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n_symbols
slot
n_slots
TTI
n_subcaiiiei
RB
(1)
where n_bits, n_symbols, n_slots and n_subcarrier are
respectively the number-of-bits, number-of-symbols, number-
of-slots and number-of-subcarriers. [19]. The effect of path
loss and fading are determined for each RB [20], but remain
constant throughout the RB transmission duration. The gain of
channel at time t for user i on jth RB as a function of loss is:
C_0oin
,]
(t) = 1u
_
path_loss
1u
]
1u
_
fauing
1u
]
(2)
where path_loss and fading are measured in dB scale. Using
channel gain, UE determines instantaneous downlink SNR
reported to eNB station. The SNR is then calculated as a
function of channel gain [21] using the following formulation:
SNR
I,j
(t) =
P
totaI
C_0oin
,]
(t)
N(N
o
+ I)
(S)
Beie P
totaI
is the aggregated power with which eNB station
transmits in the downlink side, N is the number of total
available RBs, I is the neighbouring cell interference and N
o
is
a thermal noise measure.
III. UTILITY BASED COOPERATIVE GAME
A cooperative game refers to an approach where coalitions or
group of players cooperate among themselves when some
action is required to be taken [11]. This refers to a competition
between player coalitions that make use of mutual decision
making behavior and hence not the decision behavior of
individual players. A formally defined cooperative game
includes a list of players and some related characteristic
functions. If we are given a set of N players, then a coalition is
required to shift or transfer benefits among the players. The
game is then a set of pairs (N, u), where N = {1,2, , n] forms
a finite players set and u is the characteristic or utility function
such that u: 2
n
- R. Also n = |N| and u(u) = u. Coalitions
are therefore a subset C L N such that N\C is a complement
operation for N. When we are given n players, a total of 2
n
coalitions are feasible.
A. Utility function
To allow the transfer of benefits, a utility based game
approach is adopted in our work. The utility function
represents users degree of satisfaction [14][15] for a
particular service class as a function of QoS constraints. Since
LTE specifies different characteristics for a large number of
different service classes, this complexity of wide service flow
characteristics will result in different utility functions for users
making the problem and its solution formulation more
difficult. So to keep the problem simple, we only consider the
network bandwidth dimension which corresponds to the
Physical Resource Blocks (PRB) of LTE. The other
constraints are dealt with in the scheduling of users. We use a
sigmoid utility function [16] to reflect different service class
users resource requirements. The sigmoid utility function is
formulated as
u(J) = x
_
1
1 +c
-t
i
(d-
i
)
-y
_ (4)
such that
`
1
1x
=
(1 +c
t
i
i
)
c
t
i
i
onJ
y
=
1
(1 +c
t
i
i
)
where u(J) is the sigmoid utility as a function of players data
rate, t
and r
, y
and r
is
decided by the combination of J
mn
and J
mux
( J
mn
corresponds to Guaranteed Bit Rate GBR and J
mux
for
Maximum Bit Rate MBR for LTE network). For best effort
traffic (like web browsing or FTP) which corresponds to
NGBR class of LTE, the parameter y
belongs to. u
, y
(u
(J
) - z. J
) over
J. Since the utility function itself is a sigmoid and not a
concave function, the maximum and minimum resource
allocation constraints J
mn
and J
mux
can be obtained through
utility functions parameter x
and y
. Under (u
mIn
, u
max
) we
modify (10) as
L(u, ) = f
I
(0
I
(u
I
) -(u
I
- u
I,mIn
)) +
F
I=1
Cp (11)
u
I
-
() = aig max |0
I
(u
I
) - (u
I
- u
I,mIn
)] (12)
A sub-gradient is used to update the dual variable z and to
resolve the Lagrangian
(m+ 1) = _(m) - (m) _Cp - u
I
-
((m)
F
I=1
__ (1S)
In equation (13) m represents the iteration number while
(m) is the step size. Equations (12) and (13) can be used to
solve network profit optimization problem globally and get
optimal resource allocation vector J
opt
that is Pareto optimal
for the game with the corresponding network optimal resource
price z
opt
.
