CN113783801B - Bandwidth resource allocation method and system based on alliance game - Google Patents

Bandwidth resource allocation method and system based on alliance game Download PDF

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CN113783801B
CN113783801B CN202111015613.9A CN202111015613A CN113783801B CN 113783801 B CN113783801 B CN 113783801B CN 202111015613 A CN202111015613 A CN 202111015613A CN 113783801 B CN113783801 B CN 113783801B
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bandwidth allocation
bandwidth
optimal
allocation scheme
entropy
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CN113783801A (en
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翟临博
宋书典
马淑月
杨峰
赵景梅
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Shandong Normal University
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L47/00Traffic control in data switching networks
    • H04L47/70Admission control; Resource allocation
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L47/00Traffic control in data switching networks
    • H04L47/70Admission control; Resource allocation
    • H04L47/76Admission control; Resource allocation using dynamic resource allocation, e.g. in-call renegotiation requested by the user or requested by the network in response to changing network conditions

Abstract

The invention belongs to the field of bandwidth resource allocation, and provides a method and a system for allocating bandwidth resources based on alliance gaming, wherein users to be allocated with bandwidth resources are divided into a plurality of alliances, and an initial global optimal archive set, an initial local optimal archive set and a plurality of initial bandwidth allocation schemes are generated; updating the bandwidth allocation scheme based on the updating rule, the optimal archiving set and the local optimal archiving set; for each updated bandwidth allocation scheme, calculating dissatisfaction of all alliances, and updating a global optimal archive set and a local optimal archive set by utilizing pareto ordering and crowded entropy; judging whether an ending condition is met, if so, selecting an optimal bandwidth allocation scheme; otherwise, returning to continuously update the bandwidth allocation scheme; by summarizing the problem of bandwidth resource allocation with coalition gaming, bandwidth allocation is found that maximizes the utility of the system.

Description

Bandwidth resource allocation method and system based on alliance game
Technical Field
The invention belongs to the technical field of bandwidth resource allocation, and particularly relates to a method and a system for allocating bandwidth resources based on alliance game.
Background
The statements in this section merely provide background information related to the present disclosure and may not necessarily constitute prior art.
With the rapid development of 5G networks and internet of things, many emerging applications (e.g., augmented reality, virtual reality, and autopilot) are becoming more popular, which often place high demands on latency and energy consumption. As the latency and energy consumption requirements of such tasks are often not met by the user equipment computing resources and storage space, multi-access edge computing (Multi-access edge computing, MEC) is proposed and considered a promising solution, becoming a hot topic in the field of communications in recent years. Multi-access edge computing is considered a promising technique, the concept of edge computing being based on cloud computing. Cloud computing refers to the decomposition of a vast data computing process into numerous applets over a network "cloud", which are then processed and analyzed by a system of servers to obtain results that are returned to the user. Edge computing differs from cloud computing in that servers of edge computing are distributed near the edge of a user's network. The edge server is deployed near the edge of the mobile network of the user to solve the problem of insufficient computing resources of the user equipment, and the user can obtain a large amount of computing resources and store the resources by unloading the tasks to the edge server for execution, so that the execution of the tasks is accelerated.
Because various resources in the edge system are very limited compared with cloud computing, the inefficient resource allocation approach cannot mitigate conflicts between limited resources and delay-sensitive tasks. In order to alleviate the above-mentioned conflict, research on resource allocation in mobile edge computing has become attractive. Therefore, how to efficiently allocate computing and communication resources to achieve performance optimization of the overall system is a very critical issue.
Disclosure of Invention
In order to solve the technical problems in the background art, the invention provides a bandwidth resource allocation method and a system based on alliance game, which are used for summarizing the bandwidth resource allocation problem by using the alliance game, and the alliance game can maximize the system utility and find a bandwidth allocation scheme for maximizing the system utility.
In order to achieve the above purpose, the present invention adopts the following technical scheme:
a first aspect of the present invention provides a method for allocating bandwidth resources based on a coalition game, including:
dividing users of bandwidth resources to be allocated into a plurality of alliances, and generating an initial global optimal archiving set, an initial local optimal archiving set and a plurality of initial bandwidth allocation schemes;
updating the bandwidth allocation scheme based on the updating rule, the global optimal archive set and the local optimal archive set;
for each updated bandwidth allocation scheme, calculating dissatisfaction of all alliances, and updating a global optimal archive set and a local optimal archive set by utilizing pareto ordering and crowded entropy;
judging whether an ending condition is met, if so, selecting an optimal bandwidth allocation scheme; otherwise, the bandwidth allocation scheme is returned to be updated continuously.
