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研究生: 潘陣源
Chen-Yuan Pan
論文名稱: 基於5G邊緣運算之低延遲應用分流策略
Low-Latency Computation Offloading based on 5G Edge Computing System
指導教授: 陳俊良
Jiann-Liang Chen
口試委員: 林宗男
Tsung-Nan Lin
楊竹星
Chu-Sing Yang
鄧惟中
Wei-Chung Teng
黎碧煌
Bih-Hwang Lee
學位類別: 碩士
Master
系所名稱: 電資學院 - 電機工程系
Department of Electrical Engineering
論文出版年: 2021
畢業學年度: 109
語文別: 英文
論文頁數: 112
中文關鍵詞: 多接取邊緣運算邊緣網路分流策略5G遊戲即服務
外文關鍵詞: Multi-access Edge Computing, edge network, offloading policy, 5G, Games as a Service
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隨著資訊與通訊技術(Information and Communication Technology, ICT)及IoT裝置快速的成長,4G網路難以滿足使用者對於連線頻寬、連線數量及連線延遲的需求,因此5G網路被提出,以滿足多種不同類型服務的需求。5G搭配多接取邊緣運算(Multi-access Edge Computing, MEC)架構可以有效減少資料往返雲端時間,大幅提升遊戲即服務(Gaming as a Service, GaaS)的服務品質,改善延遲影響體驗的問題。然而邊緣伺服器並不像雲端伺服器具有巨量的計算資源,因此必須要有分流策略來動態配置網路服務的執行環境,藉此改善整體網路服務的運作效益。
本研究提出基於5G邊緣運算之低延遲應用分流策略,以資料蒐集模組(Data Collection)取得UE、MEC及Cloud的資訊,再透過服務模擬模組(Services Simulation Model)預先模擬服務在各個環境執行的模擬服務傳輸延遲及處理延遲,最後,服務分流模組(Offload Model)選擇最佳的分流方案,最小化總體延遲。本研究針對不同的服務類型及不同的UE數量進行分析。研究結果顯示,透過本研究的分流策略,能夠避免服務發生排隊與等候造成的壅塞現象。與過去的研究相比,當有 20 位使用者,於服務類型為 720P@60fps 影音串流的情境中可以有效改善約 6.27%端到端延遲及減少服務掉包率約 26.67%;於服務類型為 1080P@60fps 影音串流的情境中可以有效改善約 1.9%端到端延遲及減少服務掉包率約 22.25%。當使用者提高到 50 位,服務類型為 1080P@60fps 影音串流的情境中可以有效改善約 2.41%端到端延遲及減少服務掉包率約 35.32%。藉此改善服務使得系統可以提供更好的網路服務品質。


With the rapid growth of information and communication technology (ICT) and Internet of Things devices, 4G networks cannot meet the needs of users for bandwidth, many connections, and latency. Therefore, 5G networks have been proposed to meet various needs. Type of service requirement. 5G adopts the multi-access edge computing (MEC) architecture, which can effectively reduce the time for data to enter and exit the cloud, greatly improve the service quality of Gaming as a Service (GaaS) and improve the problem of latency affecting the experience. However, the edge server does not have the huge computing resources of the cloud server, so it is necessary to have an offloading policy to dynamically configure the execution environment of the network service, improving the overall operating efficiency of the network service.
This study proposed a low-latency computation offloading based on 5G edge computing system. It uses Data Collection to obtain UE, MEC, and Cloud information and then simulates service transmission and execution latency in various environments in advance through the Services Simulation Model. Finally, Offload Model chooses the best offloading policy to minimize the overall latency. This study analyzes different types of services and different numbers of UEs. The research results show that through the low latency services offloading policy based on greedy (LSOPG) algorithm, service congestion caused by queuing and waiting can be avoided. Compared with the previous study, when there are 20 users, can improve about 6.27% E2E latency and 26.67% packet loss rate when the service type is 720P@60fps video streaming; when the service type is 1080P@60fps video streaming, it can improve about 1.9% E2E latency and 22.25% packet loss rate. When the number of users is increased to 50 and the service type is 1080P@60fps video streaming, it can improve about 2.41% E2E latency and 35.32% packet loss rate. This experimental result confirms that the LSOPG algorithm can provide well service quality in edge network.

摘要 I Abstract II Contents IV List of Figures VII List of Tables XI Chapter 1 Introduction 1 1.1 Motivation 1 1.2 Contributions 6 1.3 Organization 7 Chapter 2 Related Work 8 2.1 Mobile Networks Technology Development 8 2.2 Gaming as a Service 11 2.3 Dynamic Offload 12 2.4 Previous Study 14 Chapter 3 Proposed Architecture 19 3.1 System Overview 19 3.2 Data Collection 23 3.2.1 UE Resource Information Collector 24 3.2.2 MEC Resource Information Collector 25 3.2.3 Cloud Resource Information Collector 26 3.3 Services Simulation Model 28 3.3.1 Transmission Latency Simulator 29 3.3.2 Execution Latency Simulator 33 3.4 Offload Model 35 Chapter 4 System Environment and Performance Analysis 42 4.1 System Environment 42 4.2 Performance Analysis 44 4.2.1 Theoretical Value of E2E Latency 44 4.2.2 Performance Analysis of Case 1 45 4.2.3 Performance Analysis of Case 2 53 4.2.4 Performance Analysis of Case 3 62 4.2.5 Performance Analysis of Case 4 70 4.2.6 Performance Analysis of Case 5 79 4.3 Summary 88 Chapter 5 Conclusions and Future Works 91 5.1 Conclusions 91 5.2 Future Works 92 References 93

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