Please use this identifier to cite or link to this item: https://hdl.handle.net/2440/137869
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Type: Journal article
Title: Demand Response in NOMA-Based Mobile Edge Computing: A Two-Phase Game-Theoretical Approach
Author: Cui, G.
He, Q.
Xia, X.
Chen, F.
Gu, T.
Jin, H.
Yang, Y.
Citation: IEEE Transactions on Mobile Computing, 2023; 22(3):1449-1463
Publisher: IEEE COMPUTER SOC
Issue Date: 2023
ISSN: 1536-1233
1558-0660
Statement of
Responsibility: 
Guangming Cui, Qiang He, Xiaoyu Xia, Feifei Chen, Tao Gu, Hai Jin and Yun Yang
Abstract: Mobile edge computing (MEC), as a key technology that facilitates 5G networks, provides a new and prospective mobile computing paradigm that allows the deployment of edge servers at base stations geographically close to mobile users to reduce their end-to-end network latency. Similar to cloud servers, edge servers running 24/7 in an MEC system consume a large amount of energy, contribute a significant proportion of global carbon emissions, and thus require demand response management. Demand response has been widely employed to reduce energy consumption at data centers. However, existing demand response approaches for data centers are rendered obsolete by the new and unique characteristics of MEC systems: 1) proximity constraint - mobile users can be served by neighbor edge servers only; 2) latency constraint - mobile users’ workloads should be processed by their neighbor edge servers to ensure low latency; and 3) capacity constraint - edge servers have limited computing and communication resources to serve mobile users. Demand response for MEC is further complicated by the non-orthogonal multiple access (NOMA) scheme - the emerging radio access scheme for 5G. Communication resources like channels and transmit power in the NOMA-based MEC system must be systematically considered with computing resources like CPU, memory and storage to fulfill mobile users’ resource demands. This paper makes the first attempt to tackle this Edge Demand Response (EDR) problem. We first formulate this problem and prove its NP-hardness. Then, we propose a two-phase game-theoretical approach, named EDRGame, to solve the EDR problem. Its performance is theoretically analyzed and experimentally evaluated against three baseline approaches and two state-of-the-art approaches on a widely-used real-world dataset. The results show that it solves the EDR problem effectively and efficiently.
Keywords: Demand response; mobile edge computing; energy consumption; game theory; potential game
Rights: © 2021 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission.
DOI: 10.1109/TMC.2021.3108581
Grant ID: http://purl.org/au-research/grants/arc/DP180100212
http://purl.org/au-research/grants/arc/DP200102491
http://purl.org/au-research/grants/arc/DP200102491
Published version: http://dx.doi.org/10.1109/tmc.2021.3108581
Appears in Collections:Computer Science publications

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