计算机科学
潜在博弈
调度(生产过程)
无线
分布式计算
移动边缘计算
博弈论
无线传感器网络
无线网络
计算机网络
实时计算
纳什均衡
数学优化
服务器
电信
经济
微观经济学
数学
作者
Ang Gao,Shuai Zhang,Yansu Hu,Wei Liang,Soon Xin Ng
出处
期刊:IEEE Transactions on Vehicular Technology
[Institute of Electrical and Electronics Engineers]
日期:2023-02-28
卷期号:72 (7): 9131-9144
被引量:7
标识
DOI:10.1109/tvt.2023.3250274
摘要
Wireless powered mobile edge computing (MEC) networks have been envisaged as a promising technology to ensure the ultra-low-power requirement and enhance the continuous work capacity of wireless devices (WDs). However, when multiple WDs coexist in the network, it is non-trivial to minimize the total tasks delay since the optimization variables are intrinsically coupled. Even more, channels are dynamically varying from time to time and the tasks are unpredictable, which aggravates the difficulty to obtain the closed-form solution. This paper considers a challenging hybrid tasks offloading scenario, where offloading tasks can be partially executed locally and remotely in parallel, and each WD is endowed to take both the active RF-transmission and passive backscatter communication (BackCom) for remote tasks offloading. Furthermore, a game-combined multi-agent deep deterministic policy gradient (MADDPG) algorithm is proposed to minimize the total tasks delay with the fairness consideration of multiple WDs, i.e., potential game for offloading decision and MADDPG for time scheduling and harvested energy splitting. Equipped with the feature of ‘centralized training with decentralized execution’, once well trained, each agent in MADDPG can figure out the proper time scheduling and harvested energy splitting independently without sharing information with others. Besides the unilateral contention among WDs for the offloading decision by potential game, a fully decentralized framework is finally designed for the proposed algorithm. Numerical results demonstrate that the game-combined MADDPG algorithm can achieve the near-optimal performance compared with existing centralized approaches, and reduce the convergence time compared with other no-game learning approaches.
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