The Metaverse play-to-earn games have been gaining popularity as they enable players to earn in-game tokens which can be translated to real-world profits. With the advancements in augmented reality (AR) technologies, users can play AR games in the Metaverse. However, these high-resolution games are compute-intensive, and in-game graphical scenes need to be offloaded from mobile devices to an edge server for computation. In this work, we consider an optimization problem where the Metaverse Service Provider (MSP)'s objective is to reduce downlink transmission latency of in-game graphics, the latency of uplink data transmission, and the worst-case (greatest) battery charge expenditure of user equipments (UEs), while maximizing the worst-case (lowest) UE resolution-influenced in-game earning potential through optimizing the downlink UE-Metaverse Base Station (UE-MBS) assignment and the uplink transmission power selection. The downlink and uplink transmissions are then executed asynchronously. We propose a multi-agent, loss-sharing (MALS) reinforcement learning model to tackle the asynchronous and asymmetric problem. We then compare the MALS model with other baseline models and show its superiority over other methods. Finally, we conduct multi-variable optimization weighting analyses and show the viability of using our proposed MALS algorithm to tackle joint optimization problems.
翻译:在元宇宙中,游戏挣钱的玩法越来越受欢迎,因为它们使玩家能够赚取游戏代币,并能将其转换为现实世界中的利润。随着增强现实(AR)技术的进步,用户可以在元宇宙中玩AR游戏。然而,这些高分辨率游戏需要大量计算,游戏图形场景需要从移动设备转移到边缘服务器进行计算。在本研究中,我们考虑了一个优化问题,元宇宙服务提供商(MSP)的目标是减少游戏图形的下行传输延迟,上行数据传输的延迟以及用户设备(UE)的最大电池充电消耗,并通过优化下行UE-元宇宙基站(UE-MBS)分配和上行传输功率选择来最大限度地提高最坏情况下(最低)的UE分辨率影响下的游戏赚取潜力。然后,下行传输和上行传输是异步执行的。我们提出了一种多智能体、损失共享(MALS)强化学习模型来解决异步和非对称问题。我们然后将MALS模型与其他基线模型进行比较,并证明了其优越性。最后,我们进行了多变量优化权重分析,并展示了使用我们所提出的MALS算法来解决联合优化问题的可行性。