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IEEE INFOCOM 2020 - IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS)最新文献

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Resource Allocation in Drone-Assisted Emergency Communication Systems 无人机辅助应急通信系统中的资源分配
Pub Date : 2020-07-01 DOI: 10.1109/INFOCOMWKSHPS50562.2020.9162742
Tianqiong Chen, Jian He, Huiling Zhu, Lin Cai, Peng Yue, Jiangzhou Wang
It is crucial for emergency communication networks to properly manage and coordinate between rescuers and disaster-affected users. Low-cost and high-mobility drones become important contributors to build up such kind of emergency communication networks. In this paper, we consider the drone as a deployed base station to provide communication for ground users in the post-disaster area. Considering the importance of providing guaranteed service for rescuers (compared to normal users), we have investigated power and subcarrier allocation to maximize the downlink system capacity in the drone-assisted emergency communication system. Due to the complexity of the formulated problem. a suboptimal solution is proposed by dividing users into two priority groups: high-priority users (rescuers) and low-priority users (affected people). According to analyses, the complexity of the proposed scheme is much lower than the optimal scheme. Simulation results have shown that when the transmit power of the drone is not very high, the performance of the proposed resource allocation scheme is very close to the optimal scheme.
应急通信网络在救援人员和受灾用户之间的管理和协调至关重要。低成本、高机动性的无人机成为构建此类应急通信网络的重要贡献者。在本文中,我们考虑将无人机作为部署的基站,为灾后地区的地面用户提供通信。考虑到为救援人员提供保障服务的重要性(相对于正常用户),我们研究了无人机辅助应急通信系统中功率和子载波的分配,以最大限度地提高下行系统容量。由于公式化问题的复杂性。通过将用户划分为两个优先级组:高优先级用户(救援者)和低优先级用户(受影响的人),提出了一个次优解决方案。分析表明,所提方案的复杂度远低于最优方案。仿真结果表明,当无人机发射功率不是很高时,所提出的资源分配方案的性能非常接近最优方案。
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引用次数: 2
Optimal Power Splitting for Simultaneous Wireless Information and Power Transfer in Millimeter-wave Networks 毫米波网络中同时传输无线信息和功率的最优功率分配
Pub Date : 2020-07-01 DOI: 10.1109/INFOCOMWKSHPS50562.2020.9162746
Yihan Liang, Yejun He, Jian Qiao
Simultaneous wireless information and power transfer (SWIPT)-enabled millimeter-wave (mmWave) network is one of the most effective solutions to solve the problem of high power consumption at wireless devices caused by high data rate applications. In this paper, we propose a SWIPT-enabled mmWave network and investigate the influence of mmWave propagation features on rate-energy (R-E) tradeoff of SWIPT system. In addition, an optimal power splitting (PS) policy is proposed to minimize the duration until battery exhausting, communication interruption and information loss occur. Finally, the proposed PS policy is modeled by Markov decision process (MDP) problem and realized by reinforcement learning (RL) algorithm. Simulation results show that the proposed RL-based PS policy can achieve higher battery energy level and stable data rate which can keep a good QoS of the whole SWIPT-enabled mmWave network.
同时支持无线信息和功率传输(SWIPT)的毫米波(mmWave)网络是解决高数据速率应用导致的无线设备高功耗问题的最有效解决方案之一。在本文中,我们提出了一个支持SWIPT的毫米波网络,并研究了毫米波传播特性对SWIPT系统速率-能量(R-E)权衡的影响。此外,提出了一种最优功率分配策略,以最大限度地减少电池耗尽、通信中断和信息丢失的持续时间。最后,利用马尔可夫决策过程(MDP)问题对PS策略进行建模,并通过强化学习(RL)算法实现。仿真结果表明,所提出的基于rl的PS策略可以实现更高的电池电量和稳定的数据速率,从而保持整个支持swift的毫米波网络的良好QoS。
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引用次数: 1
Improving Age of Information in Random Access Channels 改进随机接入信道的信息时代
Pub Date : 2020-07-01 DOI: 10.1109/INFOCOMWKSHPS50562.2020.9163053
Doga Can Atabay, E. Uysal, O. Kaya
We study Age of Information (AoI) in a random access channel where a number of devices try to send status updates over a common medium. Assuming a time-slotted scenario where multiple transmissions result in collision, we propose a threshold-based lazy version of Slotted ALOHA and derive the time average AoI achieved by this policy. We demonstrate that the average AoI performance of the lazy policy is significantly better than Slotted ALOHA, and close to the ideal round robin benchmark.
