# Virtual Reality in Metaverse over Wireless Networks with User-centered Deep Reinforcement Learning

arXiv: https://arxiv.org/abs/2303.04349 · HTML: https://mlsanity.com/paper/2303.04349/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 9 of its 20 references that are in the map.
- First posted on arXiv 8 Mar 2023.

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

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [High-Dimensional Continuous Control Using Generalized Advantage Estimation](https://mlsanity.com/paper/1506.02438/) (2015)
- [Applications of Deep Reinforcement Learning in Communications and Networking: A Survey](https://mlsanity.com/paper/1810.07862/) (2018)
- [The Roadmap to 6G -- AI Empowered Wireless Networks](https://mlsanity.com/paper/1904.11686/) (2019)
- [All One Needs to Know about Metaverse: A Complete Survey on Technological Singularity, Virtual Ecosystem, and Research Agenda](https://mlsanity.com/paper/2110.05352/) (2021)
- [Hybrid Reward Architecture for Reinforcement Learning](https://mlsanity.com/paper/1706.04208/) (2017)
- [A Survey on Metaverse: Fundamentals, Security, and Privacy](https://mlsanity.com/paper/2203.02662/) (2022)
- [Survey of Recent Multi-Agent Reinforcement Learning Algorithms Utilizing Centralized Training](https://mlsanity.com/paper/2107.14316/) (2021)
- [Sampling, Communication, and Prediction Co-Design for Synchronizing the Real-World Device and Digital Model in Metaverse](https://mlsanity.com/paper/2208.04233/) (2022)

## Abstract (arXiv)

The Metaverse and its promises are fast becoming reality as maturing technologies are empowering the different facets. One of the highlights of the Metaverse is that it offers the possibility for highly immersive and interactive socialization. Virtual reality (VR) technologies are the backbone for the virtual universe within the Metaverse as they enable a hyper-realistic and immersive experience, and especially so in the context of socialization. As the virtual world 3D scenes to be rendered are of high resolution and frame rate, these scenes will be offloaded to an edge server for computation. Besides, the metaverse is user-center by design, and human users are always the core. In this work, we introduce a multi-user VR computation offloading over wireless communication scenario. In addition, we devised a novel user-centered deep reinforcement learning approach to find a near-optimal solution. Extensive experiments demonstrate that our approach can lead to remarkable results under various requirements and constraints.
