| Literature DB >> 35632088 |
Md Delowar Hossain1, Tangina Sultana1, Md Alamgir Hossain1, Md Abu Layek1, Md Imtiaz Hossain1, Phoo Pyae Sone1, Ga-Won Lee1, Eui-Nam Huh1.
Abstract
Vehicular edge computing (VEC) is one of the prominent ideas to enhance the computation and storage capabilities of vehicular networks (VNs) through task offloading. In VEC, the resource-constrained vehicles offload their computing tasks to the local road-side units (RSUs) for rapid computation. However, due to the high mobility of vehicles and the overloaded problem, VEC experiences a great deal of challenges when determining a location for processing the offloaded task in real time. As a result, this degrades the quality of vehicular performance. Therefore, to deal with these above-mentioned challenges, an efficient dynamic task offloading approach based on a non-cooperative game (NGTO) is proposed in this study. In the NGTO approach, each vehicle can make its own strategy on whether a task is offloaded to a multi-access edge computing (MEC) server or a cloud server to maximize its benefits. Our proposed strategy can dynamically adjust the task-offloading probability to acquire the maximum utility for each vehicle. However, we used a best response offloading strategy algorithm for the task-offloading game in order to achieve a unique and stable equilibrium. Numerous simulation experiments affirm that our proposed scheme fulfills the performance guarantees and can reduce the response time and task-failure rate by almost 47.6% and 54.6%, respectively, when compared with the local RSU computing (LRC) scheme. Moreover, the reduced rates are approximately 32.6% and 39.7%, respectively, when compared with a random offloading scheme, and approximately 26.5% and 28.4%, respectively, when compared with a collaborative offloading scheme.Entities:
Keywords: game theory; multi-access edge computing; task offloading; vehicular edge computing
Year: 2022 PMID: 35632088 PMCID: PMC9145727 DOI: 10.3390/s22103678
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.847
Summary of the different game theory approaches for task offloading in MEC-enabled VEC networks.
| Ref. | Proposed Algorithm | # of | Server | Objectives | W.H. | Scenario | V2V | V2R | V2I |
|---|---|---|---|---|---|---|---|---|---|
| Vehicles | (Edge) | (Cloud) | |||||||
| Ref. [ | Stackelberg game | 120 | Edge | RT | Single | Highway | × | × | |
| Ref. [ | Non-cooperative game | ND | Edge | RT | Multi | Highway | × | ||
| Ref. [ | Stackelberg game | 10 | Edge | E | Single | Urban | × | × | |
| Ref. [ | Stackelberg game | ND | VC | RT | Single | Highway | × | × | |
| Ref. [ | Non-cooperative game | 70 | Edge | RT | Single | Highway | × | × | |
| Ref. [ | Sequential game | ND | Edge | RT | Single | No Data | × | × | |
| Ref. [ | Stackelberg game | 90 | VC, Edge | OC | Single | Highway | × | ||
| Ref. [ | Matching game | 100 | VC, Edge | RT, E | Single | Highway | × | ||
| Ref. [ | Potential game | 30 | Edge | RT | Single | No Data | × | × | |
| Our Study | Non-cooperative game | 1000 | Edge, TC | RT | Sing., Mul. | Highway | × |
VC = Vehicular cloud, TC = Traditional cloud, ND = No data, RT = Response time, E = Energy, OC = Offloading cost, W.H. = Wireless hops.
Figure 1The problem of overloading and high mobility issues in vehicular networks.
Figure 2The proposed MEC-enabled vehicular network.
Figure 3Vehicle movement mode for the simulation.
Simulation parameters.
| Parameters | Value |
|---|---|
| Number of RSUs | 20 |
| Number of vehicles | 100∼1000 |
| Network delay model | MMPP/M/1 queue model |
| Number of VMs per MEC server | 4 |
| Number of VMs per Cloud | 20 |
| VM processing speed per MEC server | 10 GIPS |
| VM processing speed in the Cloud | 75 GIPS |
| RSU coverage radious | 500 m |
| WLAN/MAN bandwidth | 10/1000 Mbps |
| WAN/WAN over LTE bandwidth | 50/20 Mbps |
| WAN/WAN over LTE propagation delay | 150/160 ms |
Simulation parameters for the three types of applications.
| Parameters | Application Types | ||
|---|---|---|---|
| Navigation | Danger Assessment | Infotainment | |
| Application (NA) | Application (DAA) | Application (IA) | |
| Usage (%) | 30 | 35 | 35 |
| Inter-arrival time of tasks (s) | 3 | 5 | 15 |
| Delay sensitivity | 0.5 | 0.8 | 0.25 |
| Maximum delay requirement (s) | 0.5 | 1 | 1.5 |
| Upload data volume (KB) | 20 | 40 | 20 |
| Download data volume (KB) | 20 | 20 | 80 |
| Average length of task (GI) | 3 | 10 | 20 |
Figure 4The average response time based on the number of vehicles.
Figure 5The average failed task rates due to the RSU VM capacity.
Figure 6Successfully executed tasks for various numbers of vehicles.
Figure 7The average response time in terms of various ratios of latency-sensitive to latency-tolerant tasks.
Figure 8The average response times for different task sizes of infotainment applications.
Figure 9The average response times for different task sizes of danger assessment applications.
Figure 10The average task-failure rates for different vehicular speeds.