Network slicing appears as a key enabler for the future 5G networks. Mobile Network Operators create various slices for Service Providers (SP) to accommodate customized services. As network slices are operated on a common network infrastructure owned by some Infrastructure Provider (InP), sharing the resources across a set of network slices is important for future deployment. Moreover, in many situations, slices have to be deployed over some geographical area: coverage as well as minimum per-user rate constraints have then to be taken into account. Usually, the various Service Function Chains (SFCs) belonging to a slice are deployed on a best-effort basis. Nothing ensures that the InP will be able to allocate enough resources to cope with the increasing demands of some SP. This paper takes the InP perspective and proposes a slice resource provisioning approach to cope with multiple slice demands in terms of computing, storage, coverage, and rate constraints. The resource requirements of the various Service Function Chains to be deployed within a slice are aggregated within a graph of Slice Resource Demands (SRD). Coverage and rate constraints are also taken into account in the SRD. Infrastructure nodes and links have then to be provisioned so as to satisfy all types of resource demands. This problem leads to a Mixed Integer Linear Programming formulation. A two-step deployment approach is considered, with several variants, depending on whether the constraints of each slide to be deployed are taken into account sequentially or jointly. Once provisioning has been performed, any slice deployment strategy may be considered on the reduced-size infrastructure graph representing the nodes and links on which resources have been provisioned. Simulation results demonstrate the effectiveness of the proposed approach compared to a more classical direct slice embedding approach.
The wireless network slicing problem is also addressed in @cite_26 . A game theory-based distributed algorithm to solve the problem is proposed. The proposed algorithm accounts for the limited availability of wireless resources and considers different aspects such as congestion, deployment costs and the RRH-user distance. This work considered the coverage area of RRH, but ignored the possible coverage constraints required by the slices.
@cite_26
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Radio access network (RAN) slicing is an effective methodology to dynamically allocate networking resources in 5G networks. One of the main challenges of RAN slicing is that it is provably an NP-Hard problem. For this reason, we design near-optimal low-complexity distributed RAN slicing algorithms. First, we model the slicing problem as a congestion game, and demonstrate that such game admits a unique Nash equilibrium (NE). Then, we evaluate the Price of Anarchy (PoA) of the NE, i.e., the efficiency of the NE as compared with the social optimum, and demonstrate that the PoA is upper-bounded by 3 2. Next, we propose two fully-distributed algorithms that provably converge to the unique NE without revealing privacy-sensitive parameters from the slice tenants. Moreover, we introduce an adaptive pricing mechanism of the wireless resources to improve the network owner’s profit. We evaluate the performance of our algorithms through simulations and an experimental testbed deployed on the Amazon EC2 cloud, both based on a real-world dataset of base stations from the OpenCellID project. Results conclude that our algorithms converge to the NE rapidly and achieve near-optimal performance, while our pricing mechanism effectively improves the profit of the network owner.