User Association in Heterogeneous Networks: A Social Interaction Approach

被引:13
|
作者
Meng, Yue [1 ]
Jiang, Chunxiao [1 ]
Xu, Lei [1 ]
Ren, Yong [1 ]
Han, Zhu [2 ]
机构
[1] Tsinghua Univ, Dept Elect Engn, Beijing 100084, Peoples R China
[2] Univ Houston, Dept Elect & Comp Engn, Houston, TX 77004 USA
基金
中国国家自然科学基金; 美国国家科学基金会;
关键词
Heterogeneous networks (HetNets); satisfaction game; social learning; user association; GRAPHICAL EVOLUTIONARY GAME; INFORMATION DIFFUSION; RESOURCE-ALLOCATION; WIRELESS NETWORKS; SPECTRUM; SELECTION; ACCESS; CHALLENGES;
D O I
10.1109/TVT.2016.2525726
中图分类号
TM [电工技术]; TN [电子技术、通信技术];
学科分类号
0808 ; 0809 ;
摘要
This paper deals with the problem of user association in heterogeneous networks (HetNets). With the existence of small cells, to better associate user equipment (UE) with base stations (BSs), we propose a novel collaborative filtering (CF)-based wireless network recommendation system, which involves social interactions among UEs. Different from traditional user association schemes, the UEs in the proposed system interact with each other by rating the BSs to improve recommendation qualities. Similarity between UEs' preferences to the quality of service (QoS) and historical information on the QoS of networks are taken into consideration. The core of the network recommendation system is a rating matrix maintained by the operator. A UE can automatically rate the connected BS according to real-time measured parameters (interference, packet loss rate, time delay, etc.) that it experiences during service. Taking the Voice over Internet Protocol (VoIP) service as an example, the measured parameters can be mapped to certain QoS levels with the E-model, which is used as the ratings. During the process of handover, the operator recommends the BSs to the UEs based on the rating matrix. While the ratings help the UEs gain better recommendation qualities, they tend to avoid the costs, e. g., computational and bandwidth resources. Therefore, the UEs have to trade off between the profits and costs brought about by the rating procedure. A satisfaction game is formulated to deal with this problem. We use a utility function to measure a UE's satisfaction. When every UE's utility comes to a preset level, the game is considered to reach the satisfaction equilibrium(SE). An algorithm is designed to learn the SE, and the convergence is analyzed. The advantages of the proposed system lie in two aspects. First, it comprehensively considers multiple factors that influence the QoS, instead of signal strength only. Second, the historical information helps UEs select BSs with better long-term QoS but not immediate QoS. Simulation results show the effectiveness of the learning algorithm on both learning the SE and avoiding severe congestions in each BS.
引用
收藏
页码:9982 / 9993
页数:12
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