Efficient Distributed Edge Computing for Dependent Delay-Sensitive Tasks in Multi-Operator Multi-Access Networks

We study the problem of distributed computing in the <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">multi-operator multi-access edge computing</i> (MEC) network for <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">dependent tasks</i>. Every task comprises several <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">sub-tasks</i> which are executed based on logical precedence modelled as a <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">directed acyclic graph</i>. In the graph, each vertex is a sub-task, each edge – precedence constraint, such that a sub-task can only be started after all its preceding sub-tasks are completed. Tasks are executed by MEC servers with the assistance of nearby edge devices, so that the MEC network can be viewed as a <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">distributed</i> “<italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">primary-secondary node</i>” system where each MEC server acts as a <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">primary node</i> (PN) deciding on sub-tasks assigned to its <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">secondary nodes</i> (SNs), i.e., nearby edge devices. The PN's decision problem is complex, as its SNs can be associated with other <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">neighboring</i> PNs. In this case, the available processing resources of SNs depend on the sub-task assignment decisions of all neighboring PNs. Since PNs are controlled by different operators, they do not coordinate their decisions, and each PN is uncertain about the sub-task assignments of its neighbors (and, thus, the available resources of its SNs). To address this problem, we propose a novel framework based on a <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">graphical Bayesian game</i>, where PNs play under uncertainty about their neighbors’ decisions. We prove that the game has a <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">perfect Bayesian equilibrium</i> (PBE) yielding <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">unique optimal values</i>, and formulate new <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Bayesian reinforcement learning</i> and <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Bayesian deep reinforcement learning</i> algorithms enabling each PN to reach the PBE autonomously (without communicating with other PNs).

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Journal
IEEE Transactions on Parallel and Distributed Systems
Published
2024-09-26
DOI
https://doi.org/10.1109/tpds.2024.3468892
Citations
5
Primary Topic
IoT and Edge/Fog Computing
Type
article
Field-Weighted Citation Impact
1.74
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article

Efficient Distributed Edge Computing for Dependent Delay-Sensitive Tasks in Multi-Operator Multi-Access Networks

Xuetao Wei, Alia Asheralieva, Dusit Niyato
5 citations
IEEE Transactions on Parallel and Distributed Systems
IoT and Edge/Fog Computing
1.74
article

Efficient Distributed Edge Computing for Dependent Delay-Sensitive Tasks in Multi-Operator Multi-Access Networks

Xuetao Wei, Alia Asheralieva, Dusit Niyato
article en
5 citations

Abstract

We study the problem of distributed computing in the <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">multi-operator multi-access edge computing</i> (MEC) network for <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">dependent tasks</i>. Every task comprises several <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">sub-tasks</i> which are executed based on logical precedence modelled as a <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">directed acyclic graph</i>. In the graph, each vertex is a sub-task, each edge – precedence constraint, such that a sub-task can only be started after all its preceding sub-tasks are completed. Tasks are executed by MEC servers with the assistance of nearby edge devices, so that the MEC network can be viewed as a <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">distributed</i> “<italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">primary-secondary node</i>” system where each MEC server acts as a <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">primary node</i> (PN) deciding on sub-tasks assigned to its <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">secondary nodes</i> (SNs), i.e., nearby edge devices. The PN's decision problem is complex, as its SNs can be associated with other <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">neighboring</i> PNs. In this case, the available processing resources of SNs depend on the sub-task assignment decisions of all neighboring PNs. Since PNs are controlled by different operators, they do not coordinate their decisions, and each PN is uncertain about the sub-task assignments of its neighbors (and, thus, the available resources of its SNs). To address this problem, we propose a novel framework based on a <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">graphical Bayesian game</i>, where PNs play under uncertainty about their neighbors’ decisions. We prove that the game has a <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">perfect Bayesian equilibrium</i> (PBE) yielding <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">unique optimal values</i>, and formulate new <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Bayesian reinforcement learning</i> and <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Bayesian deep reinforcement learning</i> algorithms enabling each PN to reach the PBE autonomously (without communicating with other PNs).

IEEE Transactions on Parallel and Distributed SystemsVol. 35(12)
Loughborough University (GB), Nanyang Technological University (SG), Southern University of Science and Technology (CN)
Affordable and clean energy
Openalex Percentile: Top 14%
IoT and Edge/Fog Computing
1.74
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