B. Second Step
After the inter-class resource distribution is done, the next step
is to choose users in a specific class for scheduling on air
interface. The intra class user assortment is done on delay
measurements as a function of the budget described in the
LTE class table (Table 1). For this purpose, a Head of Line
(HoL) packet delay is measured which is defined as the
difference in time measures between the current packet
serving time and the time stamp it first arrived at the MAC
buffer queue. This time is then compared with the delay
budget measures of the specific class the user belongs to. The
packet whose delay difference of HoL delay and class budget
is the lowest is scheduled first. If the difference goes below
zero or is a negative value, this means that the threshold is
exceeded and packet is dropped. In addition, LTE standard
mandates the use of Channel Quality Index (CQI) for
efficiency which we incorporate as SNR values in the
scheduling.
1462
Figure 2. Flow Chart highlighting Second Step of Delay Based Scheduling
Let the delay-budget of packet for a service class i be
represented by
I
where ieF. Then for any use j in ieF, the
HoL time delay t is represented as:
BoL
j
(t) = T
currcnt
(t) - T
stamp
(14)
where T
stamp
represents the time of the packet since it arrived
at the scheduling queue and T
currcnt
is the current packet
processing time. The remaining time for scheduling or the
delay metric is then the function of HoL:
uelay
j
(t) =
I
- BoL
j
(t) (15)
The difference
I
- BoL
j
(t) is only feasible for positive
values, i.e. (
I
- BoL
j
(t)) u. This means that any packet
that crosses the budget is dropped. For final RB allocation, the
user with the lowest uelay
j
(t) metric is chosen.
u = aig minuelay
j
(t) jvusei (16)
Once the user u is selected for RB allocation, the SNR
values received by that user are utilized and the highest of
these is used to decide the actual RB on which the the user
should transmit. Various stages in step 2 of intra user selection
are shown in Fig 2A as a flow chart.
V. PERFORMANCE ANALYSIS
We use a discrete time event simulator developed in C++ with
LTE specifications and attributes for analysis [6]. The
parameters for LTE system including data traffic and other
performance measure metrics are described below:
A. Performance Measures
We use throughput, fairness index, system delay and packet
loss ratio for performance analysis. These are defined and
explained below:
The throughput of the system is defined as the summation
of the packets that are transmitted in a time interval from all
the UE to eNB station or from eNB to all UEs. Since we cater
for downlink only, therefore the latter case is measured only.
A certain portion of the total packets accounts for overhead,
thereby reducing the good-put, but we consider here the
collective throughput. In mathematical terms, the aggregate
system throughput [18] is defined as
system thioughput =
1
I
p_size
i
(t)
1
t=1
K
=1
(17)
where T is the total time utilized in simulation and p
sIzc
represents the size of the packet in bits transmitted from eNB
station to a particular user i summed over a time interval.
K corresponds to total users of a service class that receive
packets from eNB. Since we are using the scheduler based on
a delay metric, it is essential to analyze the overall delay
experienced by the system as compared to other methods. The
system delay is calculated as an average of the combined time
delay difference between the packet arrival in queue and the
time it is transmitted. This value adds up to the BoL packet
delay and is then averaged over all packets. Mathematically,
system delay [18] is measured as
system uelay =
1
T
1
K
BoL
I
(t) (18)
K
I=1
T
t=1
Here BoL is the same as described earlier, and K is the total
number of users with service flows while T being the total
simulation time.
Fairness is an essential metric for scheduling performance
analysis because the resource allocation done at the first level
adopt utility value method that may alter fairness. Fairness
cant be measured directly since at a lower level the scheduler
enforces an intra user selection method on delay basis for RB
allocation. Therefore to estimate the effects of first level utility
function, a system level fairness metric is used. We define it
mathematically as
faiiness = 1 -
p_size
max
-p_size
min
p_size
i
T
t=1
K
I=1
(19)
where (p_size
max
- p_size
mIn
) is the difference in total
packet sizes of the most and least served user service flows
over some time period T [18]. p_size
I
T
t=1
K
I=1
amounts to
the total accumulated packet size of the flows that arrived at
eNB scheduler over time T.
