5G-Based Adaptive Network Resource Scheduling Method
By analyzing the historical interaction data and player action characteristics of VR game levels, and adjusting network resource allocation in real time, the problem of inflexible resource allocation in VR games is solved, and the game fluency and player experience are improved.
Patent Information
- Application Number
- CN202510552708.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-29
- Publication Date
- 2025-07-04
- Estimated Expiration
- 2045-04-29
AI Technical Summary
The prior art fails to effectively consider the dynamics of the network environment and the differences in player equipment in VR games, resulting in inflexible resource allocation, waste or insufficient, and affecting the gaming experience.
By calling the historical interactive data of the game level, the level clearance features are extracted, the level settlement node is predicted, the player's body movements and synchronization characteristics are combined, the degree of resource adaptation is evaluated, and bandwidth allocation is adjusted in real time to ensure the sufficient network resources.
It realizes real-time dispatch of network resources according to the game process, improves the smoothness and player experience of VR games, and avoids waste and insufficient resources.
Smart Images

Figure CN120076054B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of resource scheduling, and particularly to an adaptive network resource scheduling method based on 5G. Background Art
[0002] With the continuous development of virtual reality technology, VR games have increasingly higher requirements for immersion and interactivity. At the same time, players' expectations for the richness and smoothness of game content are also constantly increasing.
[0003] In order to bring an immersive experience to players, VR games need to present high-resolution and realistic images and maintain a high frame rate. This means that VR games need to transmit a large amount of image data, posing high requirements for network bandwidth and transmission stability.
[0004] During the process of playing VR games, players' actions and related operations need to be real-time feedback to the game scene, such as head rotation, handle operation, etc. This requires the network to have low-latency characteristics. Otherwise, it will cause players to feel dizzy and seriously affect the game experience.
[0005] At the same time, the network condition is changing at any time. For example, in a multi-player VR game, the increase in the number of players may lead to network congestion; or in a mobile network environment, the movement of users may cause changes in signal strength, thereby affecting network performance. Therefore, the resource scheduling method needs to have the ability to perceive network changes in real-time and respond quickly.
[0006] Chinese Patent Application Publication No.: CN115426319A discloses a network resource scheduling system, including: a service module, an industrial neural network module, a network resource scheduling module, and a network transmission module; the service module is used to provide various service data of multiple factory areas in the current industrial scene; the industrial neural network module is used to receive various service data and service network demand data, convert the received data into multi-source graph data according to a preset graph structure, and forward it to the network resource scheduling module; the network resource scheduling module is used to process the multi-source graph data, obtain the optimal scheduling plan of the current network resources, and convert it into a network demand scheduling instruction; the network transmission module is used to send the service network demand data to the industrial neural network module; and convert the network demand scheduling instruction into network performance index parameters to configure the network resources of the current industrial scene. By adopting the above technical solution, it is possible to realize real-time scheduling of network resources according to the service requirements of the industrial scene.
[0007] However, there are still the following problems in the prior art.
[0008] When allocating network resources for VR games, only the resource requirements of the games themselves are roughly considered, and some complex scenarios are ignored. For example, network congestion due to the dynamic nature of the network environment; in the case of differences in player devices or multi-user scenarios, unified resource allocation may result in resource waste or insufficient allocation; the switching lag or slow resource loading at the game level switching nodes requires more network resources and flexible allocation of resources. The allocation method based on a single factor reduces the flexibility of resource allocation and the gaming experience of players. Summary of the Invention
[0009] To this end, the present invention provides a 5G-based adaptive network resource scheduling method to overcome the problems in the prior art that when allocating network resources for VR games, only the resource requirements of the games themselves are roughly considered, some complex scenarios are ignored, more network resources and flexible allocation of resources are required, the allocation method based on a single factor reduces the flexibility of resource allocation, and the gaming experience of players is reduced.