我们在随机访问通道中研究信息时代(AoI),其中许多设备试图通过公共媒介发送状态更新。假设有一个时隙场景,其中多个传输导致碰撞,我们提出了一个基于阈值的时隙ALOHA延迟版本,并推导出该策略实现的平均AoI。我们证明了懒惰策略的平均AoI性能明显优于Slotted ALOHA,并且接近理想的轮循基准。
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引用次数: 22
ChainIDE 2.0: Facilitating Smart Contract Development for Consortium Blockchain ChainIDE 2.0:促进联盟区块链智能合约开发
Pub Date : 2020-07-01 DOI: 10.1109/infocomwkshps50562.2020.9163051
Xiao Wu, Han Qiu, Shuyi Zhang, G. Memmi, Keke Gai, Wei Cai
Nowadays, many novel blockchain-based architecture and frameworks are proposed to solve issues in computer science and financial service. Smart contracts with blockchain systems, especially consortium blockchain systems, can help to provide many reliable and efficient functions for existing systems like smart grid payments. The novel concept of smart contract as a service is proposed but the difficulty of developing smart contracts on various kinds of blockchain systems are also significantly increasing which brings the additional cost for both developers and infrastructure builders. In this paper, we present an updated cloud-based smart integrated smart contract development system, ChainIDE 2.0, for the ultra-efficient development of blockchain-based smart contracts on multiple kinds of blockchain systems. Not only we stay as the most popular cloud-based developing Integrated Development Environment (IDE) for the Libra blockchain, but also we introduce the consortium blockchain systems such as Ant Financial Open-Chain (Ant OC) and served as the first cloud-based IDE supporting the Ant Financial OpenChain test net. Today, we have served almost 1 million compiled smart contracts which makes us the most popular cloud-based blockchain development IDE in the world.
如今,许多基于区块链的新架构和框架被提出来解决计算机科学和金融服务中的问题。区块链系统的智能合约,特别是区块链联盟系统,可以帮助为智能电网支付等现有系统提供许多可靠和高效的功能。提出了智能合约即服务的新概念,但在各种区块链系统上开发智能合约的难度也在显著增加,这给开发人员和基础设施建设者带来了额外的成本。在本文中,我们提出了一个更新的基于云的智能集成智能合约开发系统ChainIDE 2.0,用于在多种区块链系统上超高效地开发基于区块链的智能合约。我们不仅是Libra区块链最受欢迎的基于云的开发集成开发环境(IDE),而且还引入了蚂蚁金服开放链(Ant OC)等联盟区块链系统,并作为第一个支持蚂蚁金服开放链测试网的基于云的IDE。今天,我们已经服务了近100万个编译的智能合约,这使我们成为世界上最受欢迎的基于云的区块链开发IDE。
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引用次数: 5
Deep Reinforcement Learning based Wireless Network Optimization: A Comparative Study 基于深度强化学习的无线网络优化:比较研究
Pub Date : 2020-07-01 DOI: 10.1109/infocomwkshps50562.2020.9162925
Kun Yang, Cong Shen, Tie Liu
There is a growing interest in applying deep reinforcement learning (DRL) methods to optimizing the operation of wireless networks. In this paper, we compare three state of the art DRL methods, Deep Deterministic Policy Gradient (DDPG), Neural Episodic Control (NEC), and Variance Based Control (VBC), for the application of wireless network optimization. We describe how the general network optimization problem is formulated as RL and give details of the three methods in the context of wireless networking. Extensive experiments using a real-world network operation dataset are carried out, and the performance in terms of improving rate and convergence speed for these popular DRL methods is compared. We note that while DDPG and VBC demonstrate good potential in automating wireless network optimization, NEC has a much improved convergence rate but suffers from the limited action space and does not perform competitively in its current form.
