Self-Play Ensemble Q-learning enabled Resource Allocation for Network Slicing

Fuente: arXiv
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Autori principali: Salehi, Shavbo, Iturria-Rivera, Pedro Enrique, Elsayed, Medhat, Bavand, Majid, Gaigalas, Raimundas, Ozcan, Yigit, Erol-Kantarci, Melike
Natura: Preprint
Pubblicazione: 2024
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author Salehi, Shavbo
Iturria-Rivera, Pedro Enrique
Elsayed, Medhat
Bavand, Majid
Gaigalas, Raimundas
Ozcan, Yigit
Erol-Kantarci, Melike
author_facet Salehi, Shavbo
Iturria-Rivera, Pedro Enrique
Elsayed, Medhat
Bavand, Majid
Gaigalas, Raimundas
Ozcan, Yigit
Erol-Kantarci, Melike
contents In 5G networks, network slicing has emerged as a pivotal paradigm to address diverse user demands and service requirements. To meet the requirements, reinforcement learning (RL) algorithms have been utilized widely, but this method has the problem of overestimation and exploration-exploitation trade-offs. To tackle these problems, this paper explores the application of self-play ensemble Q-learning, an extended version of the RL-based technique. Self-play ensemble Q-learning utilizes multiple Q-tables with various exploration-exploitation rates leading to different observations for choosing the most suitable action for each state. Moreover, through self-play, each model endeavors to enhance its performance compared to its previous iterations, boosting system efficiency, and decreasing the effect of overestimation. For performance evaluation, we consider three RL-based algorithms; self-play ensemble Q-learning, double Q-learning, and Q-learning, and compare their performance under different network traffic. Through simulations, we demonstrate the effectiveness of self-play ensemble Q-learning in meeting the diverse demands within 21.92% in latency, 24.22% in throughput, and 23.63\% in packet drop rate in comparison with the baseline methods. Furthermore, we evaluate the robustness of self-play ensemble Q-learning and double Q-learning in situations where one of the Q-tables is affected by a malicious user. Our results depicted that the self-play ensemble Q-learning method is more robust against adversarial users and prevents a noticeable drop in system performance, mitigating the impact of users manipulating policies.
format Preprint
id arxiv_https___arxiv_org_abs_2408_10376
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Self-Play Ensemble Q-learning enabled Resource Allocation for Network Slicing
Salehi, Shavbo
Iturria-Rivera, Pedro Enrique
Elsayed, Medhat
Bavand, Majid
Gaigalas, Raimundas
Ozcan, Yigit
Erol-Kantarci, Melike
Networking and Internet Architecture
Signal Processing
In 5G networks, network slicing has emerged as a pivotal paradigm to address diverse user demands and service requirements. To meet the requirements, reinforcement learning (RL) algorithms have been utilized widely, but this method has the problem of overestimation and exploration-exploitation trade-offs. To tackle these problems, this paper explores the application of self-play ensemble Q-learning, an extended version of the RL-based technique. Self-play ensemble Q-learning utilizes multiple Q-tables with various exploration-exploitation rates leading to different observations for choosing the most suitable action for each state. Moreover, through self-play, each model endeavors to enhance its performance compared to its previous iterations, boosting system efficiency, and decreasing the effect of overestimation. For performance evaluation, we consider three RL-based algorithms; self-play ensemble Q-learning, double Q-learning, and Q-learning, and compare their performance under different network traffic. Through simulations, we demonstrate the effectiveness of self-play ensemble Q-learning in meeting the diverse demands within 21.92% in latency, 24.22% in throughput, and 23.63\% in packet drop rate in comparison with the baseline methods. Furthermore, we evaluate the robustness of self-play ensemble Q-learning and double Q-learning in situations where one of the Q-tables is affected by a malicious user. Our results depicted that the self-play ensemble Q-learning method is more robust against adversarial users and prevents a noticeable drop in system performance, mitigating the impact of users manipulating policies.
title Self-Play Ensemble Q-learning enabled Resource Allocation for Network Slicing
topic Networking and Internet Architecture
Signal Processing
url https://arxiv.org/abs/2408.10376