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考虑LTE用户信噪比,借助物理资源块的服务能力推算小区负载的变化状态,提出的CTLB算法能够动态地根据每个小区的负载,自动计算需要进行用户转移的小区。引入均衡因子,使所有小区最终达到预先设定的收敛目标,从而有效利用网络资源。最后,通过MATLAB搭建了一个仿真平台,验证算法的收敛性能、过载用户数及小区吞吐量的变化情况。 相似文献
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从接入性、稳定性、业务质量和资源利用率等维度提炼出评估LTE小区性能的综合指标,并以此推算出综合指标与物理资源块变化量的内在关联.在此基础上,提出一种基于综合指标的AILB算法,能够动态地根据每个小区的状况,自动计算其邻区需要进行用户转移的小区.引入均衡因子,使所有小区最终达到预先设定的收敛目标,有效有利网络资源.最后,通过Matlab搭建了一个仿真平台,验证算法的收敛性能、过载用户数及小区吞吐量的变化情况. 相似文献
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LTE是新一代通信技术的代名词,它对现有3G系统的网络结构和无线接入方式都有较大改进.在简要介绍LTE系统的网络架构及切换功能的基础上,重点介绍并比较了2种LTE切换自优化算法:常见的用户速度的负载均衡算法有效地降低了系统的掉话率,使系统的整体性能得到提高,但没有考虑到目标小区资源变化的情况;基于RSRP/RSRQ负载均衡算法综合考虑了源小区和目标小区的RSRP(参考信号接收功率)和RSRQ(参考信号接收质量),降低了系统的切换失败率,同时减少了不必要的切换,但没有考虑用户运动方向的影响.综合加权考虑多种因素,如用户的移动方向以及小区资源的变化等对切换的影响等方面均有待深入开展研究. 相似文献
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对下一代移动通信系统的小区间动态干扰协调算法进行研究,通过分析干扰水平,负载状况,基站的调节能力以及用户的位置,通过负载因子变化来接纳控制,提高边缘用户的数据传输速度,保证小区用户的公平性。通过上行功率控制及接纳算法改进方案;同时对小区用户划分区域设定,提出了小区间干扰协调的改进算法(ICPF), 并进行系统仿真计算分析,结果表明和以往传统算法相比,系统性能得到有效改进,进一步提高了系统公平性并增加小区边缘用户的吞吐量。 相似文献
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随着TD-LTE用户的急速增长,覆盖热点区域的单载波小区将无法满足用户高吞吐率和大业务量的需求.在硬件容量资源充足条件下,部署多载波的小区开启负载均衡算法,使同系统小区之间进行业务均衡,既充分利用了频率资源,又将用户进行了分流,达到提升系统吞吐量、小区容量和用户感知的目的. 相似文献
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当前LTE网络流量快速增长,资源需求也随之快速增长,使得LTE网络资源短缺成为普遍问题。除此之外,由于用户的移动与业务分布在区域上具有不均衡性,导致资源局部紧张,部分用户体验下降。再有,在异频组网中,当小区处于高负载状态时,能将高负载小区的UE转移到低负载小区中,提升业务接入成功率的同时,改善用户业务感受,提高整个资源利用率。本文对移动负载平衡的算法流程及性能展开研究,重点研究了交叠场景的负载均衡方案,并在LTE流量暴涨、投资有限的情况下,进行优化方法的探索,解决部分高负荷的问题。 相似文献
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提出了一种协作中继网络的交互式中继节点选择(IRS)策略。用户首先分布式构造基于信道状况及中继节点负载情况的中继选择函数,选择最优的中继节点;中继节点再根据资源分配情况、业务优先级以及加权信道调度算法进行反向用户选择。仿真结果表明,相比于已研究的算法,所提出的IRS算法结合了信道状况、MAC层资源与用户业务状况等因素,利用用户和中继之间的两步式交互中继选择来调节小区内的用户负载分布,获得了小区吞吐量与用户公平性之间的折衷。 相似文献
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Utility‐optimal cross‐layer resource allocation in distributed wireless cooperative networks
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Haixia Cui Gang Wei Han Zhang Qinghua Zhong 《International Journal of Communication Systems》2014,27(2):277-288
In this paper, we propose a distributed cross‐layer resource allocation algorithm for wireless cooperative networks based on a network utility maximization framework. The algorithm provides solutions to relay selections, flow pass probabilities, transmit rate, and power levels jointly with optimal congestion control and power control through balancing link and physical layers such that the network‐wide utility is optimized. Via dual decomposition and subgradient method, we solve the utility‐optimal resource allocation problem by subproblems in different layers of the protocol stack. Furthermore, by introducing a concept of pseudochannel gain, we model both the primal direct logical link and its corresponding cooperative transmission link as a single virtual direct logical link to simplify our network utility framework. Eventually, the algorithm determines its primal resource allocation levels by employing reverse‐engineering of the pseudochannel gain model. Numerical experiments show that the convergence of the proposed algorithm can be obtained and the performance of the optimized network can be improved significantly. Copyright © 2012 John Wiley & Sons, Ltd. 相似文献
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Web集群的区分服务与负载均衡策略研究 总被引:4,自引:0,他引:4
该文从区分服务和负载均衡两方面研究Web集群系统,设计并实现了一种支持区分服务的负载均衡集群模型,通过系统辨识和资源最优控制,对后端资源统一调度,动态调整每台后端节点不同优先级业务类的资源配额;同时设计了基于业务类的最大空闲节点优先的负载均衡策略以保证各个后端节点同一业务类资源被公平消耗,从而控制端到端延迟,实现比例延迟保证。经实验验证,无论采用轮询调度、最少连接数调度还是最大空闲节点优先的均衡策略,资源最优控制器均能取得良好的区分效果,扩展实验还表明,相对于轮询调度和最少连接数调度,采用最大空闲节点优先的均衡策略,能够使该集群系统在实现比例延迟保证的同时获得最大的性能优化,整体吞吐量提高了25%,平均延迟降低了33%。 相似文献
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Rong Chai Huili Zhang Xiaoyu Dong Qianbin Chen Tommy Svensson 《Wireless Networks》2014,20(6):1557-1571
