSP and the VRs. Also, we investigate the Stackelberg equilibrium by solving a non-convex optimization problem. With the aid of this game theoretic framework, we shed light on the relationship between four important factors: the optimal pricing of leasing an SBS, the SBSs allocation among the VRs, the storage size of the SBSs, and the popularity distribution of the VRs. Monte-Carlo simulations show that our stochastic geometry-based analytical results closely match the empirical ones. Numerical results are also provided for quantifying the proposed game-theoretic framework by showing its efficiency on pricing and resource allocation.Comment: Accepted to appear in IEEE Journal on Selected Areas in Communications, special issue on Video Distribution over Future Interne
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