CN108847992A - A kind of video machine meeting transmission route algorithm based on multi-user Cooperation game - Google Patents
A kind of video machine meeting transmission route algorithm based on multi-user Cooperation game Download PDFInfo
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Abstract
一种基于多用户协作博弈的视频机会传输路由算法,首先综合视频数据本身和传输网络两个因素,建立视频数据包的边缘质量增益模型;其次把相遇的多个节点看作一个连通的网络,并把其间的数据交换过程建模为一个多用户协作博弈的过程;最后基于几何空间表示的最优纳什解对每个视频数据包的复制或者转发进行决策。该算法保证在视频传输质量最优的情况下,网络中的视频数据包备份个数最少,基于合成数据集和真实数据集的仿真结果表明,本发明视频传输质量比同类算法高出1~2dB,但是平均最大数据包备份数仅为同类算法的25%左右;该算法不仅能够使得视频传输质量最大化,同时能够降低数据包的平均最大备份数,从而使得网络的传输开销最小化。
A video opportunistic transmission routing algorithm based on multi-user cooperative game. Firstly, the two factors of video data itself and transmission network are integrated to establish the edge quality gain model of video data packets; secondly, multiple nodes that meet are regarded as a connected network. And the data exchange process is modeled as a multi-user cooperative game process; finally, based on the optimal Nash solution represented by the geometric space, a decision is made on the replication or forwarding of each video data packet. This algorithm guarantees that under the condition of optimal video transmission quality, the number of video data packet backups in the network is the least, and the simulation results based on synthetic data sets and real data sets show that the video transmission quality of the present invention is 1~2dB higher than similar algorithms , but the average maximum packet backup number is only about 25% of similar algorithms; this algorithm can not only maximize the video transmission quality, but also reduce the average maximum packet backup number, thereby minimizing the network transmission overhead.
Description
技术领域technical field
本发明涉及无线通信技术领域,具体的说是一种基于多用户协作博弈的视频机会传输路由算法。The invention relates to the technical field of wireless communication, in particular to a video opportunistic transmission routing algorithm based on multi-user cooperative game.
背景技术Background technique
微电子和无线通信技术的飞速发展使得智能终端设备在近十年间得以快速普及,而其内嵌的各种传感设备也赋予了人们对外部环境进行视频感知的能力。同时,受益于移动互联网的快速发展,视频数据可以随时随地在用户间进行分享,并能够给用户提供各种应用和服务。但是,移动设备的激增带来了移动数据流量的爆炸式增长,而其中视频数据占据了很大比重,依据思科的预测,该数值在2018年末将达到84%。然而移动数据流量主要通过移动蜂窝网络(3G/4G、LTE)进行传输,尽管移动通信技术在最近几年得以长足发展,但其仍然无法满足海量的数据流在传输速率和网络容量等方面对网络的需求。The rapid development of microelectronics and wireless communication technology has enabled the rapid popularization of smart terminal devices in the past decade, and various sensor devices embedded in them have also given people the ability to perceive the external environment through video. At the same time, benefiting from the rapid development of the mobile Internet, video data can be shared among users anytime and anywhere, and various applications and services can be provided to users. However, the proliferation of mobile devices has brought about an explosive growth in mobile data traffic, of which video data accounts for a large proportion. According to Cisco's forecast, this value will reach 84% by the end of 2018. However, mobile data traffic is mainly transmitted through mobile cellular networks (3G/4G, LTE). Although mobile communication technology has developed rapidly in recent years, it still cannot meet the demands of massive data streams on the network in terms of transmission rate and network capacity. demand.
把需要通过移动蜂窝网络进行传输的移动数据流通过其他辅助的网络和手段进行传输和分流,称之为移动数据卸载(Mobile data offloading)。目前,移动数据卸载被认为是能够解决上述困境的最有效的方法。Wi-Fi热点常被用来作为移动蜂窝网络的辅助手段进行数据传输,但由于部署成本和传输距离等因素,其很难在一个广域的范围内组成一个全覆盖的无线网络提供数据传输服务。因此,如何进行便捷、高效的移动数据卸载,尤其是视频数据卸载已成为当前学术界和工业界广泛关注的一个问题。The mobile data stream that needs to be transmitted through the mobile cellular network is transmitted and distributed through other auxiliary networks and means, which is called mobile data offloading. Currently, mobile data offloading is considered to be the most effective way to solve the above dilemma. Wi-Fi hotspots are often used as an auxiliary means of mobile cellular networks for data transmission, but due to factors such as deployment costs and transmission distances, it is difficult to form a full-coverage wireless network within a wide area to provide data transmission services . Therefore, how to perform convenient and efficient mobile data offloading, especially video data offloading, has become a problem that is widely concerned by the academic and industrial circles.
