TY - JOUR
T1 - EpcAware
T2 - A Game-Based, Energy, Performance and Cost-Efficient Resource Management Technique for Multi-Access Edge Computing
AU - Zakarya, Muhammad
AU - Gillam, Lee
AU - Ali, Hashim
AU - Rahman, Izaz Ur
AU - Salah, Khaled
AU - Khan, Rahim
AU - Rana, Omer
AU - Buyya, Rajkumar
N1 - Funding Information:
This work was supported, in part, by the Abdul Wali Khan University Mardan, Pakistan and, in part, by an Australian Research Council (ARC) Discovery Project.
Publisher Copyright:
© 2008-2012 IEEE.
PY - 2022
Y1 - 2022
N2 - Internet of Things (IoT) is producing an extraordinary volume of data daily, and it is possible that the data may become useless while on its way to the cloud, due to long distances. Fog/edge computing is a new model for analysing and acting on time-sensitive data, adjacent to where it is produced. Further, cloud services provided by large companies such as Google, can also be localised to improve response time and service agility. This is accomplished through deploying small-scale datacentres in various locations, where needed in proximity of users; and connected to a centralised cloud that establish a multi-access edge computing (MEC). The MEC setup involves three parties, i.e., service providers (IaaS), application providers (SaaS), network providers (NaaS); which might have different goals, therefore, making resource management difficult. Unlike existing literature, we consider resource management with respect to all parties; and suggest game-theoretic resource management techniques to minimise infrastructure energy consumption and costs while ensuring applications' performance. Our empirical evaluation, using Google's workload traces, suggests that our approach could reduce up to 11.95 percent energy consumption, and ∼∼17.86% user costs with negligible loss in performance. Moreover, IaaS can reduce up to 20.27 percent energy bills and NaaS can increase their costs-savings up to 18.52 percent as compared to other methods.
AB - Internet of Things (IoT) is producing an extraordinary volume of data daily, and it is possible that the data may become useless while on its way to the cloud, due to long distances. Fog/edge computing is a new model for analysing and acting on time-sensitive data, adjacent to where it is produced. Further, cloud services provided by large companies such as Google, can also be localised to improve response time and service agility. This is accomplished through deploying small-scale datacentres in various locations, where needed in proximity of users; and connected to a centralised cloud that establish a multi-access edge computing (MEC). The MEC setup involves three parties, i.e., service providers (IaaS), application providers (SaaS), network providers (NaaS); which might have different goals, therefore, making resource management difficult. Unlike existing literature, we consider resource management with respect to all parties; and suggest game-theoretic resource management techniques to minimise infrastructure energy consumption and costs while ensuring applications' performance. Our empirical evaluation, using Google's workload traces, suggests that our approach could reduce up to 11.95 percent energy consumption, and ∼∼17.86% user costs with negligible loss in performance. Moreover, IaaS can reduce up to 20.27 percent energy bills and NaaS can increase their costs-savings up to 18.52 percent as compared to other methods.
KW - energy efficiency
KW - game theory
KW - Internet of Things
KW - multi-access edge computing
KW - performance
KW - Resource management
UR - http://www.scopus.com/inward/record.url?scp=85087510640&partnerID=8YFLogxK
U2 - 10.1109/TSC.2020.3005347
DO - 10.1109/TSC.2020.3005347
M3 - Article
AN - SCOPUS:85087510640
SN - 1939-1374
VL - 15
SP - 1634
EP - 1648
JO - IEEE Transactions on Services Computing
JF - IEEE Transactions on Services Computing
IS - 3
ER -