CN106331750B - A kind of cloud game platform adaptive bandwidth optimization method based on area-of-interest - Google Patents

A kind of cloud game platform adaptive bandwidth optimization method based on area-of-interest Download PDF

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CN106331750B
CN106331750B CN201610882001.2A CN201610882001A CN106331750B CN 106331750 B CN106331750 B CN 106331750B CN 201610882001 A CN201610882001 A CN 201610882001A CN 106331750 B CN106331750 B CN 106331750B
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game
interest
bandwidth
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CN106331750A (en
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吴迪
柯毅豪
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Sun Yat Sen University
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/23Processing of content or additional data; Elementary server operations; Server middleware
    • H04N21/234Processing of video elementary streams, e.g. splicing of video streams or manipulating encoded video stream scene graphs
    • H04N21/2343Processing of video elementary streams, e.g. splicing of video streams or manipulating encoded video stream scene graphs involving reformatting operations of video signals for distribution or compliance with end-user requests or end-user device requirements
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N19/00Methods or arrangements for coding, decoding, compressing or decompressing digital video signals
    • H04N19/10Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using adaptive coding
    • H04N19/102Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using adaptive coding characterised by the element, parameter or selection affected or controlled by the adaptive coding
    • H04N19/124Quantisation
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N19/00Methods or arrangements for coding, decoding, compressing or decompressing digital video signals
    • H04N19/10Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using adaptive coding
    • H04N19/134Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using adaptive coding characterised by the element, parameter or criterion affecting or controlling the adaptive coding
    • H04N19/167Position within a video image, e.g. region of interest [ROI]
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N19/00Methods or arrangements for coding, decoding, compressing or decompressing digital video signals
    • H04N19/10Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using adaptive coding
    • H04N19/169Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using adaptive coding characterised by the coding unit, i.e. the structural portion or semantic portion of the video signal being the object or the subject of the adaptive coding
    • H04N19/17Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using adaptive coding characterised by the coding unit, i.e. the structural portion or semantic portion of the video signal being the object or the subject of the adaptive coding the unit being an image region, e.g. an object
    • H04N19/176Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using adaptive coding characterised by the coding unit, i.e. the structural portion or semantic portion of the video signal being the object or the subject of the adaptive coding the unit being an image region, e.g. an object the region being a block, e.g. a macroblock
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/25Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication, learning user preferences for recommending movies
    • H04N21/262Content or additional data distribution scheduling, e.g. sending additional data at off-peak times, updating software modules, calculating the carousel transmission frequency, delaying a video stream transmission, generating play-lists
    • H04N21/26208Content or additional data distribution scheduling, e.g. sending additional data at off-peak times, updating software modules, calculating the carousel transmission frequency, delaying a video stream transmission, generating play-lists the scheduling operation being performed under constraints
    • H04N21/26216Content or additional data distribution scheduling, e.g. sending additional data at off-peak times, updating software modules, calculating the carousel transmission frequency, delaying a video stream transmission, generating play-lists the scheduling operation being performed under constraints involving the channel capacity, e.g. network bandwidth
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Databases & Information Systems (AREA)
  • Compression Or Coding Systems Of Tv Signals (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The present invention discloses a kind of cloud game platform adaptive bandwidth optimization method based on area-of-interest, comprising: the cloud game platform cycle of operation is cut into several periods;When each period starts, central control unit obtains the bandwidth information of each game user;Central control unit solves the result of decision based on the bandwidth information of current collection, and the result of decision includes the area-of-interest size of each game user;Video coding is carried out based on game picture of the result of decision of acquisition to each game user.The present invention has fully considered influence of the different type of play for user experience quality, proposes corresponding video coding parameter selection mode for different type of play.Simultaneously, the present invention has also fully considered biology, cognitive psychology and computer science to the research achievement of human visual system, by adjusting area-of-interest size in game picture, under the premise of influencing user experience quality as few as possible, cloud game is reduced to the occupancy of bandwidth.