Further, in the process of updating the bandwidth allocation scheme, if the total bandwidth in the updated bandwidth allocation scheme exceeds the maximum bandwidth, the bandwidth is redistributed proportionally.
Further, the calculating process of the dissatisfaction degree is as follows:
for each bandwidth allocation scheme, calculating the utility of each user task;
calculating the value of each alliance according to the users in each alliance and the utility of each user task;
based on the value of each federation, dissatisfaction for each federation is calculated using Xia Puli allocation.
Further, the value of the federation is determined by the relationship between the communication delay of the user task and the task deadline in the federation.
Further, the specific steps of updating the global optimal archive set and the local optimal archive set by utilizing the pareto ordering and the crowded entropy are as follows:
based on dissatisfaction of all alliances of each bandwidth allocation scheme, performing pareto sorting on the bandwidth allocation schemes existing in the global optimal archive set and the local optimal archive set and the newly generated bandwidth allocation schemes;
if the newly generated bandwidth allocation scheme dominates the existing bandwidth allocation scheme, taking the newly generated bandwidth allocation scheme as a global optimal archive set and a local optimal archive set; if the two are mutually non-dominant, calculating congestion entropy, and selecting a bandwidth allocation scheme according to congestion entropy sequencing to serve as a global optimal archiving set and a local optimal archiving set; if the newly generated bandwidth allocation scheme is dominant, no processing is done.
Further, the congestion entropy considers both the congestion distance and the distribution entropy, and is used for estimating the density of solutions in the objective function space.
A second aspect of the present invention provides a coalition game-based bandwidth resource allocation system, comprising:
an initialization module configured to: dividing users of bandwidth resources to be allocated into a plurality of alliances, and generating an initial global optimal archiving set, an initial local optimal archiving set and a plurality of initial bandwidth allocation schemes;
a scheme update module configured to: updating the bandwidth allocation scheme based on the updating rule, the global optimal archive set and the local optimal archive set;
an archive set update module configured to: for each updated bandwidth allocation scheme, calculating dissatisfaction of all alliances, and updating a global optimal archive set and a local optimal archive set by utilizing pareto ordering and crowded entropy;
an optimal solution selection module configured to: judging whether an ending condition is met, if so, selecting an optimal bandwidth allocation scheme; otherwise, the bandwidth allocation scheme is returned to be updated continuously.
A third aspect of the present invention provides a computer readable storage medium having stored thereon a computer program which when executed by a processor performs the steps of a league game based bandwidth resource allocation method as described above.
A fourth aspect of the invention provides a computer device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, the processor implementing the steps in a method of allocation of bandwidth resources based on a coalition game as described above when the program is executed.
Compared with the prior art, the invention has the beneficial effects that:
the invention provides a bandwidth resource allocation method based on alliance game, which uses alliance game to summarize the problem of bandwidth resource allocation; the alliance game is used as a strategy for coordinating bandwidth allocation effectively, so that the maximization of the utility in the system is realized; coalition gaming can maximize system utility, finding bandwidth allocations that maximize system utility.
The invention provides a bandwidth resource allocation method based on alliance game, which simultaneously considers congestion distance and distribution entropy; wherein in order to have good diversity between non-dominant solutions generated in a fixed size external elite archive, a good metric is needed to evaluate the degree of congestion around each non-dominant solution, which can be measured by the congestion distance; the distribution entropy can measure the distribution condition of the solution space; the two methods not only ensure diversity in the population, but also can effectively prevent the population from falling into local optimum in the optimization process.
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The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this specification, illustrate embodiments of the invention and together with the description serve to explain the invention.
Fig. 1 is a flowchart of a method for allocating bandwidth resources based on a coalition game according to an embodiment of the present invention.
Detailed Description
The invention will be further described with reference to the drawings and examples.
It should be noted that the following detailed description is illustrative and is intended to provide further explanation of the invention. Unless defined otherwise, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs.
It is noted that the terminology used herein is for the purpose of describing particular embodiments only and is not intended to be limiting of exemplary embodiments according to the present invention. As used herein, the singular is also intended to include the plural unless the context clearly indicates otherwise, and furthermore, it is to be understood that the terms "comprises" and/or "comprising" when used in this specification are taken to specify the presence of stated features, steps, operations, devices, components, and/or combinations thereof.
