Abstract

Mobile edge computing (MEC) is emerging as an enabling technology of low-latency network services, such as Augmented Reality (AR) and Virtual Reality (VR), by deploying cloudlets in locations close to users. In MEC networks, telcooperators can place their services to cloudlets, such that the service accessing delay of users is minimized. In this paper, we investigate a fundamental problem of caching services that are originally deployed in remote clouds to cloudlets in an MEC network within the proximity of users. Specifically, we focus on the service caching problem in a two-tiered MEC network with both remote clouds and cloudlets that are close to users, in which multiple network service providers competing computing and bandwidth resources. This setting is significantly different from existing studies that focused on offloading user tasks from mobile devices to cloudlets in MEC networks that typically do not consider a service market with multiple network service providers. For the service caching problem in a two-tiered MEC network, we propose a novel approximation-restricted framework that guarantees the stableness of the service market. Under the proposed framework, an approximation algorithm with an approximation ratio for the problem with non-selfish players and an efficient, stable Stackelberg congestion game with selfish players have been proposed. We also analyze the Price of Anarchy (PoA) of the proposed Stackelberg congestion game to measure the efficiency of the proposed game degrades due to selfish behavior of network service providers. We finally evaluate the performance of our mechanism on both simulated environments and a real test-bed. Results show that the performance of our proposed mechanism is promising.

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