The rapid development of mobile broadband services with continuously increasing traffic volumes has resulted in a number of challenges, including ubiquitous network coverage, high bandwidth, and reliable services for reasonable price, etc. To address these challenges, evolved packet system (EPS) is proposed as the evolution of the packet core network. While resource management and load balancing issues in EPS are discussed in 3GPP standardization, relatively few research works consider mechanism design for load information monitoring and evaluation. Furthermore, even though some load balancing algorithms have been proposed for integrated networks, the load balancing scheme design which achieves the optimization of joint system performance has not been extensively studied. In this paper, an inter-access system anchor based load balancing mechanism is introduced which performs load monitoring and evaluation for access gateways and networks, and an optimal load balancing algorithm is proposed for heterogeneous integrated networks. To characterize the performance of integrated networks, the concept of utility function is introduced and the comprehensive performance of integrated networks which support both single type service and multimedia service is modeled mathematically. Applying vertical handoff as an efficient mechanism for achieving load balancing, the optimal number of handoff users is obtained through solving the optimization problem. Numerical results demonstrate that load balancing between access networks can be achieved, and the optimal number of handoff users corresponding to the maximal joint network utility can be obtained. 相似文献
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为了解决分布式卫星光网络波长路由分配复杂的问题,论文提出基于小窗口策略的蚁群优化算法。采用链路可持续时间和波长空闲率作为启发函数,在实现负载均衡的同时,降低网络的拥塞率;引入小窗口策略引导蚂蚁在最小路由请求区域内进行选路,提高了算法的收敛速度;通过计算相邻链路空闲波长的交集,实现了由单只蚂蚁同时完成路由选择和波长分配。对单主星和双主星两种场景下的算法性能进行了仿真分析,结果表明:与经典的Dijkstra+FF算法相比较,单主星和双主星时的网络拥塞率最高分别降低了0.5和0.7,网络资源利用率改善最高可达到0.45和0.50。 相似文献
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The convergence of heterogeneous wireless networks is a trend in the evolution of wireless networks.A new architecture for network convergence,named Wireless Cooperative Mesh Network,is proposed to solve such emerging problems in convergence as transmission mode selection,load balancing,routing and handover.The new architecture is based on the structure of Wireless Mesh Networks (WMNs),and cooperative communication is also employed to further optimize its structure and upgrade its performance.It can thus obtain advantages of both the Mesh technology (high spectrum efficiency and dynamic self-organization) and cooperative communication (high diversity gain and high energy efficiency).The new architecture serves as an efficient solution for wireless network convergence. 相似文献
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Massively multi-player online role-playing games (MMORPGs) follows a client-server model that has the numerous gaming users with many interactions at the same virtual world, massive loading that result in delays, resource shortages, and other such problems occur. Also, faced with high resource demand variability and with misfit resource renting policies, the current practices is to overprovision for each game tens of owned data. Existing load balancing schemes for distributed virtual environments and multiplayer games try to balance the workload among servers by transferring some workload of an overloaded server to other servers. While load balancing algorithms can minimize the average response time of the system, they may also result in frequent client migrations, which may damage the interactivity of an online games. To solve this, many developers devote research to load-balancing servers, yet due to steady and dynamic map divisions, such research is unreliable. Many developers propose algorithms to distribute the load on the server nodes, but the load is usually defined as the number of players on each server, what is not an ideal results. So, we propose a gaming user-oriented load balancing scheme for the load balancing of MMORPGs servers in this paper. This scheme shows effectiveness at dealing with hot-spots and other gatherings of gaming users at specific servers compared to previous methods. 相似文献
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工作负载分配不均是制约众核密码平台资源利用率提高的重要因素,动态负载分配可提高平台资源利用率,但具有一定开销;所以更高的负载均衡频率并不一定带来更高的负载均衡增益。因此,该文建立了关于负载均衡增益率与负载均衡频率的数学模型。基于模型,提出一种面向众核密码平台的无冲突负载均衡策略和一种基于硬件作业队列的“可扩展-可移植”负载均衡引擎——“簇间微网络-簇内环阵列”。实验证明:在性能、延时功耗积、资源利用率和负载均衡度方面,该文设计的负载均衡引擎与基于“作业窃取”的软件技术相比平均优化约4.06倍、7.17倍、23.01%和2.15倍;与基于“作业窃取”的硬件技术相比约优化1.75倍、2.45倍、10.2%、和1.41倍;与理想硬件技术相比,密码算法吞吐率平均只降低了约5.67%(最低3%)。实验结果表明该文技术具有良好的可扩展性和可移植性。 相似文献