Multi-user QoE optimization in virtual reality gaming using RL on mobile edge networks

Abstract In this paper, we explore delivering mobile edge Virtual Reality (VR) gaming services with comprehensive and satisfactory Quality of Experience (QoE) across a distributed edge network. Our goal is to meet the QoE needs of all users, addressing both latency and visual considerations. We systematically capture the unique attributes of mobile VR games, including numerous independent objects with distinct rendering pipelines, diverse rendering levels, tight end-to-end delay requirements, and high bandwidth usage. We demonstrate that this challenge can be formulated as a Mixed-Integer Quadratically Constrained Quadratic Programming (MIQCQP) problem. By leveraging reinforcement learning techniques, we introduce a flexible and adaptive QoE weight formulation that incorporates symbolic generalization and real-time feedback loops. Unlike existing studies that often focus on single-user scenarios, our paper comprehensively addresses visual and latency concerns across multiple users. We employ optimization techniques through eigenvalue analysis and Lagrange-constrained methods, providing a scalable and robust framework for dynamically adjusting QoE weights based on user interactions and environmental factors. This approach enables us to deliver QoE-centric edge-assisted mobile VR gaming services to a large user base, advancing beyond current limitations in the field by leveraging reinforcement learning (RL), specifically Q-Learning, to dynamically adapt to the non-linear, real-time demands of multi-user VR gaming on edge networks.

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Publication Details

Journal
Cluster Computing
Published
2025-08-30
DOI
https://doi.org/10.1007/s10586-025-05271-7
Citations
1
Primary Topic
Image and Video Quality Assessment
Type
article
Field-Weighted Citation Impact
1.28

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article

Multi-user QoE optimization in virtual reality gaming using RL on mobile edge networks

Sami Souihi, Scott Fowler
1 citations
Cluster Computing
Image and Video Quality Assessment
1.28
article

Multi-user QoE optimization in virtual reality gaming using RL on mobile edge networks

Sami Souihi, Scott Fowler
article en
1 citations

Abstract

Abstract In this paper, we explore delivering mobile edge Virtual Reality (VR) gaming services with comprehensive and satisfactory Quality of Experience (QoE) across a distributed edge network. Our goal is to meet the QoE needs of all users, addressing both latency and visual considerations. We systematically capture the unique attributes of mobile VR games, including numerous independent objects with distinct rendering pipelines, diverse rendering levels, tight end-to-end delay requirements, and high bandwidth usage. We demonstrate that this challenge can be formulated as a Mixed-Integer Quadratically Constrained Quadratic Programming (MIQCQP) problem. By leveraging reinforcement learning techniques, we introduce a flexible and adaptive QoE weight formulation that incorporates symbolic generalization and real-time feedback loops. Unlike existing studies that often focus on single-user scenarios, our paper comprehensively addresses visual and latency concerns across multiple users. We employ optimization techniques through eigenvalue analysis and Lagrange-constrained methods, providing a scalable and robust framework for dynamically adjusting QoE weights based on user interactions and environmental factors. This approach enables us to deliver QoE-centric edge-assisted mobile VR gaming services to a large user base, advancing beyond current limitations in the field by leveraging reinforcement learning (RL), specifically Q-Learning, to dynamically adapt to the non-linear, real-time demands of multi-user VR gaming on edge networks.

Cluster ComputingVol. 28(9)
Université Paris-Est Créteil (FR), Commissariat à l'Énergie Atomique et aux Énergies Alternatives (FR), Paris-Est Sup (FR), Department of Science,Technology and Innovation (ZA), Laboratoire d'Intégration des Systèmes et des Technologies (FR), Swedish National Road and Transport Research Institute (SE)
European Commission, Linköpings Universitet, HORIZON EUROPE Framework Programme
Openalex Percentile: Top 16%
Image and Video Quality Assessment
1.28
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