人们对应用深度强化学习(DRL)方法来优化无线网络的运行越来越感兴趣。在本文中,我们比较了三种最先进的DRL方法,深度确定性策略梯度(DDPG),神经情景控制(NEC)和基于方差的控制(VBC),用于无线网络优化的应用。我们描述了如何将一般网络优化问题表述为RL,并详细介绍了无线网络环境下的三种方法。利用实际网络运行数据集进行了大量的实验,比较了这些流行的DRL方法在提高速率和收敛速度方面的性能。我们注意到,虽然DDPG和VBC在自动化无线网络优化方面表现出良好的潜力,但NEC的收敛速度大大提高,但受到有限的操作空间的影响,并且在目前的形式下表现不具有竞争力。
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引用次数: 12
Smart User Pairing for Massive MIMO Enabled Industrial IoT Communications 大规模MIMO支持工业物联网通信的智能用户配对
Pub Date : 2020-07-01 DOI: 10.1109/infocomwkshps50562.2020.9162967
Jingjie Zong, Shuangzhi Li, Di Zhang, G. Han, X. Mu, A. Bashir, J. Rodrigues
In this paper, we concern the uplink of an industrial Internet of Things (IIoT) communication system, in which multiple single-antenna users timely upload data to a receiver having a large number of antennas over Rayleigh fading channels. To satisfy the stringent requirement of latency in the channel estimation phase of this system, we first use a phase-shift keying (PSK) modulation division scheme for each pair of users. Specifically, the absolutely additively uniquely decomposable constellation pair (AAUDCP) is allocated for two random users. With the same pilot sequence, it proves the modulated PSK symbols can be uniquely identified when the number of receiver antennas goes to infinity in a noise-free case. In a noise case, to improve the reliability of this system, we propose a smart user pairing algorithm with low complexity by maximizing the minimum signal to interference plus noise ratio at the receiver for all pairs of users. Finally, the computer simulations show that the proposed scheme can improve the system's error performance effectively.
在本文中,我们关注工业物联网(IIoT)通信系统的上行链路,其中多个单天线用户通过瑞利衰落信道及时将数据上传到具有大量天线的接收器。为了满足该系统对信道估计阶段延迟的严格要求,我们首先对每对用户使用相移键控(PSK)调制分割方案。具体而言,随机分配两个用户的绝对加性唯一可分解星座对(AAUDCP)。在相同导频序列下,证明了在无噪声情况下,当接收天线数量趋于无穷大时,调制后的PSK符号可以被唯一识别。在噪声情况下,为了提高系统的可靠性,我们提出了一种低复杂度的智能用户配对算法,该算法通过最大化接收端所有用户对的最小信噪比来实现。最后,计算机仿真结果表明,该方案能有效地改善系统的误差性能。
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引用次数: 5
Prediction of Twitter Traffic Based on Machine Learning and Data Analytics 基于机器学习和数据分析的Twitter流量预测
Pub Date : 2020-07-01 DOI: 10.1109/infocomwkshps50562.2020.9162959
Fuyou Li, Zitian Zhang, Yunpeng Zhu, J. Zhang
With the rapidly increasing number of online social network (OSN) users, the study of OSN application-specific mobile network traffic has attracted many research efforts in recent years. In this work, we study the temporal characteristics of Twitter traffic and propose a Twitter traffic prediction framework which combines statistical analytics and machine learning techniques. Experimental results based on real-world Twitter traffic dataset collected in central London have shown that the proposed framework has a high prediction accuracy with low computation complexity and low demand for the size of the dataset.
随着在线社交网络OSN (online social network, OSN)用户数量的迅速增加,针对OSN应用的移动网络流量研究近年来备受关注。在这项工作中,我们研究了Twitter流量的时间特征,并提出了一个结合统计分析和机器学习技术的Twitter流量预测框架。基于伦敦市中心真实Twitter流量数据集的实验结果表明,该框架具有较高的预测精度、较低的计算复杂度和对数据集大小的低要求。
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引用次数: 2
Poster Abstract: Parallel VM Placement with Provable Guarantees 摘要:具有可证明保证的并行VM放置
Pub Date : 2020-07-01 DOI: 10.1109/infocomwkshps50562.2020.9162912
Itamar Cohen, Gil Einziger, M. Goldstein, Yaniv Sa'ar, Gabriel Scalosub, Erez Waisbard
Efficient on-demand deployment of VMs is at the core of cloud infrastructure but the existing resource management approaches are too slow to fulfill this promise. Parallel resource management is a promising direction for boosting performance, but when applied naïvely, it significantly increases the communication overhead and the decline ratio of deployment attempts. We propose a new dynamic and randomized algorithm, APSR, for parallel assignment of VMs to hosts in a cloud environment. APSR is guaranteed to satisfy an SLA containing decline ratio constraints, and communication overheads constraints. Furthermore, via extensive simulations, we show that APSR obtains a higher throughput than other commonly employed policies (including those used in OpenStack) while achieving a reduction of up to 13x in decline ratio and a reduction of over 85% in communication overheads.
