SearcharxivSearch

arXiv · 2112.11818

Decentralized Task Offloading in Edge Computing: A Multi-User Multi-Armed Bandit Approach

Abstract

Mobile edge computing facilitates users to offload computation tasks to edge servers for meeting their stringent delay requirements. Previous works mainly explore task offloading when system-side information is given (e.g., server processing speed, cellular data rate), or centralized offloading under system uncertainty. But both generally fall short to handle task placement involving many coexisting users in a dynamic and uncertain environment. In this paper, we develop a multi-user offloading framework considering unknown yet stochastic system-side information to enable a decentralized user-initiated service placement. Specifically, we formulate the dynamic task placement as an online multi-user multi-armed bandit process, and propose a decentralized epoch based offloading (DEBO) to optimize user rewards which are subjected under network delay. We show that DEBO can deduce the optimal user-server assignment, thereby achieving a close-to-optimal service performance and tight O(log T) offloading regret. Moreover, we generalize DEBO to various common scenarios such as unknown reward gap, dynamic entering or leaving of clients, and fair reward distribution, while further exploring when users' offloaded tasks require heterogeneous computing resources. Particularly, we accomplish a sub-linear regret for each of these instances. Real measurements based evaluations corroborate the superiority of our offloading schemes over state-of-the-art approaches in optimizing delay-sensitive rewards.

Explore related subjects

Keep this discovery

BibTeXRIS

Xiong Wang, Jiancheng Ye, John C. S. Lui. 2021-12-22. Decentralized Task Offloading in Edge Computing: A Multi-User Multi-Armed Bandit Approach. https://arxiv.org/abs/2112.11818

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Online Treasure Hunt in Vertex-Permuted Dynamic Rings

We study the problem of treasure hunt by a group of $k \geq 1$ agents in vertex-permuted dynamic rings (VP). In this model, the $n$ vertices remain on a ring but are permuted at each time step. We first show that treasure hunt is impossible for any $k \leq n-3$ agents, if there are no restrictions on the sequence of permutations used in the dynamic ring. We then study the $VP(\delta)$ setting, in which for every pair $i, j$ of vertices, the edge $(i, j)$ is guaranteed to appear within $\delta$ steps. We show that the class $VP(\delta)$ is feasible only for $\delta \geq \left\lceil \frac{n-1}{2}\right\rceil$. For the one-agent case, we show a tight bound of $\Theta(\delta n)$ on the worst-case search time as well as competitive ratio of any online algorithm for treasure hunt, provided $\delta \geq 2n$. We then give an optimal algorithm for $k$ agents, thereby showing that $k$ agents can obtain a speedup of $k$ on the worst-case search time. Finally, in the R-VP setting, in which in every step, the vertices are arranged as a ring according to a random permutation, we show that treasure hunt takes expected $\Theta(n)$ steps against an oblivious adversary and $\Theta(n \log n)$ steps against an adaptive adversary.

cs.DC

The Computing Channel: How Modulation Programs the Airwaves

Distributed computing and distributed artificial intelligence require frequent exchanges of intermediate results, although many applications need only an aggregate rather than messages from individual devices. Conventional systems recover each message before computing the aggregate, whereas over-the-air computation (OAC) exploits simultaneous transmission to obtain it directly. However, dominant OAC implementations rely on analog signaling, creating a mismatch with finite-precision data and digital communication procedures. This article presents digital function-oriented communication, in which finite-alphabet symbol representations and receiver decisions are jointly designed so that multiple-access superposition encodes the desired function without recovering individual inputs. We introduce its computational-constellation principle, main design approaches, extensions, and implementation challenges. Federated edge learning illustrates how the framework can reduce user-dependent data-bearing resources while operating directly on quantized model updates.

cs.DC

Can AI Remediate Backend Failures Safely? GuardedAct with Blast-Radius-Aware Sandboxing

Large Language Models (LLMs) have shown promising capabilities in generating remediation actions for microservice failures. However, directly executing AI-generated repair actions in production risks cascading collateral damage. We propose GuardedAct, a sandbox-first remediation framework that interposes a blast-radius-aware verification layer between the LLM action generator and the production environment. GuardedAct operates in four phases: (1) ingesting a diagnosis report together with the live system topology and recent telemetry, (2) prompting an LLM to produce a ranked list of candidate remediation actions, (3) simulating each action in a lightweight digital-twin sandbox that estimates the blast radius and assigns a risk label, and (4) enforcing a rollback-confidence gate that auto-executes only low-risk actions while escalating high-risk ones for human review. We evaluate GuardedAct on five fault scenarios injected into the DeathStarBench social-network application. Experimental results show that GuardedAct achieves an overall recovery rate of 87.4% while reducing collateral damage by 79.7% relative to direct LLM execution (from 25.6% to 5.2%), at the cost of a modest sandbox-induced increase in mean time to recovery (approximately 8 s). Ablation studies confirm that each component contributes meaningfully to the safety-speed trade-off.

cs.DC