针对机会网络中一般数据的传输问题,已经存在很多算法和机制,但由于下述原因其都无法直接适用于视频数据的机会传输。首先,视频数据在本质上和一般数据有很大差异,路由算法在设计时应该充分考虑其独特性,如持续性、局部相关性等;其次,算法设计的性能目标存在较大差异,一般数据传输主要把投递率和传输时延作为性能度量的标准,而视频数据传输则把视频数据的投递质量作为路由算法设计的衡量指标,其不仅包括传输时延,同时还包括视频数据的重建质量;最后,现有的机会路由算法主要考虑两节点间的数据传输,而在城市环境中多节点相遇则是常态,考虑多节点间的数据交换则能给数据传输性能提供了更多的提升和优化空间。There are already many algorithms and mechanisms for the transmission of general data in opportunistic networks, but none of them can be directly applied to the opportunistic transmission of video data for the following reasons. First of all, the nature of video data is very different from general data, and routing algorithms should fully consider its uniqueness, such as persistence and local correlation, when designing routing algorithms; secondly, there are large differences in the performance goals of algorithm design. Transmission mainly regards the delivery rate and transmission delay as performance measurement standards, while video data transmission uses the delivery quality of video data as the measurement index for routing algorithm design, which includes not only transmission delay, but also the reconstruction quality of video data; Finally, the existing opportunistic routing algorithm mainly considers the data transmission between two nodes, while it is normal for multiple nodes to meet in the urban environment, considering the data exchange between multiple nodes can provide more improvement and optimization for data transmission performance space.
综上,移动用户间日益普及的视频数据传输使得传统无线通信网络上的流量爆炸性增长问题变得愈发严重,而基于D2D通信的数据机会传输被认为是能够实现数据卸载的有效方法。然而,在移动机会网络中数据传输主要通过数据复制和机会转发而实现。为了获得较高的投递率和较低的投递时延,数据复制往往被过度使用,冗余的数据包不仅会消耗掉大量的设备和网络资源,同时还会增加网络的传输负载,降低网络性能。对于视频数据传输,由于其较强的持续性和远高于一般标量数据的数据量,该问题会更加突出。To sum up, the increasing popularity of video data transmission among mobile users has made the problem of explosive traffic growth on traditional wireless communication networks more and more serious, and data opportunistic transmission based on D2D communication is considered to be an effective method to realize data offloading. However, data transmission in mobile opportunistic networks is mainly realized by data replication and opportunistic forwarding. In order to obtain a higher delivery rate and lower delivery delay, data replication is often overused. Redundant data packets will not only consume a lot of equipment and network resources, but also increase the transmission load of the network and reduce network performance. . For video data transmission, due to its strong persistence and data volume much higher than that of general scalar data, this problem will be more prominent.
发明内容Contents of the invention
为了解决现有技术中的不足,本发明提供一种基于多用户协作博弈的视频机会传输路由算法,实现对视频传输质量和传输开销的优化,不仅能够使得视频传输质量最大化,同时能够降低数据包的平均最大备份数,从而使得网络的传输开销最小化。In order to solve the deficiencies in the prior art, the present invention provides a video opportunity transmission routing algorithm based on multi-user cooperative game, which realizes the optimization of video transmission quality and transmission overhead, not only can maximize video transmission quality, but also can reduce data The average maximum backup number of packets, so that the transmission overhead of the network is minimized.
