Neural-Enhanced Rate Adaptation and Computation Distribution for Emerging mmWave Multi-User 3D Video Streaming Systems

We investigate multitask edge-user communication-computation resource allocation for <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$360^\circ$</tex-math></inline-formula> video streaming in an edge-computing enabled millimeter wave (mmWave) multi-user virtual reality system. To balance the communication-computation trade-offs that arise herein, we formulate a video quality maximization problem that integrates interdependent multitask/multi-user action spaces and rebuffering time/quality variation constraints. We formulate a deep reinforcement learning framework for <underline xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">m</u>ulti-<underline xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">t</u>ask <underline xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">r</u>ate adaptation and <underline xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">c</u>omputation distribution (MTRC) to solve the problem of interest. Our solution does not rely on a priori knowledge about the environment and uses only prior video streaming statistics (e.g., throughput, decoding time, and transmission delay), and content information, to adjust the assigned video bitrates and computation distribution, as it observes the induced streaming performance online. Moreover, to capture the task interdependence in the environment, we leverage neural network cascades to extend our MTRC method to two novel variants denoted as R1C2 and C1R2. We train all three methods with real-world mmWave network traces and <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$360^\circ$</tex-math></inline-formula> video datasets to evaluate their performance in terms of expected quality of experience (QoE), viewport peak signal-to-noise ratio (PSNR), rebuffering time, and quality variation. We outperform state-of-the-art rate adaptation algorithms, with C1R2 showing best results and achieving <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$5.21-6.06$</tex-math></inline-formula> dB PSNR gains, <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$2.18-2.70$</tex-math></inline-formula>x rebuffering time reduction, and <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$4.14-4.50$</tex-math></inline-formula> dB quality variation reduction.

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Publication Details

Journal
IEEE Transactions on Multimedia
Published
2025-01-01
DOI
https://doi.org/10.1109/tmm.2025.3590902
Citations
3
Primary Topic
Image and Video Quality Assessment
Type
article
Field-Weighted Citation Impact
3.83
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article

Neural-Enhanced Rate Adaptation and Computation Distribution for Emerging mmWave Multi-User 3D Video Streaming Systems

Babak Badnava, Jacob Chakareski, Morteza Hashemi
3 citations
IEEE Transactions on Multimedia
Image and Video Quality Assessment
3.83
article

Neural-Enhanced Rate Adaptation and Computation Distribution for Emerging mmWave Multi-User 3D Video Streaming Systems

Babak Badnava, Jacob Chakareski, Morteza Hashemi
article en
3 citations

Abstract

We investigate multitask edge-user communication-computation resource allocation for <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$360^\circ$</tex-math></inline-formula> video streaming in an edge-computing enabled millimeter wave (mmWave) multi-user virtual reality system. To balance the communication-computation trade-offs that arise herein, we formulate a video quality maximization problem that integrates interdependent multitask/multi-user action spaces and rebuffering time/quality variation constraints. We formulate a deep reinforcement learning framework for <underline xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">m</u>ulti-<underline xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">t</u>ask <underline xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">r</u>ate adaptation and <underline xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">c</u>omputation distribution (MTRC) to solve the problem of interest. Our solution does not rely on a priori knowledge about the environment and uses only prior video streaming statistics (e.g., throughput, decoding time, and transmission delay), and content information, to adjust the assigned video bitrates and computation distribution, as it observes the induced streaming performance online. Moreover, to capture the task interdependence in the environment, we leverage neural network cascades to extend our MTRC method to two novel variants denoted as R1C2 and C1R2. We train all three methods with real-world mmWave network traces and <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$360^\circ$</tex-math></inline-formula> video datasets to evaluate their performance in terms of expected quality of experience (QoE), viewport peak signal-to-noise ratio (PSNR), rebuffering time, and quality variation. We outperform state-of-the-art rate adaptation algorithms, with C1R2 showing best results and achieving <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$5.21-6.06$</tex-math></inline-formula> dB PSNR gains, <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$2.18-2.70$</tex-math></inline-formula>x rebuffering time reduction, and <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$4.14-4.50$</tex-math></inline-formula> dB quality variation reduction.

IEEE Transactions on MultimediaVol. 27
New Jersey Institute of Technology (US), University of Kansas (US), Institute of Computing Technology (CN)
Openalex Percentile: Top 6%
Image and Video Quality Assessment
3.83
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