[0010] To achieve the above object, the present invention provides a 5G-based adaptive network resource scheduling method, which includes:
[0011] Invoking the historical interaction data of several game levels corresponding to the simulation application to extract the historical clearance characteristics of each game level;
[0012] Determining the clearance degree deviation value for the game level based on the real-time clearance characteristics and the historical clearance characteristics to predict whether the level settlement node is reached, matching with the actual progress position node to determine the settlement offset, and determining whether to detect the transmission of network resources based on the settlement offset;
[0013] Obtaining the repetition frequency of the player's limb movements and combining the synchronization characteristics of the simulation application to determine the resource adaptation degree characterization value to label the resource sufficiency label corresponding to the game level, where the synchronization characteristics include the screen jitter amplitude and the response delay time;
[0014] In response to the calibration result of the resource sufficiency label, obtaining the resource transmission log of the simulation application, invoking the bandwidth utilization rate and the transmission delay frequency, evaluating whether the network resource allocation for the simulation application meets the resource allocation benchmark conditions, determining whether to adjust the bandwidth allocation for the simulation application, and adjusting the bandwidth allocation based on the resource adaptation degree characterization value;
[0015] Wherein, the clearance characteristics include the clearance time and the completion degree of clue collection.
[0016] Further, the process of determining the clearance degree deviation value for the game level based on the real-time clearance characteristics and the historical clearance characteristics includes,
[0017] Invoke the historical clearance features of the game level, including the average clearance time and the average clue collection completion rate;
[0018] Calculate the clearance time deviation value between the clearance time and the average clearance time, and the clue collection deviation value between the clue collection completion rate and the average clue collection completion rate respectively;
[0019] Take the sum of the clearance time deviation value and the clue collection deviation value as the clearance degree deviation value.
[0020] Furthermore, predict whether the level settlement node is reached, including,
[0021] If the clearance degree deviation value of the game level is greater than or equal to the clearance degree deviation threshold, it is evaluated that the level settlement node is reached.
[0022] Furthermore, the process of determining the settlement offset, including,
[0023] Invoke the real-time interaction data of the game level to determine the actual progress position node of the game level;
[0024] Identify the progress bar length corresponding to the actual progress position node;
[0025] Solve the difference between the progress bar length and the progress bar length corresponding to the level settlement node;
[0026] Determine the difference as the settlement offset.
[0027] Furthermore, based on the settlement offset, determine whether to detect the transmission of network resources, including,
[0028] If the settlement offset is greater than or equal to the settlement offset threshold, it is determined to detect the transmission of network resources.
[0029] Furthermore, the process of determining the resource adaptation degree characterization value, including,
[0030] Take the ratio of the player's limb movement repetition frequency to the repetition frequency threshold as the first resource adaptation feature;
[0031] Take the sum of the ratio of the screen jitter amplitude to the jitter amplitude threshold and the ratio of the response delay time to the response delay time threshold as the second resource adaptation feature;
[0032] Perform a weighted sum of the first resource adaptation feature and the second resource adaptation feature to determine the resource adaptation degree characterization value.
[0033] Furthermore, calibrate the resource sufficient label corresponding to the game level, including,
[0034] If the resource adaptation degree characterization value of a game level is less than the resource adaptation degree characterization threshold, then label the game level as having sufficient resources.
[0035] Further, the resource allocation benchmark conditions include
[0036] The bandwidth utilization rate is greater than the bandwidth utilization rate threshold and the transmission delay frequency is less than the transmission delay frequency threshold.
[0037] Further, determining whether to adjust the bandwidth allocation for the simulation application includes
[0038] If the network resource allocation of the simulation application does not meet the resource allocation benchmark conditions, then it is determined to adjust the bandwidth allocation for the simulation application.
[0039] Further, adjusting the bandwidth allocation based on the resource adaptation degree characterization value includes
[0040] Increase the bandwidth allocation amount, and the increase amount of the bandwidth allocation is positively correlated with the resource adaptation degree characterization value.
