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Queueing systems with hard delay constraints:a framework for real-time communication over unreliable wireless channels

机译:具有硬延迟约束的排队系统:通过不可靠的无线通道进行实时通信的框架

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We provide an account of recent work that formulates and addresses problems that arise when employing wireless networks to serve clients that generate realtime flows. From a queueing systems perspective, these problems can be described as single-server problems where there are several customer classes. Customers balk when their delay exceeds a threshold. There are a range of issues that are of interest. One of the first such issues is to determine what throughput rate vectors are feasible, and to determine the server's schedule. Another is to maximize a utility function of the departure rates of the customer classes. Real-time flows have a delay bound for each of their packets. It is particularly challenging to provide delay guarantees for real-time flows in wireless networks since wireless transmissions are unreliable. We propose a model that jointly considers the delay bounds of packets, the unreliable wireless channels, and the throughput requirements of clients. We then determine the necessary and sufficient condition for feasibility of the client requirements. The analysis and condition are interesting since this problem gives rise to some new features concerning unavoidable idle times in a system. We further derive an efficient, nearly linear time algorithm for admission control, which precisely determines whether it is feasible to fulfill the requirements of all clients in the system. We also propose two on-line scheduling policies and prove that they can fulfill the requirements of all clients whenever that is feasible. We next turn to the scenario where the throughput requirements of clients are elastic, but with hard delay bounds. We formulate this as a utility maximization problem, where client utilities are based on their throughputs. We decompose this problem into two subproblems, and show that this decomposition can be naturally implemented as a bidding game among all clients and the access point, which plays the role of a centralized scheduler. In the bidding game, the strategy of each client is to carry out a simple selfish optimization. We show that the strategy of the access point can be implemented by a simple on-line scheduling policy. A surprising result is that the channel reliabilities need not be known a priori.
机译:我们提供了有关最近工作的说明,这些工作制定并解决了使用无线网络为生成实时流的客户端提供服务时出现的问题。从排队系统的角度来看,这些问题可以描述为存在多个客户类别的单服务器问题。客户的延迟超过阈值时会感到厌恶。有一系列有趣的问题。第一个此类问题之一是确定哪些吞吐率向量是可行的,并确定服务器的调度。另一个是最大化客户类别的离职率的效用函数。实时流的每个数据包都有延迟限制。由于无线传输不可靠,因此为无线网络中的实时流提供延迟保证尤其具有挑战性。我们提出一个模型,该模型共同考虑数据包的延迟范围,不可靠的无线通道以及客户端的吞吐量要求。然后,我们确定满足客户要求的可行性的充分必要条件。分析和条件很有趣,因为此问题引起了一些与系统中不可避免的空闲时间有关的新功能。我们进一步推导了用于准入控制的高效,接近线性的时间算法,该算法精确地确定了满足系统中所有客户端的需求是否可行。我们还提出了两种在线调度策略,并证明它们可以在可行的情况下满足所有客户的需求。接下来,我们转到客户端的吞吐量需求具有弹性,但具有硬延迟界限的情况。我们将此公式化为效用最大化问题,其中客户端效用基于其吞吐量。我们将此问题分解为两个子问题,并表明该分解可以自然地实现为所有客户端和接入点之间的竞标游戏,它扮演着集中式调度程序的角色。在竞标游戏中,每个客户的策略是进行简单的自私优化。我们展示了可以通过简单的在线调度策略来实现接入点的策略。令人惊讶的结果是,不必事先知道信道可靠性。

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