TY - GEN
T1 - Popularity-Aware Incentive-Compatible Dynamic Service Caching in Mobile Edge Computing
AU - Chen, Yiming
AU - Hu, Xingyuan
AU - Gong, Shimin
AU - Su, Zhou
AU - Gu, Bo
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2024
Y1 - 2024
N2 - In mobile edge computing systems, base station (BS) equipped with edge servers can provide computing services to users to reduce their task durations. The BS prices the service programs based on user demand to maximize its own profits. Additionally, due to limited caching capacity and variations in service programs popularity, the BS has to dynamically select which service programs to cache. To address the conflict between high profits requirement and system instability, we propose a two time-scale framework to optimize service caching, pricing and task offloading. Under the small time scale, by modeling the interaction between the BS and users as a two-stage game, we derive the optimal offloading strategy and pricing algorithm. Then, we deduce the existence of equilibrium points. Under the large time scale, we propose a game-nested deep reinforcement learning algorithm to dynamically adjust the service caching according to estimated popularity information. Extensive data based simulations demonstrate the efficiency of the proposed approach.
AB - In mobile edge computing systems, base station (BS) equipped with edge servers can provide computing services to users to reduce their task durations. The BS prices the service programs based on user demand to maximize its own profits. Additionally, due to limited caching capacity and variations in service programs popularity, the BS has to dynamically select which service programs to cache. To address the conflict between high profits requirement and system instability, we propose a two time-scale framework to optimize service caching, pricing and task offloading. Under the small time scale, by modeling the interaction between the BS and users as a two-stage game, we derive the optimal offloading strategy and pricing algorithm. Then, we deduce the existence of equilibrium points. Under the large time scale, we propose a game-nested deep reinforcement learning algorithm to dynamically adjust the service caching according to estimated popularity information. Extensive data based simulations demonstrate the efficiency of the proposed approach.
KW - Mobile edge computing
KW - Stackelberg game
KW - deep reinforcement learning
KW - dynamic service caching
KW - two time-scale framework
UR - https://www.scopus.com/pages/publications/105000831738
U2 - 10.1109/GLOBECOM52923.2024.10901034
DO - 10.1109/GLOBECOM52923.2024.10901034
M3 - 会议稿件
AN - SCOPUS:105000831738
T3 - Proceedings - IEEE Global Communications Conference, GLOBECOM
SP - 3346
EP - 3351
BT - GLOBECOM 2024 - 2024 IEEE Global Communications Conference
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2024 IEEE Global Communications Conference, GLOBECOM 2024
Y2 - 8 December 2024 through 12 December 2024
ER -