[0041] Compared with the prior art, the present invention extracts the historical clearance characteristics of each game level by invoking the historical interaction data of a number of game levels corresponding to the simulation application; determines the clearance degree deviation value for the game level based on the real-time clearance characteristics and the historical clearance characteristics to predict whether the level settlement node is reached, matches with the actual progress position node to determine the settlement offset, and determines whether to detect the transmission of network resources based on the settlement offset; obtains the repetition frequency of the player's limb movements and combines the synchronization characteristics of the simulation application to determine the resource adaptation degree characterization value to label the resource sufficient label for the corresponding game level; in response to the calibration result of the resource sufficient label, obtains the resource transmission log of the simulation application, invokes the bandwidth utilization rate and the transmission delay frequency to evaluate whether the network resource allocation for the simulation application meets the resource allocation benchmark conditions to determine whether to adjust the bandwidth allocation for the simulation application, and adjusts the bandwidth allocation based on the resource adaptation degree characterization value. The present invention can schedule network resources in real time according to the game process, ensure the smoothness of the simulation application, and improve the player's game experience.
[0042] In particular, the present invention determines the clearance degree deviation value for a game level by considering the deviation between real-time clearance characteristics and historical clearance characteristics, and quantitatively evaluates the clearance progress of the game level. For the settlement stage of the game level, it is the process stage when the current game level is about to end and the subsequent game level is about to start. Therefore, in the settlement stage, the simulation application needs to have sufficient network resources to achieve the purpose of smoothly switching to the next game level scene. According to the clearance degree deviation value, it is characterized that the player's current progress may be abnormal. For example, due to network lag, data transmission delay, etc., the progress is too slow. Then, the abnormal degree of this deviation is quantitatively determined to determine the shortage degree of network resources, providing data support for subsequent determination of whether to detect the transmission of network resources. The present invention can schedule network resources in real time according to the game process, ensure the smoothness of the simulation application, and improve the player's game experience.
[0043] In particular, the present invention determines the resource adaptation characterization value based on the repetition frequency of the player's limb movements in combination with the synchronization characteristics of the simulation application. In the actual interaction process between the player and the simulation application, the game character is controlled through the limb movements issued by the player to achieve interaction with the game scene. Through the repetition frequency of limb movements, the actual demand for game resources can be observed from the perspective of the player's operation behavior. For example, when the repetition frequency of the player's limb movements is high, it is very likely that the current game resources, such as network bandwidth, etc., cannot meet the smoothness requirements of their operations, resulting in the need for repeated operations. Combining synchronization characteristics such as the screen jitter amplitude and response delay time can more comprehensively reflect the actual state of the game during operation. Therefore, the present invention comprehensively considers the above multiple factors to determine the resource adaptation degree characterization value, which can accurately link the player's experience feeling with the adaptation situation of game resources, making the judgment of resource requirements closer to the actual situation, providing data support for subsequent calibration of resource sufficient labels for game levels. The present invention can schedule network resources in real time according to the game process, ensure the smoothness of the simulation application, and improve the player's game experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0044] Figure 1 Schematic diagram of the steps of the 5G-based adaptive network resource scheduling method according to an embodiment of the invention;
[0045] Figure 2 Logic decision diagram for predicting whether the level settlement node is reached according to an embodiment of the invention;
[0046] Figure 3 Logic decision diagram for determining whether to detect the transmission of network resources according to an embodiment of the invention;
[0047] Figure 4 Logic decision diagram for calibrating the resource sufficient label corresponding to the game level according to an embodiment of the invention. DETAILED DESCRIPTION OF THE INVENTION
[0048] To make the objectives and advantages of the present invention clearer and more understandable, the present invention will be further described below in conjunction with embodiments; it should be understood that the specific embodiments described herein are only used to explain the present invention and are not used to limit the present invention.
[0049] The preferred embodiments of the present invention will be described below with reference to the accompanying drawings. Those skilled in the art should understand that these embodiments are only used to explain the technical principles of the present invention and do not limit the protection scope of the present invention.
