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Game-Based Task Offloading of Multiple Mobile Devices with QoS in Mobile Edge Computing Systems of Limited Computation Capacity

机译:基于游戏的多个移动设备在有限计算容量的移动边缘计算系统中具有QoS的多种移动设备卸载

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摘要

Mobile edge computing (MEC) is becoming a promising paradigm of providing computing servers, like cloud computing, to Edge node. Compared to cloud servers, MECs are deployed closer to mobile devices (MDs) and can provide high quality-of-service (QoS; including high bandwidth, low latency, etc) for MDs with computation-intensive and delay-sensitive tasks. Faced with many MDs with high QoS requirements, MEC with limited computation capacity should consider how to allocate the computing resources to MDs to maximize the number of served MDs. Besides, for each MD, he/she wants to minimize the energy consumption within an acceptance delay range. To solve these issues, we propose a Game-based Computation Offloading (GCO) algorithm including a task offloading profile of MEC and the transmission power controlling of each MD. Specifically, we propose a Greedy-Pruning algorithm to determine the MDs that can offload the tasks to MEC. Meanwhile, each MD competes the computing resources by using his/her transmission powercontrolling strategy. We illustrate the problem of task offloading for multi-MD as a non-cooperative game model, in which the information of each player (MDs) is incomplete for others and each player wishes to maximize his/her own benefit. We prove the existence of the Nash equilibrium solution of our proposed game model. Then, it is proved that the transmission power solution sequence obtained from GCO algorithm converges to the Nash equilibrium solution. Extensive simulated experiments are shown and the comparison experiments with the state-of-the-art and benchmark solutions validate and show the feasibility of the proposed method.
机译:移动边缘计算(MEC)正成为提供计算服务器,如云计算,到边缘节点的有希望的范例。与云服务器相比,MECS将较近移动设备(MDS),并且可以为MDS提供高质量的服务质量(QoS;包括高带宽,低延迟等),用于具有计算密集型和延迟敏感任务的MDS。面对许多具有高QoS要求的MD,计算能力有限的MEC应考虑如何将计算资源分配给MD以最大化服务MD的数量。此外,对于每个MD,他/她希望最小化接受延迟范围内的能量消耗。为了解决这些问题,我们提出了一种基于游戏的计算卸载(GCO)算法,包括MEC的任务卸载轮廓和每个MD的传输功率控制。具体而言,我们提出了一种贪婪的修剪算法来确定可以将任务卸载到MEC的MDS。同时,每个MD通过使用他/她的传输功率控制策略竞争计算资源。我们说明了多MD作为非协作游戏模型的任务卸载问题,其中每个玩家(MDS)的信息对于其他人来说是不完整的,并且每个玩家希望最大化他/她自己的利益。我们证明了我们所提出的游戏模型的纳什均衡解决方案的存在。然后,证明从GCO算法获得的传输电源解决方案序列会聚到纳什平衡溶液。显示了广泛的模拟实验,并与最先进的基准解决方案的比较实验验证并显示了所提出的方法的可行性。

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