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Distributed User Association in B5G Networks Using Early Acceptance Matching Games
IEEE Transactions on Wireless Communications ( IF 10.4 ) Pub Date : 2020-01-01 , DOI: 10.1109/twc.2020.3042393
Alireza Alizadeh 1 , Mai Vu 1
Affiliation  

We study distributed user association in 5G and beyond millimeter-wave enabled heterogeneous networks using matching theory. We propose a novel and efficient distributed matching game, called early acceptance (EA), which allows users to apply for association with their ranked-preference base station in a distributed fashion and get accepted as soon as they are in the base station's preference list with available quota. Several variants of the EA matching game with preference list updating and reapplying are compared with the original and stability-optimal deferred acceptance (DA) matching game, which implements a waiting list at each base station and delays user association until the game finishes. We show that matching stability needs not lead to optimal performance in other metrics such as throughput. Analysis and simulations show that compared to DA, the proposed EA matching games achieve higher network throughput while exhibiting a significantly faster association process. Furthermore, the EA games either playing once or multiple times can reach closely the network utility of a centralized user association while having much lower complexity.

中文翻译:

B5G网络中使用早期验收匹配游戏的分布式用户关联

我们使用匹配理论研究了 5G 及以后支持毫米波的异构网络中的分布式用户关联。我们提出了一种新颖高效的分布式匹配游戏,称为早期接受(EA),它允许用户以分布式方式申请与其排名偏好的基站关联,并在他们进入基站的偏好列表后立即被接受可用配额。将具有偏好列表更新和重新应用的 EA 匹配游戏的几种变体与原始和稳定性最佳的延迟接受 (DA) 匹配游戏进行比较,后者在每个基站实施等待列表并延迟用户关联直到游戏结束。我们表明匹配稳定性不需要导致其他指标(如吞吐量)的最佳性能。分析和模拟表明,与 DA 相比,所提出的 EA 匹配游戏实现了更高的网络吞吐量,同时表现出明显更快的关联过程。此外,玩一次或多次的 EA 游戏可以接近中心化用户协会的网络效用,同时具有低得多的复杂性。
更新日期:2020-01-01
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