Description

Cloud game platform self-adaptive bandwidth optimization method based on region of interest
Technical Field
The invention relates to the field of cloud games and cloud computing resource management, in particular to a cloud game platform adaptive bandwidth optimization method based on an area of interest.
Background
In recent years, with the popularization of broadband technology, the rapid development of GPU virtualization technology and the rapid development of game industry, more and more manufacturers have begun to promote cloud game technology.
The cloud game platform is a game mode based on cloud computing, a server side collects user input of a client side, game logic and game picture rendering are operated at the server side, and the server codes the rendered game pictures into video streams and transmits the video streams to users through a network. The user does not need to purchase a processor and a display card with high price, does not need to download a game installation file with huge capacity, and can play the game only by good network connection and basic video decompression capability. The cloud game technology can also enable users to enjoy games which can only be run on a PC platform in the past on the mobile terminal.
The cloud game platform architecture is mainly composed of game users and cloud game service providers. Cloud gaming service providers offer a number of games for users to select, and users select different games according to preferences. The users have different image quality requirements for different game types, and the consumption of network bandwidth is different for different game types. With the increasing progress of game quality, the resolution of games and the fineness of game pictures are increasing, so that the size of video generated after game pictures are encoded is also increasing. The continuously increased size of the game video not only causes the cost pressure of network bandwidth for cloud game providers, but also increases the use threshold of cloud game users. Therefore, the occupation of the cloud game on the bandwidth is reduced on the premise of affecting the image quality as little as possible, and win-win effects can be brought to the cloud game provider and the user.
According to research results of a plurality of disciplines such as biology, cognitive psychology and computer science, when a Human Visual System (HVS) faces a complex scene, attention can be rapidly focused on a few remarkable Visual objects to be preferentially processed. Based on this idea, a Region of Interest (ROI) is proposed and gradually developed. There are various methods for extracting the region of interest from the image or video picture, such as manual designation, capturing the user's gaze point by using an external device, extracting based on a visual attention model, segmenting based on a specific object, and the like.
After the size and position of the region of interest are determined, the video quality inside and outside the region of interest can be controlled by setting the relevant encoding parameters of the video encoder, thereby controlling the size of the game video. By selecting the size of the region of interest and the video quality inside and outside the region of interest by appropriate methods, a balance between the game video quality and the required bandwidth of the game video can be achieved.
In summary, from the perspective of the cloud game provider, in order to reduce the bandwidth cost and ensure good game experience of the game user, the cloud game platform needs to design a method for selecting the size of the region of interest of the user, so that the cloud game provider can save the bandwidth cost as much as possible on the premise of ensuring the user experience.
"H.J.hong, C.F.Hsu, T.H.Tsai, C.Y.Huang, K.T.Chen and C.H.Hsu", "entertainment adaptive closed Gaming in an Open-Source closed Gaming Platform", IEEETRANSACTIONS ON CIRCUITS and Systems for Video Technology, volume.25, Issue.12, Page 2078, 2091, 2015 "measure the relationship between the quality of the game user experience and the frame rate and code rate of the game Video, and propose an adaptive optimization method for adjusting the frame rate and code rate of the game Video to adjust the bandwidth occupied by the Cloud game Video. The method for adjusting the game frame rate and the code rate belongs to global parameter adjustment, factors of different influences of important areas and non-important areas in a game picture on the user experience quality are not considered, and the influences on the user experience quality are large.
