Echo State Learning for User Trajectory Prediction to Minimize Online Game Breaks in 6G Terahertz Networks
Abstract
:1. Introduction
- A deep investigation and discussion of 6G networks to properly support online gaming services in the presence of user mobility, taking into account both the user blockage attenuation and the possibility of not having a line-of-sight (LoS) link;
- Application of an ESN module in order to provide a connection continuum towards the game server by selecting the most suitable SBS to support seamless online gaming services along the user path and avoid game breaks.
- Validation of the proposed approach in a high-density 6G network scenario by comparing analytical predictions with simulation results and alternative method performances.
2. Related Works
- Contextualization of the mobile online gaming to 6G network environments, considering the advantages and the drawbacks deriving from the exploitation of THz communications;
- The application of an ESN empowered by the genetic algorithm (GA) to predict the mobile gamer trajectory, aiming at guaranteeing a seamless service provision.
3. System Model
4. Echo State Network
- An input layer;
- A reservoir layer;
- A large number of sparsely connected neural units;
- An output layer;
- Efficiency in reference to both the time complexity and the energy consumption.
- A random initial population of 100 individuals is generated; the ESN is set in accordance with . The fitness function, computed as the percentage of MSE of the training data as in [45], is evaluated.
- Among the individuals belonging to the current population, some elements are selected to produce the next one, following the steps:
- Rank each individual in accordance with their corresponding fitness function values;
- Identify the elite and incorporate them into the next population;
- Select parents among the individuals with a high-value fitness function. By performing random changes from a single parent, or by combining the parameters of a pair of parents, i.e., by crossover, children are generated. Then, the next generation is created by replacing the parent with the children.
- Terminate when the maximum number of mutations is reached.
- For each instant t, the position is predicted, exploiting the sample points ;
- Then, is computed;
- If , then select the SBS such that
- Otherwise, if , the migration is not needed and the user continues to be served by the SBS .
5. System Performance
- For each instant t, is computed;
- If , then select the SBS such that
- Otherwise, if , the switch off is not needed and the user continues to be served by the SBS .
6. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
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---|---|
[9,10,11,12,13,14,15] | RNN description |
[16,17] | Efficient communication strategies for online gaming. |
[18] | Proposal of a prediction approach of the time when a given user has to stop the game |
[19] | Game server approach |
[20,21] | Payment solutions |
[22,23,24,25,29] | Collaborative learning process |
[23,24,25,29] | User trajectory prediction |
[26] | Proactive handover approach |
[27] | Dynamic human blockage prediction |
[30] | Multi-objective optimization |
[31] | Regularization method |
[32] | ESN-based power supply prediction |
[33] | Optimal congestion control strategies |
Simulation Setting | |
---|---|
SBS TX power | 30 dBm |
SBS height | 3 m |
Foliage attenuation | 0.6 dB/m |
Humidity | 50% |
Bandwidth | 28 GHz |
Carrier frequency | 1 THz |
Barometric pressure | 1013.25 mbar |
Temperature | 20 degree |
User terminal height | 1.65 |
Number of SBSs | 9 |
ESN Parameters | |
---|---|
Population size | 100 |
N | |
Elite count | 5 |
Crossover fraction | 0.78 |
[0.75, 1.4] | |
Activation function | tanh |
Loss function | MSE |
15 | |
−115 dBm |
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Picano, B.; Scommegna, L.; Vicario, E.; Fantacci, R. Echo State Learning for User Trajectory Prediction to Minimize Online Game Breaks in 6G Terahertz Networks. J. Sens. Actuator Netw. 2023, 12, 58. https://doi.org/10.3390/jsan12040058
Picano B, Scommegna L, Vicario E, Fantacci R. Echo State Learning for User Trajectory Prediction to Minimize Online Game Breaks in 6G Terahertz Networks. Journal of Sensor and Actuator Networks. 2023; 12(4):58. https://doi.org/10.3390/jsan12040058
Chicago/Turabian StylePicano, Benedetta, Leonardo Scommegna, Enrico Vicario, and Romano Fantacci. 2023. "Echo State Learning for User Trajectory Prediction to Minimize Online Game Breaks in 6G Terahertz Networks" Journal of Sensor and Actuator Networks 12, no. 4: 58. https://doi.org/10.3390/jsan12040058
APA StylePicano, B., Scommegna, L., Vicario, E., & Fantacci, R. (2023). Echo State Learning for User Trajectory Prediction to Minimize Online Game Breaks in 6G Terahertz Networks. Journal of Sensor and Actuator Networks, 12(4), 58. https://doi.org/10.3390/jsan12040058