Dynamic Pricing in Multi-Tenant MANO With Resource Sharing: A Stackelberg Game Approach

IF 6.3 Q1 ENGINEERING, ELECTRICAL & ELECTRONIC IEEE Open Journal of the Communications Society Pub Date : 2024-10-15 DOI:10.1109/OJCOMS.2024.3480987
Mohammad Reza Abedi;Mehdi Fasanghari;Mohammad Akbari;Nader Mokari;Halim Yanikomeroglu
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Abstract

Network slicing is used to support the stringent requirements of sixth generation (6G) services by dividing an infrastructure network into multiple logical networks that can enable service-oriented resource allocation. However, there are several orchestration issues when considering multiple infrastructure providers (InPs) and multiple tenants in a recursive architecture. There are also challenging issues in designing efficient auction mechanisms for such multi-domain and multi-tenant network slicing. To address these challenges, we consider multi-tenant management and orchestration as a multi-buyer, multi-seller scenario, and propose a novel two-stage auction mechanism that aims to increase the overall utility of all participants while mitigating the overall cost of the network. We formulate this two-stage auction mechanism as a multi-leader multi-follower (MLMF) Stackelberg game approach that converges to a Stackelberg equilibrium. In this game, there are multiple InPs that lease network, computing, and storage infrastructure resources to multiple Tier1 tenants in the first stage of the auction mechanism. Next, Tier1 tenants instantiate triple 6G slices as extremely reliable and low-latency communications (eURLLC), ultra-massive machine-type communications (umMTC), and further enhanced mobile broadband (FeMBB) slices, and lease smaller slices to Tier2 tenants through the second step of the auction mechanism. Tier2 tenants then serve different eURLLC, umMTC, and FeMBB users who have specific and mostly different requirements and constraints, while Tier2 tenants manage their own resources to maximize their utility. Due to the distributed nature of the proposed problem, we consider distributed reinforcement learning (DRL) as a solution. Simulation results show that our DRL-based solution increases the average profit of the network by 19% compared to the existing state-of-the-art benchmark.
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资源共享的多租户城域网动态定价:堆栈博弈方法
网络切片通过将基础设施网络划分为多个逻辑网络来支持第六代(6G)服务的严格要求,从而实现面向服务的资源分配。然而,在递归架构中考虑多个基础设施提供商(InPs)和多个租户时,存在一些协调问题。为这种多域和多租户网络切片设计高效的拍卖机制也是一个具有挑战性的问题。为了应对这些挑战,我们将多租户管理和协调视为多买方、多卖方场景,并提出了一种新颖的两阶段拍卖机制,旨在提高所有参与者的整体效用,同时降低网络的整体成本。我们将这种两阶段拍卖机制表述为一种多领导者多追随者(MLMF)的斯戴克尔伯格博弈方法,该博弈方法会趋近于斯戴克尔伯格均衡。在这个博弈中,有多个 InPs 在拍卖机制的第一阶段将网络、计算和存储基础设施资源租给多个一级租户。接下来,Tier1 租户将三重 6G 切片实例化为极可靠和低延迟通信(eURLLC)、超大规模机器型通信(umMTC)和进一步增强的移动宽带(FeMBB)切片,并通过第二步拍卖机制将较小的切片租赁给 Tier2 租户。第二级租户为不同的 eURLLC、umMTC 和 FeMBB 用户提供服务,这些用户具有特定且大多不同的要求和限制,而第二级租户则管理自己的资源,以最大限度地发挥其效用。鉴于所提问题的分布式性质,我们考虑采用分布式强化学习(DRL)作为解决方案。仿真结果表明,与现有的最先进基准相比,我们基于 DRL 的解决方案将网络的平均利润提高了 19%。
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来源期刊
CiteScore
13.70
自引率
3.80%
发文量
94
审稿时长
10 weeks
期刊介绍: The IEEE Open Journal of the Communications Society (OJ-COMS) is an open access, all-electronic journal that publishes original high-quality manuscripts on advances in the state of the art of telecommunications systems and networks. The papers in IEEE OJ-COMS are included in Scopus. Submissions reporting new theoretical findings (including novel methods, concepts, and studies) and practical contributions (including experiments and development of prototypes) are welcome. Additionally, survey and tutorial articles are considered. The IEEE OJCOMS received its debut impact factor of 7.9 according to the Journal Citation Reports (JCR) 2023. The IEEE Open Journal of the Communications Society covers science, technology, applications and standards for information organization, collection and transfer using electronic, optical and wireless channels and networks. Some specific areas covered include: Systems and network architecture, control and management Protocols, software, and middleware Quality of service, reliability, and security Modulation, detection, coding, and signaling Switching and routing Mobile and portable communications Terminals and other end-user devices Networks for content distribution and distributed computing Communications-based distributed resources control.
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