University of Oulu

H. Kim, J. Park, M. Bennis, S. Kim and M. Debbah, "Mean-Field Game Theoretic Edge Caching in Ultra-Dense Networks," in IEEE Transactions on Vehicular Technology. doi: 10.1109/TVT.2019.2953132

Mean-field game theoretic edge caching in ultra-dense networks

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Author: Kim, Hyesung1; Park, Jihong2; Bennis, Mehdi2;
Organizations: 1Radio Resource Management & Optimization Laboratory, Department of Electrical and Electronic Engineering, Yonsei University, Seoul, Korea
2Centre for Wireless Communications, University of Oulu, 4500 Oulu, Finland
3Mathematical and Algorithmic Sciences Lab, Huawei France R&D, Paris, France and Large Networks and Systems Group (LANEAS), CentraleSupélec, Gif-sur-Yvette, France
Format: article
Version: accepted version
Access: open
Online Access: PDF Full Text (PDF, 25.3 MB)
Persistent link: http://urn.fi/urn:nbn:fi-fe2019121046500
Language: English
Published: Institute of Electrical and Electronics Engineers, 2019
Publish Date: 2019-12-10
Description:

Abstract

This paper investigates a cellular edge caching problem under a very large number of small base stations (SBSs) and users. In this ultra-dense edge caching network (UDCN), conventional caching algorithms are inapplicable as their computational complexity increases with the number of small base stations (SBSs). Furthermore, the performance of UDCN is highly sensitive to the dynamics of user demand. To overcome such difficulties, we propose a distributed caching algorithm under a stochastic geometric network model, as well as a spatio-temporal user demand model that characterizes the content popularity dynamics. By leverage mean-field game (MFG) theory, the complexity of the proposed UDCN caching algorithm becomes independent of the number of SBSs. Numerical evaluations validate this consistent complexity of the proposed algorithm with respect to the number of SBSs. Also, it shows that the proposed caching algorithm reduces not only the long run average cost of the network but also the redundant cached data respectively by 24% and 42%, compared to a baseline caching algorithm. Additionally, the simulation results show that the proposed caching algorithm is robust to imperfect popularity information, while ensuring a low computational complexity.

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Series: IEEE transactions on vehicular technology
ISSN: 0018-9545
ISSN-E: 1939-9359
ISSN-L: 0018-9545
Volume: Early access
Issue: Early access
Pages: 1 - 13
DOI: 10.1109/TVT.2019.2953132
OADOI: https://oadoi.org/10.1109/TVT.2019.2953132
Type of Publication: A1 Journal article – refereed
Field of Science: 213 Electronic, automation and communications engineering, electronics
Subjects:
Funding: This research was partly supported by Basic Science Research Program through the National Research Foundation of Korea (NRF) funded by the Ministry of Science and ICT (NRF-2017R1A2A2A05069810), in part by Institute for Information & communications Technology Planning & Evaluation (IITP) grant funded by the MSIT (No. 2018-0-00170, Virtual Presence in Moving Objects through 5G), in part by the Academy of Finland project CARMA, in part by the Academy of Finland project MISSION, in part by the Academy of Finland project SMARTER, in part by the INFOTECH project NOOR, in part by the Nokia Bell-Labs project ELLIS.
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