"e.curvo, a.wolman, l.p.cox, k.lebeck, a.razeen, s.saroiu and m.musuvathi", "Kahawai: High-Quality Mobile Gaming Using GPU off-floor", inmobilsys, 2015 "proposes a technique in which both the cloud game service end and the client end have complete game programs and data, and generate game pictures in a cooperative manner. The client runs the game and generates a low-quality picture. The server side runs the two game instances respectively to generate pictures with low image quality and high image quality, calculates the difference value between the two pictures, and then transmits the difference value picture to the client side after coding. The client combines the locally generated low-quality picture with the decoded difference picture to generate a picture with higher quality. The technology can reduce the bandwidth requirement of the cloud game by transmitting the coded difference picture. In this technology, the client needs to have a complete game program and data, so the client needs to install the complete game program, which conflicts with the original intention of cloud game to save the space of the client. Meanwhile, the client also needs to run the game program, so that the client cannot carry out games across platforms and terminals, and the hardware requirement of the client is improved.
"M.S. Hossain, G.Muhammad, B.Song, M.M.Hassan, A.Alelaiwai and A.Almori," Audio-Visual experience-Aware Cloud Gaming frame ", IEEE Transactions on circuits and Systems for Video Technology, volume.25, Issue.12, Page 2105. 2118, 2015" proposes a Cloud Gaming platform Framework based on user Audio and Video feedback that can perceive user Emotion. The technique enhances the quality of the game user's experience by adjusting the color components as well as the brightness and contrast of the game video frames. The parameters (color components, brightness and contrast) that the technique adjusts do not have a significant impact on the quality of experience for the user. This technique does not enable bandwidth optimization. Meanwhile, the method still has certain problems on how to ensure the accuracy through emotion classification and annotation of audio and video feedback of the user.
"W.Cai, Z.hong, X.Wang, H.C.B.Chan and V.C.M.Leung," Quality of experience Optimization for Cloud Gaming System with Ad-hoc Cloud sessions ", IEEE Transactions on Circuits and Systems for Video Technology, volume.25, Issue.12, Page 2092-2104, 2015" this technique proposes that game users inside the local area network share similar game pictures with each other in a self-networking manner, thereby achieving the goal of reducing the overall bandwidth requirement of Cloud game users. The premise of the technology is that most users in the local area network play the same game, and meanwhile, the game pictures have high similarity, but the assumption is difficult to realize in a real situation. In addition, the device shares the game picture through the ad hoc network, so that the power consumption of the mobile terminal is increased, and the technology lacks incentive measures for sharing computing power of users and is difficult to apply in real situations.
Disclosure of Invention
Aiming at the problem of overhigh bandwidth occupation of the current cloud game platform, the invention provides a cloud game platform self-adaptive bandwidth optimization method based on an interested area in order to reduce the bandwidth cost of a cloud game operator and the network bandwidth requirement of a user as much as possible on the basis of meeting the experience of a game user.
In order to achieve the purpose, the technical scheme of the invention is as follows:
a cloud game platform self-adaptive bandwidth optimization method based on an area of interest comprises the following steps:
s1, cutting an operation cycle of a cloud game platform into a plurality of time periods;
s2, when each time period starts, the central control unit acquires the bandwidth information of each game user;
s3, solving a decision result by the central control unit based on the currently collected bandwidth information, wherein the decision result comprises the size of the region of interest of each game user;
s4, video coding is carried out on the game picture of each game user based on the obtained decision result;
the manner of solving to obtain the decision result in step S3 is: the cloud game operator collects the current bandwidth information of each user through the central control unit, allocates different interesting area sizes to each user through a greedy algorithm, ensures that the game video bandwidth of each user does not exceed the network bandwidth of each user, ensures that the total bandwidth occupied by all users does not exceed the server outlet bandwidth, and simultaneously maximizes the sum of the integral QoE indexes;
the video encoding method in step S4 is: the cloud game service provider uses a video encoder, and the video encoder is used according to the preset QP difference (QP (quantization parameter)) outside and inside the region of interest of each user as a quantization step, which is a parameter for measuring the video compression degree in H.264 video coding, and the value is 0-51. the larger the value is, the higher the video compression degree is, the QP difference represents the difference between the quantization step inside and outside the region of interest, namely the difference between the compression degree inside and outside the region of interest, the larger the QP difference is, the larger the difference between the image quality inside and outside the region of interest is, the QP value of each Macro Block (Macro Block macroblock, which is the minimum coding unit in video coding, and the default macroblock size in h.264 coding is a rectangle of 16 pixels × 16 pixels) in the picture is generated together with the size of the region of interest obtained in step S3, and then the video encoder interface performs picture coding.
