# A Deep Graph Reinforcement Learning Model for Improving User Experience in Live Video Streaming

arXiv: https://arxiv.org/abs/2107.13619 · HTML: https://mlsanity.com/paper/2107.13619/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 9 of its 46 references that are in the map.
- First posted on arXiv 28 Jul 2021.

## Builds on (most cited first, 9 of 9)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Inductive Representation Learning on Temporal Graphs](https://mlsanity.com/paper/2002.07962/) (2020)
- [Predicting Dynamic Embedding Trajectory in Temporal Interaction Networks](https://mlsanity.com/paper/1908.01207/) (2019)
- [EvolveGCN: Evolving Graph Convolutional Networks for Dynamic Graphs](https://mlsanity.com/paper/1902.10191/) (2019)
- [MeLU: Meta-Learned User Preference Estimator for Cold-Start Recommendation](https://mlsanity.com/paper/1908.00413/) (2019)
- [Streaming Graph Neural Networks](https://mlsanity.com/paper/1810.10627/) (2018)
- [Streaming Graph Neural Networks via Continual Learning](https://mlsanity.com/paper/2009.10951/) (2020)
- [Policy-GNN: Aggregation Optimization for Graph Neural Networks](https://mlsanity.com/paper/2006.15097/) (2020)
- [VStreamDRLS: Dynamic Graph Representation Learning with Self-Attention for Enterprise Distributed Video Streaming Solutions](https://mlsanity.com/paper/2011.05671/) (2020)

## Built on by (most cited first, 1 of 1)

- [Meta-Reinforcement Learning via Buffering Graph Signatures for Live Video Streaming Events](https://mlsanity.com/paper/2111.09412/) (2021)

## Abstract (arXiv)

In this paper we present a deep graph reinforcement learning model to predict and improve the user experience during a live video streaming event, orchestrated by an agent/tracker. We first formulate the user experience prediction problem as a classification task, accounting for the fact that most of the viewers at the beginning of an event have poor quality of experience due to low-bandwidth connections and limited interactions with the tracker. In our model we consider different factors that influence the quality of user experience and train the proposed model on diverse state-action transitions when viewers interact with the tracker. In addition, provided that past events have various user experience characteristics we follow a gradient boosting strategy to compute a global model that learns from different events. Our experiments with three real-world datasets of live video streaming events demonstrate the superiority of the proposed model against several baseline strategies. Moreover, as the majority of the viewers at the beginning of an event has poor experience, we show that our model can significantly increase the number of viewers with high quality experience by at least 75% over the first streaming minutes. Our evaluation datasets and implementation are publicly available at https://publicresearch.z13.web.core.windows.net