Finally the packet loss ratio is defined as the ratio of total
packets dropped as a result of exceeding time delay to the
aggregated packet size of all the packets reaching eNB MAC
buffer queue over some simulation time T [18]
PLR =
p_uiscaiu
i
(t)
T
t=1
K
I=1
p_size
i
(t)
T
t=1
K
I=1
(2u)
1463
Figure 10. Average System Delay
B. Simulation Environment
For simulation, we use LTE-Sim [6], a discrete time event
simulator build in C++. The network setup consists of a single
cell network with some interference noise. There are four
service flow types in the network with basic requirements of
440kbps for trace based video data, 300kbs for interactive
gaming data, 8 kbps for VoIP service and CBR traffic at
3kbps. The users are taken in a mixed proportion with 30% for
Interactive Gaming, 30% for Video, 25% for VoIP and 15%
constituting CBR traffic. VoIP class is taken as GBR while the
other classes are specified as Non-GBR type. Users mobility
is defined by random directions averaging at a speed of
3km/hr. Transmission time interval occurs after 1 ms time
interval. The LTE frame is formed by 5 such consecutive TTIs
and within each 1ms time slot, 14 OFDM symbols can be
used. The System Bandwidth for simulation is 15MHz which
includes 75 discrete Physical Resource Blocks in the
downlink. The propagation loss model includes shadowing
(with 0dB mean and 8dB standard deviation for log normal
distribution), multipath (Jakes model), penetration loss (12dB)
and simple path loss (measured as a function of distance form
eNB terminal).
C. Simulation Results
Game Theory with sigmoid utility value characteristic
function and a delay based scheduler at the MAC layer is used
in this work to support LTE service class scheduling.
Algorithms namely M-LWDF, PF and EXP-RULE have been
compared with to score our scheduling scheme. The PF
scheduler allocates resources to users on the basis of channel
quality measures of user and the past running throughput the
user maintained. The general goal in PF is to maximize
aggregated throughput of the system. The M-LWDF scheduler
can serve users with varying QoS requirements. Best channel
conditions and the highest Head of Line packet delay of users
is used to achieve prioritization of service class. The EXP-
RULE uses a metric measure that increases priority of real
time flows as compared to non-real time flows while the delay
threshold approaches.
Results for average throughput of service flows of Video,
Gaming, VoIP and CBR against the number of users are
analyzed. In CBR traffic comparison, for an average 30 users
the throughput of the four schemes remains almost consistent
with each other but after that EXP-RULE deviates most while
the other three algorithms show better performance with U-
DELAY performing superior to all (Fig 4). The average
throughput for VoIP flows shows some variations for the four
schemes (Fig 5). Here EXP-RULE performs fairly similar to
U-DELAY scheme. For an average initial 40 users, PF and M-
LWDF perform comparatively low but after that the
performance is closer to U-Delay. For Video and Gaming
requirements the throughput of the four schemes do not
diverge much for an estimated 20 to 30 users, but when more
users enter the network, the performance of U-DELAY
outweighs the other three schemes with PF showing worst
performance (Fig 3 and 7). For Packet Loss Ratio case (Fig 8),
the PF scheme performs poor when more than 20 users on
average enter the system while U-DELAY maintains a
significant space and introduces only around 24% loss
percentage for more than 80 users making the performance
0
20
40
60
80
100
10 20 30 40 50 60 70 80
S
y
s
t
e
m
D
e
l
a
y
(
m
s
)
Users
U-Delay
PF
M-LWDF
EXP-RULE
Figure 3. Average Throughput for Video Figure 4. Average Throughput for CBR Figure 6. Average Throughput for VoIP
Figure 7. Average Throughput for Gaming Figure 8. Average Packet Loss Ratio Figure 9. Average Fairness Index