Example 1
As shown in fig. 1, the present embodiment provides a method for allocating bandwidth resources based on alliance gaming. Regarding all users as players of the game, and dividing the players into a plurality of alliances, wherein the value of each alliance is determined by the relationship between the communication delay of the user task and the task deadline; after calculating dissatisfaction of alliances through Xia Puli (Sharpley) formula, combining dissatisfaction of all alliances into a vector, and finally finding bandwidth allocation corresponding to pareto non-dominant vector of the vector as an allocation method.
For a multi-edge server, multi-user MEC system. Assuming that the number of users in the system is n, the user matrix is denoted as u= { U 1 ,u 2 ,...,u n Users are distributed in the coverage of the edge server, each user has a task, each task has three parameters, and the task = { d is used i ,wl i ,deadline i Represented by, where d i Is the size of the task of user i, wl i Is the workload required by the task of user i, readline i Is the longest delay for user i's task to perform. There are some bandwidth resources in the system that can be allocated.
The method for allocating bandwidth resources based on alliance game comprises the following specific steps:
step 1, acquiring user information and edge equipment information in a multi-access edge system, and initializing the system. The system initialization includes: the bandwidth resource band which can be allocated, the size of the user task and the deadline of the user task.
Step 2: users to be allocated bandwidth resources are divided into a plurality of alliances.
All users are regarded as players of the game, and the players are divided into a plurality of alliances, and the specific constitution of the alliances is as follows: the alliance is denoted by S, S j Representing the j-th federation. Assume that there are n usesThe user, then the federation can have K types:
for example, when n=3, the federation has 7 kinds, respectively {1}, {2}, {3}, {1,2}, {1,3}, {2,3}, and {1,2,3}.
Step 3: a plurality of initial bandwidth allocation schemes are randomly generated, specifically:
assuming n users, the bandwidth resource allocated to user i may be β i Satisfies the condition that
∑β i <band (2)
Step 4: for each bandwidth allocation scheme, the utility of each user task is calculated.
Assuming that the participants in the coalition game are all users in the system, for delay sensitive tasks, the benefits of the task are related to the completion delay of the task. For example, for weather forecast, this information is valid when the weather forecast is pushed earlier than the forecast time; conversely, this push message is an invalid message. More seriously, the completion of the task does not bring benefits, but rather causes losses.
By U-shaped i To represent the utility of the user i task, expressed as:
wherein, profit i Representing the profits of user i's task in the communication, which is a function of a constant or time (a function of the relationship between the delay in the completion of the task and the profits generated by the task), w 2 Represents the cost per unit time, w 1 Representing a benefit parameter; when the communication time delay is larger than the maximum threshold value of the communication time, the task income is 0; when the communication time is less than the maximum threshold of the transmission time, the utility is the profit minus the cost, the cost represents the economic cost generated by the operation task, and the profit is the income obtained by completing the task; tt (Tt) ii ) Representing the time calculated from the bandwidth allocation, the calculation procedure is as follows:
wherein d i The size of the task of user i is represented, p is the average power of the signal transmitted in the channel, and H is the gaussian noise power in the channel.
Step 5: depending on the tasks in the federation, each federation may have its value, with the value of each federation being determined by the relationship of the communication delay of the user task in the federation to the task deadline. Calculating a value of each federation based on the users in each federation and the utility of each user task, wherein the jth federation S j The value of (c) can be expressed as:
it means that the value of the federation is equal to the sum of the values of the federation participants.
Step 6: based on the value of each federation, each federation S is calculated using Xia Puli (Sharpley) allocation j And (3) obtaining dissatisfaction of all alliances, namely dissatisfaction arrays of the alliances.
Alliance gaming may be expressed as (U, v) and alliance value assigned using the Sharpley assignment formula, which is the following
Where S is the size of the federation, n is the number of participants, v (·) is the value of the federation, and-! Representing a factorial, { i } represents a set of only elements i, and n/{ i } represents a set of participants without i. The allocation mode refers to a principle of unifying and equal self-contribution. The goal is to find a suitable bandwidth resource allocation method that maximizes the utility of the overall system.
Because of the excessive number of users and devices, it is difficult to determine whether the kernel is empty, and therefore, the kernel concept was introduced to solve this problem. The essence of the nucleolus is to minimize the biggest dissatisfaction of the league in the cooperative game. The dissatisfaction of the federation is measured by the dissatisfaction e and can be described as
Wherein,is a utility distribution, e represents federation S j Assignment +.>Is not full of, j is in the range of [1, K];
UsingTo represent vectors formed by all overstress actions in a game, wherein the coalition has a dissatisfaction score setSince O is an array, it is necessary to find the optimal solution of O, i.e
argmin O (9)
Wherein argmin f (x) represents the value of the argument x when the argument f (x) is minimum.