高效的按需部署vm是云基础设施的核心,但现有的资源管理方法太慢,无法实现这一承诺。并行资源管理是提高性能的一个很有前途的方向,但是当应用naïvely时,它会显著增加通信开销和部署尝试的下降率。本文提出了一种新的动态随机算法APSR,用于云环境中虚拟机到主机的并行分配。APSR保证满足包含下降率约束和通信开销约束的SLA。此外,通过广泛的模拟,我们表明APSR比其他常用策略(包括OpenStack中使用的策略)获得更高的吞吐量,同时实现下降率降低高达13倍,通信开销降低超过85%。
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引用次数: 2
MAC Trade-offs Between Age and Reachability of Information in Vehicular Safety Applications 车辆安全应用中年龄与信息可及性的MAC权衡
Pub Date : 2020-07-01 DOI: 10.1109/INFOCOMWKSHPS50562.2020.9162922
Xu Wang, R. Berry
Vehicular networking offers the promise of greatly improving transportation safety but has stringent requirements on information age as well as information reachability, where the later refers to the range over which information is propagated. We consider an idealized model of a one-dimensional vehicular networks and show that there is a basic trade-off between these two metrics: a smaller age can be obtained by reducing the reachability of information. We apply this to two current technologies: Cellular V2X (C-V2X) and Dedicated Short Range Communication (DSRC) and derive an equation that characterizes the trade-off between these two metrics for both technologies. In the case of exponential path loss and negligible noise, this relationship becomes a fixed invariant ratio. Given this relationship, under high congestion, these two protocols tradeoff these metrics differently. C-V2X tends to achieve a smaller age while DSRC tends to maintain a larger reachability. The idealized model is also applied to analyze the steady state of rate control and power control mechanisms such as those in the SAE standard J2945/1. We show that the ratio of age and reachability is still governed by the same trade-off curve: rate control tries to maintain a large reachability, while power control helps improve the age.
车联网提供了极大提高交通安全的希望,但对信息时代和信息可达性有严格的要求,后者指的是信息传播的范围。我们考虑了一维车辆网络的理想模型,并表明这两个指标之间存在一个基本的权衡:通过降低信息的可及性可以获得更小的年龄。我们将其应用于两种当前技术:蜂窝V2X (C-V2X)和专用短距离通信(DSRC),并推导出表征这两种技术的这两个指标之间权衡的方程。在指数路径损失和可忽略噪声的情况下,这种关系成为一个固定不变的比率。考虑到这种关系,在高拥塞情况下,这两种协议以不同的方式权衡这些度量。C-V2X倾向于实现更小的年龄,而DSRC倾向于保持更大的可达性。该理想模型还用于分析SAE标准J2945/1中速率控制和功率控制机制的稳态。我们表明,年龄和可达性的比例仍然受到相同的权衡曲线的支配:速率控制试图保持较大的可达性,而功率控制有助于提高年龄。
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引用次数: 5
Removing human players from the loop: AI-assisted assessment of Gaming QoE 将人类玩家从循环中移除:ai辅助的游戏QoE评估
Pub Date : 2020-07-01 DOI: 10.1109/infocomwkshps50562.2020.9162916
G. Sviridov, Cedric Beliard, A. Bianco, P. Giaccone, Dario Rossi
Quality of Experience (QoE) assessment for video games is known for being a heavy-weight process, typically requiring the active involvement of several human players and bringing limited transferability across games. Clearly, to some extent, QoE is correlated with the achieved in-game score, as player frustration will arise whenever realized performance is far from what is expected due to conditions beyond player control such as network congestion in the increasingly prevalent case of networked games. To disrupt the status quo, we propose to remove human players from the loop and instead exploit Deep Reinforcement Learning (DRL) agents to play games under varying network conditions. We apply our framework to a set of Atari games with different types of interaction, showing that the score degradation observed with DRL agents can be exploited in networking devices (e.g., by prioritizing scheduling decisions), reinforcing fairness across games, and thus enhancing the overall quality of gaming experience.
众所周知,电子游戏的体验质量(QoE)评估是一个重量级的过程,通常需要几个人类玩家的积极参与,并在游戏之间带来有限的可转移性。显然,在某种程度上,QoE与游戏内得分有关,因为当玩家无法控制的情况(游戏邦注:如网络拥塞)导致实现的性能远低于预期时,玩家便会产生挫败感。为了打破现状,我们建议将人类玩家从循环中移除,转而利用深度强化学习(DRL)代理在不同的网络条件下玩游戏。我们将我们的框架应用于一组具有不同交互类型的雅达利游戏,表明DRL代理观察到的分数下降可以在网络设备中利用(例如,通过优先安排决策),加强游戏之间的公平性,从而提高游戏体验的整体质量。
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引用次数: 7
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IEEE INFOCOM 2020 - IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS)
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