Preferably, the manner of solving to obtain the decision result in step S3 is specifically: assuming that N users are connected to a cloud game server to play games, a cloud game provider provides K games; let di(t) the assigned region of interest size for user i at the t time period;is a functional relationship between user QoE and region of interest size, q, for game type ki(t) is QoE of user i in the t time slot, thenΦkAs a function of the video bandwidth of game type k and the size of the region of interest, bi(t) if the bandwidth of the game video of the user i in the t-th time period is bi(t)=Φk(di(t)); calculating a decision result meeting the following optimization equation in each time period according to the bandwidth information of the user by using a greedy algorithm;
preferably, the game video bandwidth b of the user i in the t-th time periodi(t) must be less than the network bandwidth B of user i during the tth time periodi(t) satisfies the following formula;
preferably, the size of the region of interest of the user i in the t-th time period must be larger than or equal to the minimum size of the region of interest that the user should select for the current game type to obtain the basic user experience when playing the game; is determined by the following formula:
wherein d isi(t) represents the size of the region of interest allocated by the user i in the t-th time period, G (i) represents the game type selected by the user i, dmin(g (i)) represents the minimum region of interest size that user i needs to request to obtain the most basic user experience;
the whole expression is used to ensure that for each user i, at each time period t, the received size of the region of interest can ensure that the user i obtains the most basic user experience.
The definition of the region of interest of the invention generally adopts a rectangular region with the center point of the screen as the center and the corresponding length and width specified by a program.
Compared with the prior art, the invention has the beneficial effects that: the invention fully considers the influence of different game types on the user experience quality and provides a corresponding video coding parameter selection mode aiming at different game types. Meanwhile, the invention also fully considers the research results of biology, cognitive psychology and computer science on the human visual system, and reduces the occupation of the cloud game on the bandwidth on the premise of influencing the user experience quality as little as possible by adjusting the size of the interested area in the game picture.
Drawings
Fig. 1 is a diagram of an existing cloud game platform architecture.
Fig. 2 is a flowchart of a cloud game platform adaptive bandwidth optimization method based on a region of interest.
Detailed Description
The present invention will be further described with reference to the accompanying drawings, but the embodiments of the present invention are not limited thereto.
Cloud game platform
The cloud game platform is a game mode based on cloud computing, a server side collects user input of a client side, game logic and game picture rendering are operated at the server side, and the server codes the rendered game pictures into video streams and transmits the video streams to users through a network. At the client, the user only needs to have a good network connection, be equipped with input-output devices, and have basic video decompression capabilities.
Region of interest
When a complex scene is processed by the human visual system, the visual attention of the complex scene is focused on a few objects of the scene, the objects are processed preferentially, the main information in the scene is acquired in the shortest time, the process is called a visual attention process, and the region formed by the objects in the scene is an interested region.
Quality of experience for a user
Quality of Experience (Quality of Experience) is a subjective Experience of a service that a user produces during interaction with the service or application. In the invention, the user experience quality represents the subjective feeling of the user on the game image quality. In order to quantitatively evaluate the user experience quality, the method adopts related objective indexes to represent the user experience quality. The invention provides a cloud game platform self-adaptive bandwidth optimization method based on an interested area, aiming at the problems of high operation cost, unbalanced audience distribution and the like in a game live broadcast platform. The method reduces the operation cost of the operator as much as possible on the basis of meeting the experience of the audience.
The method and the device fully consider the influence of different game types on the user experience quality, and select the corresponding cloud game video coding parameter selection algorithm aiming at different game types so as to achieve the purpose of cloud game platform adaptive bandwidth optimization based on the region of interest. Meanwhile, the invention also fully considers the research results of biology, cognitive psychology and computer science on the human visual system, and reduces the occupation of the cloud game on the bandwidth on the premise of influencing the user experience quality as little as possible by adjusting the size of the interested area in the game picture.