It can be seen that the elements in OAre a function of the bandwidth distribution. It is therefore an object of the present invention to find a suitable bandwidth distribution aimed at minimizing O, thus summarizing this problem as minimizinge, the problem of bandwidth allocation (BAPMAE) of the league games, the present invention uses a multi-objective particle swarm algorithm to solve this problem.
Step 7: finding out the global optimal dissatisfaction degree and the local optimal dissatisfaction degree of each iteration by utilizing the pareto ordering; optimizing the bandwidth allocation scheme by utilizing the multi-target particle swarm algorithm according to the global optimum, the local optimum and the updating rule of the multi-target particle swarm algorithm; after a number of iterations, the best bandwidth allocation scheme is recorded.
According to the above, the goal is to find the bandwidth distribution to get better O, since O is a 2 n The dimension array cannot be simply compared when looking for its optimal solution. Thus, the pareto ordering was introduced to solve this problem, the definition of the pareto dominance being as follows
Definition: for vectors O1= (O1, O1,2, … … O1, K) and O2= (O2, 1, O2, … … O2, K), if O1, 1.ltoreq.O2, 1O1,2.ltoreq.O2, 2 … … O1, K.ltoreq.O2, K, O1 pareto is better than O2, or O1 pareto is dominated by O2.
The invention designs an algorithm for solving the problem by combining a particle swarm optimization algorithm (PSO), wherein the PSO is an evolutionary optimization algorithm, the PSO shares an individual optimal value with other particles, the optimal individual optimal value is searched to be used as a current global optimal solution, and all the particles adjust the speed and the position according to the found current individual optimal value and the current global optimal solution shared by the groups.
Since O is a vector, there is a case where Oi and Oj do not govern each other. Then, in order to better optimize the speed and direction of particle evolution, the present invention introduces an archiving mechanism and a crowded entropy calculation mechanism. The archiving mechanism is to record all non-dominant solutions. The use of the archiving mechanism is similar to the elite mechanism. Because the optimization direction of the particle swarm is influenced by global optimum and individual optimum, the invention defines two types of archives, namely a global optimum archives set f and a local optimum archives set fp i ,fp i Representing the locally optimal archive set of the ith particle.
The archive set has a certain capacity, in order to have good diversity among non-dominant solutions generated in external elite files with fixed sizes, a good measure is needed to evaluate the congestion degree around each non-dominant solution, so that the diversity of the archive set is ensured, and the optimization process can be prevented from being partially optimized to a great extent. In order to estimate the density of solutions in the objective function space, the invention considers the congestion distance and the distribution entropy, which are called congestion entropy, and the calculation of the congestion entropy is shown in the formula:
wherein,
E ij =-[pl ij log 2 (pl ij )+pu ij log 2 (pu ij )] (11)
c ij =dl ij +du ij (14)
wherein dl is ij Sum du ij Is the distance of the ith O to its lower and upper neighbors along the jth dimension.And->Is the maximum and minimum of O along the j-th dimension.
From the above description, the process of solving the BAPMAE algorithm by the particle swarm optimization algorithm can be described as:
(1) Initializing: generating a plurality of initial particles (one particle is a bandwidth allocation scheme), an initial global optimal archive set f and an initial local optimal archive set fp i . From the description of the problem, a bandwidth allocation scheme is known according to formulas (6) (7) (8)May correspond to a federation dissatisfaction array O.
(2) The particle swarm updating formula is used for carrying out evolution on each particle, namely, the bandwidth allocation scheme is updated by combining an updating rule, a global optimal archiving set (global optimal solution set) and a local optimal archiving set (local optimal solution set).
Wherein the update rule is expressed as
Wherein w is an inertial factor, c 1 And c 2 Is a learning factor, rand is a random number,the task representing the jth user is allocated the band of particles r in iteration i.