[0050] Please refer to Figure 1 as shown, which is a schematic diagram of the steps of the 5G-based adaptive network resource scheduling method according to an embodiment of the present invention. The 5G-based adaptive network resource scheduling method according to an embodiment of the present invention includes:
[0051] Step S1, calling the historical interaction data of several game levels corresponding to the simulation application to extract the historical clearance characteristics of each game level;
[0052] Step S2, determining the clearance degree deviation value for the game level based on the real-time clearance characteristics and the historical clearance characteristics, predicting whether the level settlement node is reached, matching with the actual progress position node, determining the settlement offset, and determining whether to detect the transmission of network resources based on the settlement offset;
[0053] Step S3, obtaining the repetition frequency of the player's limb movements and combining the synchronization characteristics of the simulation application to determine the resource adaptation degree characterization value, and marking the resource sufficient label for the corresponding game level. The synchronization characteristics include the screen jitter amplitude and the response delay time;
[0054] Step S4, in response to the calibration result of the resource sufficient label, obtaining the resource transmission log of the simulation application, calling the bandwidth utilization rate and the transmission delay frequency, evaluating whether the network resource allocation for the simulation application meets the resource allocation benchmark conditions, determining whether to adjust the bandwidth allocation for the simulation application, and adjusting the bandwidth allocation based on the resource adaptation degree characterization value;
[0055] Among them, the clearance characteristics include the clearance time and the completion degree of clue collection.
[0056] In this embodiment, the simulation application refers to an interactive game created using virtual reality technology, that is, a VR game.
[0057] Specifically, in this embodiment, the historical interaction data corresponding to several game levels is stored in a relevant database in advance to facilitate the real-time call and extraction of the corresponding historical clearance data.
[0058] It can be understood that VR games run through the computing power resources allocated by the processor. Therefore, in this embodiment, the resources in the resource transmission log refer to the computing power resources provided by the processor to the simulation application. Furthermore, the analysis of the transmission situation of the computing power resources will not be elaborated here.
[0059] Specifically, the process of determining the clearance degree deviation value for the game level based on the real-time clearance characteristics and the historical clearance characteristics includes:
[0060] Invoking the historical clearance characteristics of the game level, including the average clearance time and the average clue collection completion degree;
[0061] Calculating the clearance time deviation value between the clearance time and the average clearance time, and the clue collection deviation value between the clue collection completion degree and the average clue collection completion degree respectively;
[0062] Taking the sum of the clearance time deviation value and the clue collection deviation value as the clearance degree deviation value.
[0063] It can be understood that in each game level, several clues that require players to perform relevant operations to obtain for clearance are set. Only when enough clues are triggered and collected can the clearance conditions of the game level be met. This will not be elaborated here.
[0064] In this embodiment, the absolute value of the clearance time difference between the clearance time and the average clearance time is calculated, and the ratio of the absolute value of the clearance time to the average clearance time is used as the clearance time deviation value. Similarly, the absolute value of the clue collection difference between the clue collection completion degree and the average clue collection completion degree is calculated, and the ratio of the absolute value of the clue collection to the average clue collection completion degree is used as the clue collection deviation value.
[0065] Specifically, please refer to Figure 2 As shown, it is the logical decision diagram for predicting whether the level settlement node is reached in the embodiment of the present invention. Predicting whether the level settlement node is reached includes:
[0066] If the clearance degree deviation value of the game level is greater than or equal to the clearance degree deviation threshold, it is evaluated that the level settlement node is reached;
[0067] If the clearance degree deviation value of the game level is less than the clearance degree deviation threshold, it is evaluated that the level settlement node is not reached.
[0068] Specifically, in this embodiment, the purpose of setting the clearance degree deviation threshold is to characterize the situation that the progress of the current game level is extremely slow. By calling historical data of completing the same game level multiple times, calling the historical data of the clearance degree deviation value, and solving the average value of the clearance degree deviation, based on the purpose of setting the clearance degree deviation threshold, the clearance degree deviation threshold is determined as the product of the average value of the clearance degree deviation and the clearance deviation coefficient, where the clearance deviation coefficient is selected within the interval [1.02, 1.04].