150000
200000
250000
300000
350000
400000
450000
500000
10 20 30 40 50 60 70 80
T
h
r
o
u
g
h
p
u
t
(
b
p
s
)
Users
U-Delay
PF
M-LWDF
EXP-RULE
1400
1700
2000
2300
2600
2900
3200
10 20 30 40 50 60 70 80
T
h
r
o
u
g
h
p
u
t
(
b
p
s
)
Users
U-DELAY
PF
M-LWDF
EXP-RULE
7500
7700
7900
8100
8300
8500
8700
8900
9100
10 20 30 40 50 60 70 80
T
h
r
o
u
g
h
p
u
t
(
b
p
s
)
Users
U-Delay
PF
M-LWDF
EXP-RULE
50000
100000
150000
200000
250000
300000
350000
400000
10 20 30 40 50 60 70 80
T
h
r
o
u
g
h
p
u
t
(
b
p
s
)
Users
U-DELAY
PF
M-LWDF
EXP-RULE
0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
10 20 30 40 50 60 70 80
P
a
c
k
e
t
L
o
s
s
R
a
t
i
o
Users
U-DELAY
PF
M-LWDF
EXP-RULE
0.35
0.45
0.55
0.65
0.75
0.85
0.95
1.05
10 20 30 40 50 60 70 80
F
a
i
r
n
e
s
s
I
n
d
e
x
Users
U-DELAY
PF
M-LWDF
EXP-RULE
1464
much visible. For system delay measures (Fig 10), U-DELAY
performs much better than other schemes for average 60 users
but after that the delay of the system cannot be maintained
while EXP-RULE and M-LWDF perform better at this stage.
The rationale for such behavior is the fact that when network
load increase, delay requirements become much tighter to be
met and more packet are lost when delay thresholds reach
early. To counter it, admission controller can be modified to
limit the users according to available system capacity. In
Fairness Index comparison (Fig 9), the use of QoS constraint
based Sigmoid Utility function shows proficient results
depicting scores as high as 0.88 at 80 system users for U-
DELAY while PF scheme score drops to a considerable 0.47
margin.
VI. CONCLUSION
The LTE standard defines classes with strict requirements in
order to provide QoS with fast connectivity and high data
rates. In this work, we proposed a two-level scheduler with
game theoretic approach that distributes physical resources
among classes with a sigmoid utility function at first level and
then an implementation of a delay based scheduler at the
MAC layer to satisfy diverse levels of delay budget
requirements of LTE classes at the second level of proposed
architecture. Cooperative Game is formed between service
class flows of users by use of bargaining that allows for
distribution or allocation of physical Resource Blocks in a
QoS restricted manner. The delay based scheduler checks each
users packet delay budget in relation to the LTE service class
and makes scheduling decisions in the downlink utilizing
current channel conditions experienced by user. Simulation
results carried out with key performance matrices including
throughput, packet loss ratio, and system delay and fairness
index showed that the proposed two-level resource allocation
scheme performs better than existing simple Proportional Fair,
Exponential Rule and M-LWDF algorithms. Proposed
scheduler out performs all existing techniques in throughput
performance specifically when the number of users in the
system exceed on average of 30 mixed service users. Among
all the schemes, PF performs with the lowest rank while EXP-
RULE performs next to our approach. However, EXP-RULE
does not perform well for GBR based Constant Bit Rate
(CBR) traffic when the number of users is high, while the U-
DELAY performs the best. The fairness results show that our
proposed U-DELAY scheme gives a score of 0.88 even when
the system users are as high as 80, while other approaches
drop down to around 0.84 or less. The system delay analysis
depicts satisfactory performance of proposed U-DELAY for
around 70 users in the system. As a final comment, the scheme
can be used for supporting both real time and non-real time
traffic with promising results for QoS and user satisfaction. In
future, we intend to investigate interference issues in resource
allocation and scheduling for LTE.
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