The basic technology of the invention comprises: a user QoE model, a video bandwidth model and a cloud game video coding parameter selection algorithm.
User QoE model
In a cloud gaming platform, the user QoE reflects the satisfaction of the game user with the game service. The user QoE is one of important indexes for measuring the performance of the cloud game platform.
First, the present invention defines QoE metrics related to game types and defines basic roi size requirements for different types of games, for different game types selected by different game users. The basic region of interest size requirement refers to the minimum region of interest size that a game user should select to obtain a basic user experience while playing a game for the current game type.
Wherein d isi(t) represents the size of the region of interest allocated by the user i in the t-th time period, G (i) represents the game type selected by the user i, dmin(g (i)) represents the requested region of interest size that user i needs to obtain the most basic user experience. The whole expression is used for ensuring that for each game user i, the size of the interesting area of the game video received by the game user i can ensure that the game user i obtains the most basic user experience in each time period t.
The method defines that the QoE of the user is directly related to the size of the region of interest received by the user, and specifically defines that:
wherein,the user QoE for game type k is a functional relationship with the area of interest size.
Video bandwidth model
In the cloud game platform, the bandwidth occupied by the game video is related to the size of an interested area in a video picture and video quality parameters inside and outside the interested area.After the video quality parameters inside and outside the region of interest are determined, the bandwidth occupied by the game video is directly related to the region of interest size. Definition of the invention bi(t) is the bandwidth occupied by the user i in the t-th time period, and is specifically defined as:
bi(t)=Φk(di(t))
wherein phikThe video bandwidth for game type k is a functional relationship with the region of interest size.
Cloud game video coding parameter selection algorithm
The method for optimizing the bandwidth of the cloud game platform based on the region of interest is further described below with reference to the flowchart 2 and the implementation example.
Fig. 2 is a flowchart of a "cloud game platform adaptive bandwidth optimization method based on regions of interest", which includes the following specific steps:
(S101) cutting the operation cycle of the cloud game platform into a plurality of time periods.
(S102) at the start of each time period, the central control unit acquires bandwidth information of each game user.
(S103) the central control unit solves a decision result based on the currently collected bandwidth information, wherein the decision result comprises the size of the region of interest of each game user.
(S104) video-coding the game picture of each game user according to the decision result of the step (S103).
In one embodiment, the information currently collected in step (S102) includes user bandwidth and the like.
In a specific embodiment, the invention uses a greedy algorithm to solve an optimization problem formed among the size of the region of interest, the video bandwidth and the user QoE, and obtains a decision result of the size of the region of interest of each user.
The following optimization problem is defined:
the optimization problem indicates that the sum of QoE of N users on the cloud game server should be maximized.
The optimization problem should also meet the following constraints:
1. the game video bandwidth of the user i in the t-th time period must be less than or equal to the network bandwidth B of the user i in the t-th time periodi(t), i.e., satisfying the following formula:
2. the sum of the game video bandwidths of all users must be equal to or less than the egress bandwidth C provided by the server, that is, the following equation is satisfied:
3. the size of the interest zone of the user i in the t-th time period must be larger than or equal to the basic interest zone size of the game selected by the user, namely, the following formula is satisfied:
the invention provides a cloud game video coding parameter selection algorithm. The decision result in the step (S103) is solved using a cloud game video coding parameter selection algorithm, and the pseudo code of the algorithm process is as follows.
The invention provides a cloud game platform self-adaptive bandwidth optimization method based on an interested area, and describes a cloud game video coding parameter selection algorithm in detail. The present invention may be embodied in a variety of ways including, but not limited to:
1. obtaining the network bandwidth of a user by using a prediction algorithm;
2. and performing small adjustment on the QoE model of the game user, for example, adding video coding quality parameters inside and outside the region of interest as QoE model parameters, adding a user viewing distance as QoE model parameters, and the like.