为了实现上述目的,本发明采用的具体方案为:一种基于多用户协作博弈的视频机会传输路由算法,首先综合视频数据本身和传输网络两个因素,建立视频数据包的边缘质量增益模型;其次把相遇的多个节点看作一个连通的网络,并把其间的数据交换过程建模为一个多用户协作博弈的过程;最后基于几何空间表示的最优纳什解对每个视频数据包的复制或者转发进行决策。In order to achieve the above object, the specific scheme adopted by the present invention is: a video opportunity transmission routing algorithm based on multi-user cooperative game, at first integrating the two factors of video data itself and transmission network, and establishing the edge quality gain model of video data packets; secondly The multiple nodes that meet are regarded as a connected network, and the data exchange process is modeled as a multi-user cooperative game process; finally, based on the optimal Nash solution represented by the geometric space, the replication or Forward for decision making.
如上所述的一种基于多用户协作博弈的视频机会传输路由算法,该算法具体包括如下步骤:As mentioned above, a video opportunity transmission routing algorithm based on multi-user cooperative game, the algorithm specifically includes the following steps:
步骤1、综合视频数据本身和传输网络两个因素,建立视频数据包的边缘质量增益模型,具体包括如下步骤:Step 1, integrate two factors of video data itself and transmission network, establish the edge quality gain model of video data packet, specifically comprise the following steps:
步骤1.1、考虑视频数据的帧结构:每个视频段均分成多个GoP,属于同一视频段的GoP都具有相同的帧结构,当视频数据在网络中传输时,每一个帧会被分割成多个视频数据包,多个视频数据包包括I、B和P三种类型;Step 1.1. Consider the frame structure of video data: each video segment is divided into multiple GoPs, and the GoPs belonging to the same video segment all have the same frame structure. When video data is transmitted in the network, each frame will be divided into multiple GoPs. A video data packet, a plurality of video data packets include three types of I, B and P;
步骤1.2、通过帧投递率对视频的投递质量进行量化:计算不同类型的视频数据包在同一时刻的平均投递概率;Step 1.2. Quantify the delivery quality of the video through the frame delivery rate: calculate the average delivery probability of different types of video data packets at the same time;
步骤1.3、通过偏微分方程离散化计算边缘质量增益;Step 1.3, calculating the edge mass gain by discretizing the partial differential equation;
步骤2、把相遇的多个节点看作是一个连通的网络,并把其间的数据交换过程建模为一个多用户协作博弈的过程;Step 2. Treat the multiple nodes that meet as a connected network, and model the data exchange process as a multi-user cooperative game process;
步骤3、基于几何空间表示方法计算出该博弈的近似最优纳什解,步骤2中各相遇节点均依据该最优解分别进行数据的复制或者转发,具体包括如下步骤:Step 3. Calculate the approximate optimal Nash solution of the game based on the geometric space representation method. In step 2, each meeting node copies or forwards data according to the optimal solution, specifically including the following steps:
步骤3.1、多人协作博弈的最优解满足下式:Step 3.1, the optimal solution of multiplayer cooperative game satisfies the following formula:
其中,Fi *表示用户i在均衡状态下的最优收益;Fi 0表示在非协作状态下用户i的收益;Among them, F i * represents the optimal income of user i in the equilibrium state; F i 0 represents the income of user i in the non-cooperative state;
表示纳什乘积; Indicates the Nash product;
步骤3.2、构建效用函数;Step 3.2, construct utility function;
步骤3.3、基于几何空间表示方法计算出该博弈的近似最优纳什解。Step 3.3, calculate the approximate optimal Nash solution of the game based on the geometric space representation method.
作为一种优选方案,步骤1.1中,来自不同帧的视频数据包具有不同的重要性,其中,I帧是参考帧,当视频数据包被成功投递以后能够独立重建;P帧是前向预测帧,其重建依赖于成功接收的视频数据包和其前一I或P帧的成功恢复;B帧是双向预测帧,其重建依赖于前后两个视频帧的成功恢复。As a preferred solution, in step 1.1, video data packets from different frames have different importance, wherein, the I frame is a reference frame, which can be independently reconstructed after the video data packet is successfully delivered; the P frame is a forward prediction frame , its reconstruction depends on the successful recovery of the successfully received video data packet and its previous I or P frame; the B frame is a bidirectional predictive frame, and its reconstruction depends on the successful recovery of the previous and subsequent two video frames.
作为一种优选方案,步骤1.2中所述帧投递率为对于一个在网络中进行投递的视频段在目的节点成功重建的视频帧的数目与投递的所有视频帧数量之间的比值。As a preferred solution, the frame delivery rate in step 1.2 is the ratio between the number of successfully reconstructed video frames at the destination node and the number of all delivered video frames for a video segment delivered in the network.