[0069] Specifically, the process of determining the settlement offset includes:
[0070] Calling the real-time interaction data of the game level to determine the actual progress position node of the game level;
[0071] Identifying the progress bar length corresponding to the actual progress position node;
[0072] Solving the difference between the progress bar length and the progress bar length corresponding to the level settlement node;
[0073] Determining the difference as the settlement offset.
[0074] It can be understood that through the actual progress position node, the real-time state and progress of the player in the game level can be captured accurately in real time, and then the deviation between the current progress and the level settlement node can be determined. When the settlement offset is large, it means that there is a large deviation between the game level progress and the level settlement node. At this time, the network resource detection is more targeted, and it can timely detect whether there are problems affecting the game settlement during the transmission of network resources, such as insufficient bandwidth resulting in slow data transmission, high latency, etc., so as to avoid unnecessary detection when the network resources are normal, accurately locate the timing of network resource detection, improve the detection efficiency, which will not be elaborated here.
[0075] Specifically, the present invention determines the clearance degree deviation value for the game level by considering the deviation between the real-time clearance characteristics and the historical clearance characteristics, and quantitatively evaluates the clearance progress of the game level. For the settlement stage of the game level, it is the process stage when the current game level is about to end and the subsequent game level is about to start. Therefore, in the settlement stage, the simulation application needs to have sufficient network resources to achieve the purpose of smoothly switching to the next game level scene. According to the clearance degree deviation value, it can be characterized that the player's current progress may be abnormal, such as network lag, data transmission delay, etc., resulting in a situation where the progress is too slow. Then, the abnormal degree of this deviation is quantitatively determined to determine the degree of lack of network resources, providing data support for subsequent determination of whether to detect the transmission of network resources. The present invention can schedule network resources in real time according to the game process, ensure the smoothness of the simulation application, and improve the player's game experience.
[0076] Specifically, please refer to Figure 3 shown in Figure 3 , which is a logical decision diagram for determining whether to detect the transmission of network resources in an embodiment of the present invention. Based on the settlement offset, it is determined whether to detect the transmission of network resources, including
[0077] If the settlement offset is greater than or equal to the settlement offset threshold, it is determined to detect the transmission of network resources;
[0078] If the settlement offset is less than the settlement offset threshold, it is determined that there is no need to detect the transmission of network resources.
[0079] Specifically, the purpose of setting the settlement offset threshold is to characterize the situation where the deviation between the progress level settlement nodes of the current game level is too large. By calling historical data of completing the same game level several times, calling the historical data of the settlement offset, solving the average value of the settlement offset, and based on the purpose of setting the settlement offset threshold, the settlement offset threshold is determined as the product of the average value of the settlement offset and the settlement offset coefficient. Among them, the settlement offset coefficient is selected within the interval [1.05, 1.1].
[0080] Specifically, the process of determining the resource adaptation degree characterization value includes
[0081] Taking the ratio of the player's limb movement repetition frequency to the repetition frequency threshold as the first resource adaptation feature;
[0082] Taking the sum of the ratio of the screen jitter amplitude to the jitter amplitude threshold and the ratio of the response delay time to the response delay time threshold as the second resource adaptation feature;
[0083] Performing a weighted sum of the first resource adaptation feature and the second resource adaptation feature to determine the resource adaptation degree characterization value.
