Reinforcement Learning Based Fair Edge-User Allocation for Delay-Sensitive Edge Computing Applications

Cloud Gaming systems are among the most challenging networked-applications, since they deal with streaming high-quality and bulky video in real-time to players’ devices. While all industry solutions today are centralized, we introduce an AI-assisted hybrid networking architecture that, in addition t...

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Main Author: Alchalabi, Alaa Eddin
Other Authors: Shirmohammadi, Shervin
Format: Others
Language:en
Published: Université d'Ottawa / University of Ottawa 2021
Subjects:
Online Access:http://hdl.handle.net/10393/42915
http://dx.doi.org/10.20381/ruor-27132
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spelling ndltd-uottawa.ca-oai-ruor.uottawa.ca-10393-429152021-11-17T05:33:08Z Reinforcement Learning Based Fair Edge-User Allocation for Delay-Sensitive Edge Computing Applications Alchalabi, Alaa Eddin Shirmohammadi, Shervin Edge Computing Reinforcement Learning Fairness Edge-user Allocation Cloud Gaming Delay-Sensitive Applications Cloud Gaming systems are among the most challenging networked-applications, since they deal with streaming high-quality and bulky video in real-time to players’ devices. While all industry solutions today are centralized, we introduce an AI-assisted hybrid networking architecture that, in addition to the central cloud servers, also uses some players’ computing resources as additional points of service. We describe the problem, its mathematical formulation, and potential solution strategy. Edge computing is a promising paradigm that brings servers closer to users, leading to lower latencies and enabling latency-sensitive applications such as cloud gaming, virtual/augmented reality, telepresence, and telecollaboration. Due to the high number of possible edge servers and incoming user requests, the optimum choice of user-server matching has become a difficult challenge, especially in the 5G era where the network can offer very low latencies. In this thesis, we introduce the problem of fair server selection as not only complying with an application's latency threshold but also reducing the variance of the latency among users in the same session. Due to the dynamic and rapidly evolving nature of such an environment and the capacity limitation of the servers, we propose as solution a Reinforcement Learning method in the form of a Quadruple Q-Learning model with action suppression, Q-value normalization, and a reward function that minimizes the variance of the latency. Our evaluations in the context of a cloud gaming application show that, compared to a existing methods, our proposed method not only better meets the application's latency threshold but is also more fair with a reduction of up to 35\% in the standard deviation of the latencies while using the geo-distance, and it shows improvements in fairness up to 18.7\% compared to existing solutions using the RTT delay especially during resource scarcity. Additionally, the RL solution can act as a heuristic algorithm even when it is not fully trained. While designing this solution, we also introduced action suppression, Quadruple Q-Learning, and normalization of the Q-values, leading to a more scalable and implementable RL system. We focus on algorithms for distributed applications and especially esports, but the principles we discuss apply to other domains and applications where fairness can be a crucial aspect to be optimized. 2021-11-15T18:42:20Z 2021-11-15T18:42:20Z 2021-11-15 Thesis http://hdl.handle.net/10393/42915 http://dx.doi.org/10.20381/ruor-27132 en Attribution 4.0 International http://creativecommons.org/licenses/by/4.0/ application/pdf Université d'Ottawa / University of Ottawa
collection NDLTD
language en
format Others
sources NDLTD
topic Edge Computing
Reinforcement Learning
Fairness
Edge-user Allocation
Cloud Gaming
Delay-Sensitive Applications
spellingShingle Edge Computing
Reinforcement Learning
Fairness
Edge-user Allocation
Cloud Gaming
Delay-Sensitive Applications
Alchalabi, Alaa Eddin
Reinforcement Learning Based Fair Edge-User Allocation for Delay-Sensitive Edge Computing Applications
description Cloud Gaming systems are among the most challenging networked-applications, since they deal with streaming high-quality and bulky video in real-time to players’ devices. While all industry solutions today are centralized, we introduce an AI-assisted hybrid networking architecture that, in addition to the central cloud servers, also uses some players’ computing resources as additional points of service. We describe the problem, its mathematical formulation, and potential solution strategy. Edge computing is a promising paradigm that brings servers closer to users, leading to lower latencies and enabling latency-sensitive applications such as cloud gaming, virtual/augmented reality, telepresence, and telecollaboration. Due to the high number of possible edge servers and incoming user requests, the optimum choice of user-server matching has become a difficult challenge, especially in the 5G era where the network can offer very low latencies. In this thesis, we introduce the problem of fair server selection as not only complying with an application's latency threshold but also reducing the variance of the latency among users in the same session. Due to the dynamic and rapidly evolving nature of such an environment and the capacity limitation of the servers, we propose as solution a Reinforcement Learning method in the form of a Quadruple Q-Learning model with action suppression, Q-value normalization, and a reward function that minimizes the variance of the latency. Our evaluations in the context of a cloud gaming application show that, compared to a existing methods, our proposed method not only better meets the application's latency threshold but is also more fair with a reduction of up to 35\% in the standard deviation of the latencies while using the geo-distance, and it shows improvements in fairness up to 18.7\% compared to existing solutions using the RTT delay especially during resource scarcity. Additionally, the RL solution can act as a heuristic algorithm even when it is not fully trained. While designing this solution, we also introduced action suppression, Quadruple Q-Learning, and normalization of the Q-values, leading to a more scalable and implementable RL system. We focus on algorithms for distributed applications and especially esports, but the principles we discuss apply to other domains and applications where fairness can be a crucial aspect to be optimized.
author2 Shirmohammadi, Shervin
author_facet Shirmohammadi, Shervin
Alchalabi, Alaa Eddin
author Alchalabi, Alaa Eddin
author_sort Alchalabi, Alaa Eddin
title Reinforcement Learning Based Fair Edge-User Allocation for Delay-Sensitive Edge Computing Applications
title_short Reinforcement Learning Based Fair Edge-User Allocation for Delay-Sensitive Edge Computing Applications
title_full Reinforcement Learning Based Fair Edge-User Allocation for Delay-Sensitive Edge Computing Applications
title_fullStr Reinforcement Learning Based Fair Edge-User Allocation for Delay-Sensitive Edge Computing Applications
title_full_unstemmed Reinforcement Learning Based Fair Edge-User Allocation for Delay-Sensitive Edge Computing Applications
title_sort reinforcement learning based fair edge-user allocation for delay-sensitive edge computing applications
publisher Université d'Ottawa / University of Ottawa
publishDate 2021
url http://hdl.handle.net/10393/42915
http://dx.doi.org/10.20381/ruor-27132
work_keys_str_mv AT alchalabialaaeddin reinforcementlearningbasedfairedgeuserallocationfordelaysensitiveedgecomputingapplications
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