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Mobility-aware Multi-Access Edge Computing for Multiplayer Augmented and Virtual Reality Gaming
Date Issued
2022-01-01
Author(s)
Singh, Ramesh
Sukapuram, Radhika
Chakraborty, Suchetana
DOI
10.1109/NCA57778.2022.10013599
Abstract
Augmented Reality (AR) and Virtual Reality (VR) games are some of the emerging use cases of 5G in the area of ultra-Reliable and Low Latency Communications (uRLLC). A multiplayer AR/VR game broadly consists of compute-intensive tasks which convert the raw data generated from sensory sources such as wearables, smartphones, etc., to action data such as location, orientation, intention, etc., and services that process the action data. Services generate a common response to all players by taking action data as input. The total response time must be as low as 20 milliseconds for a good user experience and to prevent motion sickness. While considering these aspects, the multiplayer game must be scalable, and users should be able to move. Multi-access edge computing (MEC) helps to improve performance by partially/fully offloading such tasks from mobile devices and latency-sensitive services from the cloud to a server at the edge called the MEC host. We propose, for the first time, an online mobility-aware heuristic in a Multi-access Edge Computing Network (MEN) to reduce the response time, specifically the Game Frame Time (GFT), consistently, for an improved Quality of Experience (QoE), for such games. This is done by jointly offloading tasks and placing services, and migrating both whenever required. Additionally, for improved response, the network is partitioned into regions, and a service instance is placed on a MEC host, called the Region Coordinator (RC), in each region, in a decentralized manner. When a new player joins, an old player leaves, or old players move, the number of players and their mobility patterns change in a particular region. This may require allocating or moving tasks from one MEC host to another and migrating services to a new RC. While tasks and services are migrated, the associated state and data must be moved to the destination MEC host. Our experiments demonstrate that the standard deviation for the mean GFT is 0 ms in the best case and 9.26 ms in the worst case, providing a uniform user experience, even when mobility is as high as 50% (it means 50% of the players are moving). When there is mobility, the GFT increases by 28.29% in the best case and 37.18% in the worst case, compared to a no-mobility scenario. We also demonstrate that, given computing power, there is a tradeoff between responsiveness and GFT.