[0084] In actual situations, the situation directly presented by the simulation application can better reflect the sufficiency of network resources. Therefore, in this embodiment, the clearance features directly affected by the network transmission situation are preferentially considered, that is, the screen jitter amplitude and the response delay time of the simulation application. Therefore, a slightly higher weight is given to the second resource adaptation feature calculated based on the clearance feature. Therefore, when performing a weighted sum, the weight of the first resource adaptation feature is set to 0.4, and the weight of the second resource adaptation feature is set to 0.6;
[0085] In this embodiment, the situation of relatively scarce network resources of the simulation application is characterized by the jitter amplitude threshold and the response delay threshold. By calling the historical data of completing the same game level several times, the historical data of the screen jitter amplitude and the historical data of the response delay time are called, and the average value of the screen jitter amplitude and the average value of the response delay time are solved. Based on the purpose of setting the above two thresholds, the jitter amplitude threshold is set to the product of the average value of the screen jitter amplitude and the jitter deviation coefficient, and the response delay time threshold is set to the product of the average value of the response delay time and the delay deviation coefficient. Among them, the jitter deviation coefficient is selected within the range of [1.05, 1.1], and the delay deviation coefficient is selected within the range of [1.1, 1.15];
[0086] It can be understood that during the game process of the player, the player controls the virtual character in the game level to perform corresponding actions through his own body movements to complete the interaction with the game scene. If the repetition frequency of any same body movement of the player is too high, it can reflect the abnormal degree of the interaction process. Since it takes a certain amount of time for the simulation application to transmit the action data to the corresponding game system after the player makes the corresponding body movement, and then the game system processes it and transmits the corresponding feedback screen data to the simulation application. If the player repeats the same body movement many times, it may be that the data transmission is too delayed, resulting in the inability to synchronize the screen with the player's body movement, affecting the player's gaming experience; it may also be that a large amount of body movement data collected by the simulation application cannot be transmitted to the game system for processing in a timely and complete manner, resulting in the game system being unable to accurately parse the player's actions, resulting in incorrect or inaccurate action recognition. From the player's perspective, they may think that their actions have not been correctly captured by the game, so they may repeat the actions to achieve screen synchronization.
[0087] Specifically, the present invention determines a resource adaptation characterization value based on the repetition frequency of the player's limb movements in combination with the synchronization characteristics of the simulation application. During the interaction between the actual player and the simulation application, the game character is controlled through the limb movements issued by the player to achieve interaction with the game scene. Through the repetition frequency of the limb movements, it is possible to observe the actual demand for game resources from the perspective of the player's operation behavior. For example, when the repetition frequency of the player's limb movements is high, it is very likely that the current game resources, such as network bandwidth, etc., cannot meet the smoothness requirements of their operations, resulting in the need for repeated operations. Combining synchronization characteristics such as the screen jitter amplitude and response delay time can more comprehensively reflect the actual state of the game during operation. Therefore, the present invention comprehensively considers the above multiple factors to determine the resource adaptation degree characterization value, which can accurately link the player's experience with the adaptation of game resources, making the judgment of resource requirements closer to the actual situation and providing data support for the subsequent calibration of resource sufficient labels for game levels. The present invention can schedule network resources in real time according to the game process, ensure the smoothness of the simulation application, and improve the player's game experience.
[0088] Specifically, please refer to Figure 4 shown, which is the logical decision diagram for calibrating the resource sufficient label of the corresponding game level in the embodiment of the present invention. Calibrating the resource sufficient label of the corresponding game level includes,
[0089] If the resource adaptation degree characterization value of a game level is less than the resource adaptation degree characterization threshold, then the game level is calibrated with a resource sufficient label.
[0090] Specifically, the resource allocation benchmark conditions include,
[0091] The bandwidth utilization rate is greater than the bandwidth utilization rate threshold and the transmission delay frequency is less than the transmission delay frequency threshold.
[0092] In this embodiment, the purpose of setting the bandwidth utilization rate threshold and the transmission delay frequency threshold is to characterize the situation where the simulation application is lacking in network resources and cannot support smooth interaction of the simulation application. By calling the historical data of several completed identical game levels, calling the historical data of bandwidth utilization rate and the historical data of transmission delay frequency, and solving the average value of bandwidth utilization rate and the average value of transmission delay frequency, based on the purpose of setting the above two thresholds, the bandwidth utilization rate threshold is determined as the product of the average value of bandwidth utilization rate and the bandwidth deviation coefficient, and the transmission delay frequency threshold is determined as the product of the average value of transmission delay frequency and the delay deviation coefficient. Among them, the bandwidth deviation coefficient is selected within the interval [1.05, 1.1], and the delay deviation coefficient is selected within the interval [1.1, 1.15].
