Joint Quantum Reinforcement Learning and Stabilized Control for Spatio-Temporal Coordination in Metaverse
- Authors
- Park, Soohyun; Chung, Jaehyun; Park, Chanyoung; Jung, Soyi; Choi, Minseok; Cho, Sungrae; Kim, Joongheon
- Issue Date
- Dec-2024
- Publisher
- Institute of Electrical and Electronics Engineers Inc.
- Keywords
- Age-of-Information; Avatars; Metaverse; Metaverse; Observers; Quantum computing; Quantum Reinforcement Learning; Reinforcement learning; Servers; Synchronization; Synchronization
- Citation
- IEEE Transactions on Mobile Computing, v.23, no.12, pp 12410 - 12427
- Pages
- 18
- Journal Title
- IEEE Transactions on Mobile Computing
- Volume
- 23
- Number
- 12
- Start Page
- 12410
- End Page
- 12427
- URI
- https://scholarworks.bwise.kr/cau/handle/2019.sw.cau/74359
- DOI
- 10.1109/TMC.2024.3407883
- ISSN
- 1536-1233
1558-0660
- Abstract
- In order to build realistic metaverse systems, enabling high synchronization between physical-space and virtual meta-space is essentially required. For this purpose, this paper proposes a novel system-wide coordination algorithm for high synchronization under characteristics (<italic>i.e.</italic>, highly realistic meta-space construction under the constraints of physical-space). The proposed algorithm consists of the following three stages. The first stage is quantum multi-agent reinforcement learning (QMARL)-based scheduling for low-delay temporal-synchronization using differentiated age-of-information (AoI) during data gathering in physical-space by observers for meta-space construction. This is beneficial for scalability according to action dimension reduction in reinforcement learning computation. The second stage is for creating virtual contents under delay constraints in meta-space based on the gathered data. When rendering regions that have received more user attention, avatar-popularity is considered for spatio-synchronization. Thus, a stabilized control mechanism is designed for time-average reality quality maximization for each region. The last stage is for caching based on avatar-popularity and AoI which can be helpful in constructing low-delay realistic meta-space. Furthermore, the concept of AoI is divided into two separate sub-concepts of physical AoI and virtual AoI such that the AoI in virtual meta-space can be thoroughly implemented. IEEE
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Collections - College of Software > School of Computer Science and Engineering > 1. Journal Articles

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