Network Access Selection for URLLC and eMBB Applications in Sub-6 GHz-mmWave-THz Networks: Game Theory Versus Multi-Agent Reinforcement Learning

IF 8.3 2区 计算机科学 Q1 ENGINEERING, ELECTRICAL & ELECTRONIC IEEE Transactions on Communications Pub Date : 2025-01-01 DOI:10.1109/TCOMM.2024.3524944
Nguyen Thi Thanh Van;Nguyen Le Tuan;Nguyen Cong Luong;Tien Hoa Nguyen;Shaohan Feng;Shimin Gong;Dusit Niyato;Dong In Kim
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Abstract

We investigate a heterogeneous network (HetNet) including sub-6GHz base stations (BSs), mmWave BSs, and THz BSs to support enhanced mobile broadband (eMBB) users and ultra-reliable low-latency communication (URLLC) users. We particularly investigate a user-centric network in which the users locally and dynamically select and switch among BSs over time to achieve their highest utility. Two types of users have different Quality of Service (QoS) requirements. Thus, we design two types of utility functions specifically for the eMBB users and URLLC users. Then, to model the dynamic selection behavior of the users, we propose to use a fractional game with the power-law memory. The fractional game allows the eMBB users and the URLLC users to incorporate their past strategies into their current selection, thus improving their utility. Furthermore, we consider the case that the BSs communicate the system state with each other, and we model the network selection of the users as a multi-agent problem. Then, we propose to use a multi-agent deep reinforcement learning (MADRL) algorithm that enables the URLLC users and eMBB users to make their network selection decision online to achieve their long-term utility. Various simulation results are provided to demonstrate the scalability and effectiveness of the proposed approaches. Particularly, compared with the classical game, the fractional game is able to achieve a higher utility but incurs a higher network adaptation cost. Moreover, the different types of URLLC users (in terms of latency and reliability requirements) and the number of URLLC users in the network significantly affect the total utility and the network selection strategies of the eMBB users. Importantly, given the full observations, the MADRL outperforms both classical and fractional games in terms of total network utility.
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Sub-6GHz-mmWave-THz网络中URLLC和eMBB应用的网络接入选择:博弈论与多智能体强化学习
我们研究了一个异构网络(HetNet),包括sub-6GHz基站(BSs)、毫米波基站和太赫兹基站,以支持增强型移动宽带(eMBB)用户和超可靠低延迟通信(URLLC)用户。我们特别研究了一个以用户为中心的网络,在这个网络中,用户在本地动态地选择并随时间在BSs之间切换,以实现其最高效用。两类用户对服务质量(QoS)的要求不同。因此,我们专门为eMBB用户和URLLC用户设计了两种类型的实用程序函数。然后,为了对用户的动态选择行为进行建模,我们提出了一个具有幂律记忆的分数博弈。分数游戏允许eMBB用户和URLLC用户将他们过去的策略整合到他们当前的选择中,从而提高他们的效用。在此基础上,考虑了BSs之间相互传递系统状态的情况,并将用户的网络选择建模为一个多智能体问题。然后,我们提出使用多智能体深度强化学习(MADRL)算法,使URLLC用户和eMBB用户能够在线进行网络选择决策,以实现其长期效用。仿真结果证明了所提方法的可扩展性和有效性。特别是,与经典对策相比,分数对策能够获得更高的效用,但会产生更高的网络适应成本。此外,不同类型的URLLC用户(在时延和可靠性方面的需求)以及网络中URLLC用户的数量显著影响eMBB用户的总效用和网络选择策略。重要的是,考虑到完整的观察结果,MADRL在总网络效用方面优于经典游戏和分数游戏。
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来源期刊
IEEE Transactions on Communications
IEEE Transactions on Communications 工程技术-电信学
CiteScore
16.10
自引率
8.40%
发文量
528
审稿时长
4.1 months
期刊介绍: The IEEE Transactions on Communications is dedicated to publishing high-quality manuscripts that showcase advancements in the state-of-the-art of telecommunications. Our scope encompasses all aspects of telecommunications, including telephone, telegraphy, facsimile, and television, facilitated by electromagnetic propagation methods such as radio, wire, aerial, underground, coaxial, and submarine cables, as well as waveguides, communication satellites, and lasers. We cover telecommunications in various settings, including marine, aeronautical, space, and fixed station services, addressing topics such as repeaters, radio relaying, signal storage, regeneration, error detection and correction, multiplexing, carrier techniques, communication switching systems, data communications, and communication theory. Join us in advancing the field of telecommunications through groundbreaking research and innovation.
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