[0093] Specifically, there is no specific limitation on the detection method of bandwidth utilization. Network monitoring tools can be used. For example, Wireshark can capture network data packets and analyze them to calculate the amount of data sent and received by the simulation application within a certain period of time, so as to obtain the bandwidth utilization rate; NetFlow Analyzer can identify the traffic of the simulation application and calculate the percentage of bandwidth it occupies to intuitively understand the broadband utilization rate of the simulation application. Of course, other methods for detecting bandwidth utilization can also be adopted, which will not be elaborated here.
[0094] Specifically, there is no specific limitation on the detection method of transmission delay frequency. A network performance detection platform can be used. For example, SolarWinds Network Performance Monitor can automatically discover the network topology, monitor network traffic, delay, packet loss rate and other indicators, and its visualization interface can intuitively view the transmission delay situation of the simulation application. The delay frequency can be analyzed through reports and statistical functions. Of course, other methods for detecting transmission delay frequency can also be adopted, which will not be elaborated here.
[0095] Specifically, determining whether to adjust the bandwidth allocation for the simulation application includes
[0096] If the network resource allocation of the simulation application does not meet the resource allocation benchmark conditions, it is determined that the bandwidth allocation for the simulation application is adjusted.
[0097] Specifically, adjusting the bandwidth allocation based on the resource adaptation degree characterization value includes
[0098] Increasing the bandwidth allocation amount, and the increase amount of the bandwidth allocation is positively correlated with the resource adaptation degree characterization value.
[0099] In this embodiment, optionally,
[0100] Compare the resource adaptation degree characterization value with a preset first resource adaptation degree characterization comparison threshold and a second resource adaptation degree characterization comparison threshold.
[0101] When the resource adaptation degree characterization value is greater than the second resource adaptation degree characterization comparison threshold, it is determined that the increase amount of the bandwidth allocation is the first increase amount, and it is set that the first increase amount is 2 times the benchmark bandwidth allocation amount;
[0102] When the resource adaptation degree characterization value is greater than or equal to the first resource adaptation degree characterization comparison threshold and less than or equal to the second resource adaptation degree characterization comparison threshold, it is determined that the increase amount of the bandwidth allocation is the second increase amount, and it is set that the second increase amount is 1.6 times the benchmark bandwidth allocation amount;
[0103] When the resource adaptation degree characterization value is less than the first resource adaptation degree characterization comparison threshold, it is determined that the increase amount of bandwidth allocation is the third increase amount, and it is set that the third increase amount is 1.4 times of the reference bandwidth allocation amount;
[0104] Among them, the first resource adaptation degree characterization comparison threshold is 1.1 times of the resource adaptation degree characterization threshold, and the second resource adaptation degree characterization comparison threshold is 1.3 times of the resource adaptation degree characterization threshold;
[0105] For the way of the reference bandwidth allocation amount, it can be determined according to the number of players that can be supported simultaneously by the simulation application. For a single-player VR game, in order to achieve smooth pictures and low-latency interactions, a bandwidth of 20 Mbps - 50 Mbps is required; for a multi-player online VR game, considering factors such as a large number of players online at the same time, complex game scenes, and real-time battle special effects, each player may require a bandwidth of 30 Mbp - 100 Mbps to ensure the smooth operation of the game and low-latency experience, which will not be elaborated here.
[0106] If the 5G-based adaptive network resource scheduling method of the present invention is implemented in the form of software functional units and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on such an understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or all or part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present invention. The aforementioned storage medium includes: USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs, etc., which can store program codes.
