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A Real-Time and Non-Cooperative Task Allocation Framework for Social Sensing Applications in Edge Computing Systems

机译:边缘计算系统中用于社交传感应用的实时,非合作任务分配框架

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Social sensing has emerged as a new sensing application paradigm where measurements about the physical world are collected from humans or devices on their behalf. A key limitation in the current social sensing solution space is that data processing and analytics are often done in a "backend" mode (e.g., on dedicated servers or commercial cloud platforms). Such mode ignores the rich processing capability of increasingly powerful edge devices (e.g., mobile phones and nodes in the Internet of Things). Exploiting such edge devices in the social sensing setting introduces new challenges to real-time resource management. In this work, we develop a Bottom-up Game-theoretic Task Allocation (BGTA) framework to solve the critical problem of allocating real-time social sensing tasks to self-aware and non-cooperative edge computing nodes. In particular, we address two important challenges in solving this problem. The first one is "conflicting interest" where the objectives of applications and edge nodes may be at odds with each other. The second challenge is "asymmetric and incomplete information" where the application is often unaware of the detailed status (e.g., energy profile, utilization, CPU frequency) and compliance level of the edge nodes. To address these challenges, we first design a non-cooperative task allocation game model to address the conflicting objectives of the applications and edge nodes. We then develop a decentralized Fictitious Play scheme to allow each edge node to make its own decision on which task to execute in a non-cooperative context. Finally, we design a dynamic incentive mechanism to ensure the decisions made by the edge nodes meet objectives of the application. We implement a system prototype deployed on Nvidia Jetson TX1 and Jetson TK1 boards and evaluate our task allocation framework using two real-world social sensing applications. The results show that our scheme can well satisfy Quality of Service (QoS) requirement of the applications while providing optimized payoffs to edge nodes compared to the state-of-the-art baselines.
机译:社交感测已经成为一种新的感测应用范式,其中代表人类或设备收集有关物理世界的度量。当前社交感测解决方案空间中的关键限制是数据处理和分析通常以“后端”模式进行(例如,在专用服务器或商业云平台上)。这种模式忽略了日益强大的边缘设备(例如,物联网中的移动电话和节点)的丰富处理能力。在社交感知环境中利用这种边缘设备会给实时资源管理带来新的挑战。在这项工作中,我们开发了一个自下而上的博弈论任务分配(BGTA)框架,以解决将实时社会感知任务分配给自我意识和非合作性边缘计算节点的关键问题。特别是,我们解决了解决此问题的两个重要挑战。第一个是“利益冲突”,其中应用程序和边缘节点的目标可能彼此矛盾。第二个挑战是“不对称和不完整的信息”,其中应用程序通常不知道边缘节点的详细状态(例如,能源配置文件,利用率,CPU频率)和合规性级别。为了应对这些挑战,我们首先设计了一种非合作式任务分配博弈模型,以解决应用程序和边缘节点的冲突目标。然后,我们开发一种去中心化的虚拟游戏方案,以允许每个边缘节点对在非合作环境中执行哪个任务做出自己的决定。最后,我们设计了一种动态激励机制,以确保边缘节点做出的决策符合应用程序的目标。我们实现了部署在Nvidia Jetson TX1和Jetson TK1板上的系统原型,并使用两个现实世界中的社交感应应用程序评估了我们的任务分配框架。结果表明,与最新基准相比,我们的方案可以很好地满足应用程序的服务质量(QoS)要求,同时为边缘节点提供优化的收益。

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