(3) For each newly generated bandwidth allocation scheme, calculating dissatisfaction of all coalitions according to formulas (3) - (8), and obtaining dissatisfaction of all coalitions, namely a coalition dissatisfaction array O;
(4) Updating fp and f with O generated by the new bandwidth allocation, wherein fp is locally optimal and fp remains an optimal solution set known to each particle; f is globally optimal, and the set of optimal solutions in all particles is kept. The newly generated particles are respectively pareto ordered with the existing particles in fp and f; if the newly generated particles dominate the existing particles, they are replaced; if they are not dominant, then the congestion entropy is calculated and the retained particles are determined according to the congestion entropy ordering. If the newly generated particles are dominated, no processing is done. That is, the global optimal archive set and the local optimal archive set are updated using pareto ordering and crowded entropy, specifically: performing pareto sorting on the bandwidth allocation schemes in the global optimal archive set and the local optimal archive set and the newly generated bandwidth allocation schemes; if the newly generated bandwidth allocation scheme dominates the existing bandwidth allocation scheme, taking the newly generated bandwidth allocation scheme as a global optimal archive set and a local optimal archive set; if the two are mutually non-dominant, calculating congestion entropy, and selecting a bandwidth allocation scheme according to congestion entropy sequencing to serve as a global optimal archiving set and a local optimal archiving set; if the newly generated bandwidth allocation scheme is dominant, no processing is done.
(5) Judging whether an ending condition is met, if so, selecting an optimal bandwidth allocation scheme; otherwise, the bandwidth allocation scheme is continuously updated, namely, the steps (2) - (4) are repeated until the end condition is met, the iteration is ended, and the final bandwidth allocation strategy is obtained from non-dominant particles in the last iteration.
During the particle update process, the total bandwidth in the updated bandwidth allocation scheme may exceed the maximum bandwidth of the system. If so, the bandwidth is reallocated proportionally:
example two
The embodiment provides a bandwidth resource distribution system based on alliance game, which specifically comprises the following modules:
an initialization module configured to: dividing users of bandwidth resources to be allocated into a plurality of alliances, and generating an initial global optimal archiving set, an initial local optimal archiving set and a plurality of initial bandwidth allocation schemes;
a scheme update module configured to: updating the bandwidth allocation scheme based on the updating rule, the global optimal archive set and the local optimal archive set; in the process of updating the bandwidth allocation scheme, if the total bandwidth in the updated bandwidth allocation scheme exceeds the maximum bandwidth, the bandwidth is redistributed proportionally;
an archive set update module configured to: for each updated bandwidth allocation scheme, calculating dissatisfaction of all alliances, and updating a global optimal archive set and a local optimal archive set by utilizing pareto ordering and crowded entropy;
an optimal solution selection module configured to: judging whether an ending condition is met, if so, selecting an optimal bandwidth allocation scheme; otherwise, the bandwidth allocation scheme is returned to be updated continuously.
It should be noted that, each module in the embodiment corresponds to each step in the first embodiment one to one, and the implementation process is the same, which is not described here.
Example III
The present embodiment provides a computer readable storage medium having stored thereon a computer program which when executed by a processor performs the steps of a method for allocation of bandwidth resources based on a coalition game as described in the first embodiment.
Example IV
The present embodiment provides a computer device, including a memory, a processor, and a computer program stored in the memory and capable of running on the processor, where the processor implements the steps in a method for allocating bandwidth resources based on a coalition game according to the first embodiment.
It will be appreciated by those skilled in the art that embodiments of the present invention may be provided as a method, system, or computer program product. Accordingly, the present invention may take the form of a hardware embodiment, a software embodiment, or an embodiment combining software and hardware aspects. Furthermore, the present invention may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, magnetic disk storage, optical storage, and the like) having computer-usable program code embodied therein.
The present invention is described with reference to flowchart illustrations and/or block diagrams of methods, apparatus (systems) and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flowchart illustrations and/or block diagrams, and combinations of flows and/or blocks in the flowchart illustrations and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
Those skilled in the art will appreciate that implementing all or part of the above-described methods in accordance with the embodiments may be accomplished by way of a computer program stored on a computer readable storage medium, which when executed may comprise the steps of the embodiments of the methods described above. The storage medium may be a magnetic disk, an optical disk, a Read-Only Memory (ROM), a Random access Memory (Random AccessMemory, RAM), or the like.
The above description is only of the preferred embodiments of the present invention and is not intended to limit the present invention, but various modifications and variations can be made to the present invention by those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present invention should be included in the protection scope of the present invention.