[0107] So far, the technical solution of the present invention has been described in combination with the preferred embodiments shown in the drawings. However, it is easy for those skilled in the art to understand that the protection scope of the present invention is obviously not limited to these specific embodiments. Without departing from the principle of the present invention, those skilled in the art can make equivalent changes or substitutions to the relevant technical features, and the technical solutions after these changes or substitutions will fall within the protection scope of the present invention.
Claims
1. An adaptive network resource scheduling method based on 5G, characterized in that, Including: Invoking the historical interaction data of several game levels corresponding to the simulation application to extract the historical clearance characteristics of each game level; Determining the clearance degree deviation value for the game level based on the real-time clearance characteristics and the historical clearance characteristics. If the clearance degree deviation value of the game level is greater than or equal to the clearance degree deviation threshold, it is evaluated as reaching the level settlement node; Invoking the real-time interaction data of the game level to determine the actual progress position node of the game level; Identifying the progress bar length corresponding to the actual progress position node; Solving the difference between the progress bar length and the progress bar length corresponding to the level settlement node; Determining the difference as the settlement offset; If the settlement offset is greater than or equal to the settlement offset threshold, it is determined to detect the transmission of network resources; Obtaining the repetition frequency of the player's limb movements and combining the synchronization characteristics of the simulation application to determine the resource adaptation degree representation value to label the resource sufficient label for the corresponding game level. The synchronization characteristics include the screen jitter amplitude and the response delay time; The process of determining the resource adaptation degree representation value includes: Taking the ratio of the repetition frequency of the player's limb movements to the repetition frequency threshold as the first resource adaptation feature; Taking the sum of the ratio of the screen jitter amplitude to the jitter amplitude threshold and the ratio of the response delay time to the response delay time threshold as the second resource adaptation feature; Performing weighted summation of the first resource adaptation feature and the second resource adaptation feature to determine the resource adaptation degree representation value; In response to the calibration result of the resource sufficient label, obtaining the resource transmission log of the simulation application, invoking the bandwidth utilization rate and the transmission delay frequency, evaluating whether the network resource allocation for the simulation application meets the resource allocation benchmark conditions, and determining whether to adjust the bandwidth allocation for the simulation application, and adjusting the bandwidth allocation based on the resource adaptation degree representation value; Among them, the clearance characteristics include the clearance time and the clue collection completion degree.
2. The adaptive network resource scheduling method based on 5G according to claim 1, wherein The process of determining the clearance degree deviation value for the game level based on the real-time clearance characteristics and the historical clearance characteristics includes: Invoking the historical clearance characteristics of the game level, including: the average clearance time and the average clue collection completion degree; Calculating the clearance time deviation value between the clearance time and the average clearance time and the clue collection deviation value between the clue collection completion degree and the average clue collection completion degree respectively; Taking the sum of the clearance time deviation value and the clue collection deviation value as the clearance degree deviation value.
3. The adaptive network resource scheduling method based on 5G according to claim 1, wherein Labeling the resource sufficient label for the corresponding game level includes: If there is a game level with a resource adaptation degree representation value less than the resource adaptation degree representation threshold, labeling the game level with the resource sufficient label.
4. The 5G-based adaptive network resource scheduling method according to claim 1, characterized in that The resource allocation benchmark conditions include: The bandwidth utilization rate is greater than the bandwidth utilization rate threshold and the transmission delay frequency is less than the transmission delay frequency threshold.
5. The adaptive network resource scheduling method based on 5G according to claim 1, characterized in that, Determining whether to adjust the bandwidth allocation for the simulation application includes: If the network resource allocation of the simulation application does not meet the resource allocation benchmark conditions, it is determined to adjust the bandwidth allocation for the simulation application.
6. The adaptive network resource scheduling method based on 5G according to claim 1, wherein, Adjusting the bandwidth allocation based on the resource adaptation degree representation value includes: Increase the bandwidth allocation, and the increase in bandwidth allocation has a positive correlation with the characterization value of the resource adaptation degree.
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