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  • 學位論文

裝置間通訊基於調變編碼選擇及節能資源分配機制

Energy Efficient Resource Allocation with Modulation/Coding Selection for D2D Communication

指導教授 : 潘仁義
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摘要


近幾年行動裝置大量興起,各種服務及多媒體資源分享更加便利,改變了人們的使用習慣,也帶來了龐大的服務需求。而在無線資源有限的情況下,如何應對這龐大的流量?裝置間通訊(Device-to-Device communication, D2D)立刻受到大家的關注。D2D不用經過核心網路(Core network),此舉可以幫助基地台分擔負載,並且D2D也有著低功耗的優點,大大延長了裝置的續航力,對於使用者以及營運商都是很大的優勢。 然而,D2D用戶之間會有共享資源的情況,不像細胞網路用戶(Cellular user),已經透過基地台適當的分配專屬的資源,彼此選用的調變與編碼(Modulation and Coding Scheme, MCS)並不會影響到其他細胞網路用戶。D2D用戶們在選擇MCS以及資源分配時會互相影響,不可以只考慮自己的通道品質以及資料需求就做出選擇,必須要通盤考量,要考慮自身的需求以及對其他D2D用戶的影響。在資源有限的情況下,如何有效的分配資源,並且符合每對D2D用戶組合的需求,將是一個重大的議題。 本論文提出了數學模型,同時考量到用戶們各別的資料傳輸需求、不同目標訊雜干擾比(Target SINR)、調變的選擇和資源的分配,達成降低傳輸功耗的目標,並且可以透過線性規劃工具(Linear Programming solver)求得最佳解。不過由於考量了許多面向,數學模型也隨之變得複雜,求得最佳解需要相當的時間以及成本。於是本論文提出了次最佳化的演算法,將此問題切割成三大部分:第一部分決定MCS、第二部分為資源分配、第三部分則配置功率,大大降低了問題的難度以及運算時間。本論文以多媒體影音服務為主的實驗環境,設計D2D用戶的需求以及MCS,透過模擬,與最佳化以及隨機資源分配等方法做比較,結果顯示本論文提出的次最佳化演算法在實際應用上之可行性,並且與最佳化結果相當接近。

並列摘要


Recently, an enormous increasing number of mobile devices has changed people's life and brought huge demands for services. Dealing with these increasing demands in a resource limited situation is a tough issue. Therefore, D2D (Device-to-Device) communication has gained much attention. D2D communication can communicate directly between mobile devices without traversing through core network, and thereby offload traffic from base station (BS). Because of its shorter range, D2D communication also lowers transmitting power and prolongs battery life of mobile device. But unlike cellular users whose communication channels were exclusively allocated by BS, D2D users share the same radio resource that conflicts with each other. In contrast of cellular users who can freely select Modulation and Coding Schemes (MCS) themselves, when selecting MCS and Resource Blocks (RB), D2D users have to carefully consider not only the channel quality of their own, but also the interference impacting other users. This paper proposed a model for D2D communication with consideration of MCS, resource allocation and power control. And the optimal solution can be obtained by Linear Programming solver. However, describing such miscellaneous conditions, this model grew inevitably complex. Subsequently, this paper further proposed a suboptimal algorithm with low complexity and short computation time, and also a routine to utilize this algorithm. Divided into three parts, in this paper the problem was solved orderly in MCS, resource allocation and power settings. Finally, simulations of D2D environments with ongoing multimedia demands were brought for evaluation. Compared to optimal solution and random resource allocation, the simulation results showed the proposed algorithm is not only effectively practical but also similar to optimal performance.

參考文獻


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