Claims (6)

1. A method for allocating bandwidth resources based on alliance gaming, comprising:
dividing users of bandwidth resources to be allocated into a plurality of alliances, and generating an initial global optimal archiving set, an initial local optimal archiving set and a plurality of initial bandwidth allocation schemes;
updating the bandwidth allocation scheme based on the updating rule, the global optimal archive set and the local optimal archive set;
for each updated bandwidth allocation scheme, calculating dissatisfaction of all alliances, and updating a global optimal archive set and a local optimal archive set by utilizing pareto ordering and crowded entropy; the specific process is as follows:
for each bandwidth allocation scheme, calculating the utility of each user task;
calculating the value of each alliance according to the users in each alliance and the utility of each user task;
calculating dissatisfaction of each federation using Xia Puli allocation based on the value of each federation; the value of the alliance is determined by the relationship between the communication delay of the user task and the task deadline in the alliance; the method for updating the global optimal archive set and the local optimal archive set by utilizing the pareto ordering and the crowded entropy comprises the following specific steps of:
based on dissatisfaction of all alliances of each bandwidth allocation scheme, performing pareto sorting on the bandwidth allocation schemes existing in the global optimal archive set and the local optimal archive set and the newly generated bandwidth allocation schemes;
if the newly generated bandwidth allocation scheme dominates the existing bandwidth allocation scheme, taking the newly generated bandwidth allocation scheme as a global optimal archive set and a local optimal archive set; if the two are mutually non-dominant, calculating congestion entropy, and selecting a bandwidth allocation scheme according to congestion entropy sequencing to serve as a global optimal archiving set and a local optimal archiving set; if the newly generated bandwidth allocation scheme is dominant, not performing any processing; the crowding entropy simultaneously considers crowding distance and distribution entropy and is used for estimating the density of solutions in the objective function space;
judging whether an ending condition is met, if so, selecting an optimal bandwidth allocation scheme; otherwise, the bandwidth allocation scheme is returned to be updated continuously.
2. The method for allocating bandwidth resources based on alliance gaming according to claim 1, wherein in the process of updating the bandwidth allocation scheme, if the total bandwidth in the updated bandwidth allocation scheme exceeds the maximum bandwidth, the bandwidth is reallocated proportionally.
3. A coalition game-based bandwidth resource allocation system, comprising:
an initialization module configured to: dividing users of bandwidth resources to be allocated into a plurality of alliances, and generating an initial global optimal archiving set, an initial local optimal archiving set and a plurality of initial bandwidth allocation schemes;
a scheme update module configured to: updating the bandwidth allocation scheme based on the updating rule, the optimal archiving set and the local optimal archiving set;
an archive set update module configured to: for each updated bandwidth allocation scheme, calculating dissatisfaction of all alliances, and updating a global optimal archive set and a local optimal archive set by utilizing pareto ordering and crowded entropy; the specific process is as follows:
for each bandwidth allocation scheme, calculating the utility of each user task;
calculating the value of each alliance according to the users in each alliance and the utility of each user task;
calculating dissatisfaction of each federation using Xia Puli allocation based on the value of each federation; the value of the alliance is determined by the relationship between the communication delay of the user task and the task deadline in the alliance; the method for updating the global optimal archive set and the local optimal archive set by utilizing the pareto ordering and the crowded entropy comprises the following specific steps of:
based on dissatisfaction of all alliances of each bandwidth allocation scheme, performing pareto sorting on the bandwidth allocation schemes existing in the global optimal archive set and the local optimal archive set and the newly generated bandwidth allocation schemes;
if the newly generated bandwidth allocation scheme dominates the existing bandwidth allocation scheme, taking the newly generated bandwidth allocation scheme as a global optimal archive set and a local optimal archive set; if the two are mutually non-dominant, calculating congestion entropy, and selecting a bandwidth allocation scheme according to congestion entropy sequencing to serve as a global optimal archiving set and a local optimal archiving set; if the newly generated bandwidth allocation scheme is dominant, not performing any processing; the crowding entropy simultaneously considers crowding distance and distribution entropy and is used for estimating the density of solutions in the objective function space;
an optimal solution selection module configured to: judging whether an ending condition is met, if so, selecting an optimal bandwidth allocation scheme; otherwise, the bandwidth allocation scheme is returned to be updated continuously.
4. The system for allocating bandwidth resources based on league gaming as defined in claim 3, wherein the process of updating the bandwidth allocation scheme reallocates bandwidth proportionally if the total bandwidth in the updated bandwidth allocation scheme exceeds the maximum bandwidth.
5. A computer readable storage medium having stored thereon a computer program which when executed by a processor performs the steps of a coalition gaming-based bandwidth resource allocation method according to any of claims 1-2.
6. A computer device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, wherein the processor, when executing the program, performs the steps in a coalition gaming-based bandwidth resource allocation method according to any of claims 1-2.
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