3. Different objective indexes are used as concrete implementation of the user QoE model, such as SSIM, PSNR and the like.
In the invention, the structure and connection mode of each module can be changed, and on the basis of the technical scheme of the invention, the improvement and equivalent transformation of the structure of the individual algorithm module according to the principle of the invention are not excluded from the protection scope of the invention.
The key mathematical model and method in the system work flow provided by the invention comprises the following steps: the method comprises a user QoE model, a video bandwidth model and a cloud game video coding parameter selection method. The user QoE model expresses the satisfaction degree of game users for game services, and is the basis of the invention. The cloud game video coding parameter selection method provided by the invention can dynamically make the decision of the size of the region of interest of the game picture of the user according to the limited information of the network bandwidth of the user and the like, and optimize the bandwidth overhead of a cloud game operator and the network bandwidth requirement of the cloud game user on the basis of ensuring the QoE of the user. The cloud game video coding parameter selection algorithm provided by the invention is the core content of the invention.
The above-described embodiments of the present invention do not limit the scope of the present invention. Any modification, equivalent replacement, and improvement made within the spirit and scope of the present invention shall be included in the protection scope of the claims of the present invention.

Claims (4)

1. A cloud game platform self-adaptive bandwidth optimization method based on an area of interest is characterized by comprising the following steps:
s1, cutting an operation cycle of a cloud game platform into a plurality of time periods;
s2, when each time period starts, the central control unit acquires the bandwidth information of each game user;
s3, solving a decision result by the central control unit based on the currently collected bandwidth information, wherein the decision result comprises the size of the region of interest of each game user;
s4, video coding is carried out on the game picture of each game user based on the obtained decision result;
the manner of solving to obtain the decision result in step S3 is: the cloud game operator collects the current bandwidth information of each user through the central control unit, allocates different interesting area sizes to each user through a greedy algorithm, ensures that the game video bandwidth of each user does not exceed the network bandwidth of each user, ensures that the total bandwidth occupied by all users does not exceed the server outlet bandwidth, and simultaneously maximizes the sum of the integral QoE indexes;
the video encoding method in step S4 is: the cloud game service provider uses a video encoder to generate a QP value of each Macro Block in the picture together with the size of the region of interest obtained in step S3 according to the preset QP difference between the outside and inside of the region of interest of each user, and then the video encoder interface performs picture encoding.
2. The method according to claim 1, wherein the manner of solving to obtain the decision result in step S3 is specifically: assuming that N users are connected to a cloud game server to play games, a cloud game provider provides K games; let di(t) the assigned region of interest size for user i at the t time period;is a functional relationship between user QoE and region of interest size, q, for game type ki(t) is QoE of user i in the t time slot, thenΦkAs a function of the video bandwidth of game type k and the size of the region of interest, bi(t) if the bandwidth of the game video of the user i in the t-th time period is bi(t)=Φk(di(t)); calculating a decision result meeting the following optimization equation in each time period according to the bandwidth information of the user by using a greedy algorithm;
3. the method according to claim 2, wherein the game video bandwidth b of the user i in the t-th time periodi(t) must be less than the network bandwidth B of user i during the tth time periodi(t) satisfies the following formula;
4. the method of claim 3, wherein the size of the region of interest of the user i in the t-th time period must be greater than or equal to the minimum size of the region of interest that the user should select to obtain the basic user experience while playing the game for the current game type; is determined by the following formula:
wherein d isi(t) represents the size of the region of interest allocated by the user i in the t-th time period, G (i) represents the game type selected by the user i, dmin(g (i)) represents the minimum region of interest size that user i needs to request to obtain the most basic user experience;
the whole expression is used to ensure that for each user i, at each time period t, the received size of the region of interest can ensure that the user i obtains the most basic user experience.
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