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Multisite gaming streaming optimization over virtualized 5G environment using Deep Reinforcement Learning techniques

Authors: del Rio, Alberto; Serrano, Javier; Jimenez, David; Contreras, Luis M.; Alvarez, Federico;

Multisite gaming streaming optimization over virtualized 5G environment using Deep Reinforcement Learning techniques

Abstract

The massive growth of live streaming, especially gaming -focused content, has led to an overall increase in global bandwidth consumption. Certain services see their quality diminished at times of peak consumption, degrading the quality of the content. This trend generates new research related to optimizing image quality according to network and service conditions. In this work we present a gaming streaming use case optimization on a real multisite 5G environment. The paper outlines the virtualized workflow of the use case and provides a detailed description of the applications and resources deployed for the simulation. This simulation tests the optimization of the service based on the addition of Artificial Intelligence (AI) algorithms, assuring the delivery of content with good Quality of Experience (QoE) under different working conditions. The AI introduced is based on Deep Reinforcement Learning (DRL) algorithms that can adapt, in a flexible way, to the different conditions that the multimedia workflow could face. That is, adapt, through corrective actions, the streaming bitrate, in order to optimize the QoE of the content on a real-time multisite scenario. The results of this work demonstrate how we have been able to minimize content losses, as well as the fact of obtaining high audiovisual multimedia quality results with higher bitrates, compared to a service without an optimizer integrated in the system. In a multi -site environment, we have achieved an improvement of 20 percentage points in terms of blockiness efficiency and also 15 percentage points in block loss.

Country
Spain
Keywords

Informática, multimedia, reinforcement learning, Telecomunicaciones, adaptive multimedia, Educación, video quality assessment, deep learning, quality of experience, A3C, E-learning, multiaccess edge computing, multiaccess, 5G mobile communication systems, edge computing, quality of service, software defined networking, network function virtualization, virtual reality, intelligence learning systems

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    popularity
    This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
    Top 10%
    influence
    This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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    impulse
    This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
    Top 10%
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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
10
Top 10%
Top 10%
Top 10%
Green
hybrid