Multi-Task Decision-Making for Multi-User 360 Video Processing over Wireless Networks
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Abstract (arXiv)
We study a multi-task decision-making problem for 360 video processing in a wireless multi-user virtual reality (VR) system that includes an edge computing unit (ECU) to deliver 360 videos to VR users and offer computing assistance for decoding/rendering of video frames. However, this comes at the expense of increased data volume and required bandwidth. To balance this trade-off, we formulate a constrained quality of experience (QoE) maximization problem in which the rebuffering time and quality variation between video frames are bounded by user and video requirements. To solve the formulated multi-user QoE maximization, we leverage deep reinforcement learning (DRL) for multi-task rate adaptation and computation distribution (MTRC). The proposed MTRC approach does not rely on any predefined assumption about the environment and relies on video playback statistics (i.e., past throughput, decoding time, transmission time, etc.), video information, and the resulting performance to adjust the video bitrate and computation distribution. We train MTRC with real-world wireless network traces and 360 video datasets to obtain evaluation results in terms of the average QoE, peak signal-to-noise ratio (PSNR), rebuffering time, and quality variation. Our results indicate that the MTRC improves the users' QoE compared to state-of-the-art rate adaptation algorithm. Specifically, we show a 5.97 dB to 6.44 dB improvement in PSNR, a 1.66X to 4.23X improvement in rebuffering time, and a 4.21 dB to 4.35 dB improvement in quality variation.
Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Builds on 9 of its 35 references that are in the map. First posted on arXiv 3 Jul 2024.
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9 of 35 references.
References · 9
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- 2020Phasic Policy Gradientcited by 123
- 2016BOLA: Near-Optimal Bitrate Adaptation for Online Videoscited by 27
- 2023BONES: Near-Optimal Neural-Enhanced Video Streamingcited by 3
- 2022Towards Enabling Next Generation Societal Virtual Reality Applications for Virtual Human Teleportationcited by 2
- 2023Exploring the Interplay of Interference and Queues in Unlicensed Spectrum Bands for UAV Networkscited by 2
- 2023Energy-Efficient Deadline-Aware Edge Computing: Bandit Learning with Partial Observations in Multi-Channel Systemscited by 2
- 2022QoE-Centric Multi-User mmWave Scheduling: A Beam Alignment and Buffer Predictive Approachcited by 1
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Citing papers per year: 2025: 1.
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- 2025Causal-Aware Intelligent QoE Optimization for VR Interaction with Adaptive Keyframe Extraction
- 2024Federated Prompt-based Decision Transformer for Customized VR Services in Mobile Edge Computing System
- 2025Learning Driven Elastic Task Multi-Connectivity Immersive Computing Systems ↗
- 2024Adaptive Context-Aware Multi-Path Transmission Control for VR/AR Content: A Deep Reinforcement Learning Approach
- 2025Personalized Federated Learning for Cellular VR: Online Learning and Dynamic Caching