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ElasticVR: Elastic Task Computing in Multi-User Multi-Connectivity Wireless Virtual Reality (VR) Systems

arXiv 2512.12366 ↗First posted 13 Dec 2025cs.IT cs.LG eess.IVcited by 0

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Abstract (arXiv)

Diverse emerging VR applications integrate streaming of high fidelity 360 video content that requires ample amounts of computation and data rate. Scalable 360 video tiling enables having elastic VR computational tasks that can be scaled adaptively in computation and data rate based on the available user and system resources. We integrate scalable 360 video tiling in an edge-client wireless multi-connectivity architecture for joint elastic task computation offloading across multiple VR users called ElasticVR. To balance the trade-offs in communication, computation, energy consumption, and QoE that arise herein, we formulate a constrained QoE and energy optimization problem that integrates the multi-user/multi-connectivity action space with the elasticity of VR computational tasks. The ElasticVR framework introduces two multi-agent deep reinforcement learning solutions, namely CPPG and IPPG. CPPG adopts a centralized training and centralized execution approach to capture the coupling between users' communication and computational demands. This leads to globally coordinated decisions at the cost of increased computational overheads and limited scalability. To address the latter challenges, we also explore an alternative strategy denoted IPPG that adopts a centralized training with decentralized execution paradigm. IPPG leverages shared information and parameter sharing to learn robust policies; however, during execution, each user takes action independently based on its local state information only. The decentralized execution alleviates the communication and computation overhead of centralized decision-making and improves scalability. We show that the ElasticVR framework improves the PSNR by 43.21%, while reducing the response time and energy consumption by 42.35% and 56.83%, respectively, compared with a case where no elasticity is incorporated into VR computations.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 6 of its 60 references that are in the map. First posted on arXiv 13 Dec 2025.

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6 of 60 references.

References · 6

  1. 2017Proximal Policy Optimization Algorithmscited by 14,441
  2. 2019Mastering Complex Control in MOBA Games with Deep Reinforcement Learningcited by 150
  3. 2020Phasic Policy Gradientcited by 121
  4. 2021Decentralized Task Offloading in Edge Computing: A Multi-User Multi-Armed Bandit Approachcited by 5
  5. 2017Multi-Path Cooperative Communications Networks for Augmented and Virtual Reality Transmissioncited by 3
  6. 2025Neural-Enhanced Rate Adaptation and Computation Distribution for Emerging mmWave Multi-User 3D Video Streaming Systemscited by 3

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