作为一种优选方案,步骤1.2中,I类型的视频数据包在t时刻的平均投递概率的具体计算过程如下:As a preferred solution, in step 1.2, the specific calculation process of the average delivery probability of the I type video packet at time t is as follows:
(1)对于一个视频段,NG表示GoP个数,NT表示总的视频帧个数;MI、MP和MB分别表示每个I、P和B帧被平均分割成的视频数据包个数;RI、RP和RB分别表示I、P和B三种类型的视频数据包的成功投递概率;NI、NP和NB分别表示成功投递的I、P和B帧的期望值;则有下式:(1) For a video segment, NG represents the number of GoPs, NT represents the total number of video frames; MI, MP and MB represent the number of video packets that each I, P and B frame is divided into equally; RI , RP and RB respectively represent the successful delivery probability of three types of video data packets of I, P and B; NI, NP and NB respectively represent the expected value of successfully delivered I, P and B frames; then there is the following formula:
FDR=(NI+NP+NB)/NT;FDR = (N I +N P +N B )/N T ;
(2)当一个视频段被分割并在网络中进行传输时,与其相关的参数NG、MI、MP和MB都是已知的,因此,帧投递率是以RI、RP、RB为变量的函数,即:(2) When a video segment is divided and transmitted in the network, the parameters NG, MI, MP and MB related to it are known, so the frame delivery rate is a function of RI, RP and RB as variables ,which is:
FDR=f(RI,RP,RB);FDR = f(R I , R P , R B );
(3)在视频传输过程中,假设在时刻t网络中不相同的I类型的视频数据包个数为KI(t),且具有相同的TTL(Time-to-Live)值;对任意I类型的视频数据包i,TI,i(t)表示在时刻t该数据包已经消耗的生命时长,MI,i(TI,i(t))表示曾经收到过该视频数据包的节点个数,NI,i(TI,i(t))表示当前仍然携带该视频数据包的节点个数,RI,i(t)表示该视频数据包剩余的生命时长;此外,NS表示所有参与视频传输的节点个数;那么,下述关系成立:(3) In the video transmission process, it is assumed that the number of different I-type video packets in the network at time t is KI(t), and has the same TTL (Time-to-Live) value; for any I-type The video data packet i, TI, i(t) represents the lifetime of the data packet that has been consumed at time t, MI, i(TI, i(t)) represents the number of nodes that have received the video data packet, NI,i(TI,i(t)) indicates the number of nodes still carrying the video data packet, RI,i(t) indicates the remaining lifetime of the video data packet; in addition, NS indicates all nodes participating in video transmission number; then, the following relationship holds:
(4)节点间的接触时间间隔服从λ的指数分布,因此该视频数据包i不能被投递成功的概率等于其任何一个备份数据包与目的节点下一次相遇的时间都大于RI,i(t)的概率,即exp(-λRI,i(t));因此,用PI,i表示I类型的视频数据包i在其生存时间内能够被成功投递的概率,则有:(4) The contact time interval between nodes obeys the exponential distribution of λ, so the probability that the video data packet i cannot be successfully delivered is equal to the time when any backup data packet meets the destination node next time is greater than RI,i(t) The probability of , that is, exp(-λRI,i(t)); therefore, using PI,i to represent the probability that type I video packet i can be successfully delivered within its lifetime, then:
(5)综上,I类型的数据包在时刻t的平均投递概率为:(5) To sum up, the average delivery probability of type I packets at time t is:
作为一种优选方案,P和B类型的视频数据包在t时刻的平均投递概率的具体计算过程与I类型的视频数据包相同。As a preferred solution, the specific calculation process of the average delivery probability of P and B type video data packets at time t is the same as that of I type video data packets.
作为一种优选方案,步骤1.3中,通过偏微分方程离散化计算边缘质量增益的具体过程如下:As a preferred solution, in step 1.3, the specific process of discretizing the edge mass gain through partial differential equations is as follows:
S1、对任意I类型的视频数据包i,其在t时刻的边缘质量增益计算如下:S1. For any video data packet i of type I, its edge quality gain at time t is calculated as follows:
S2、P类型的视频数据包i和B类型的视频数据包i的边缘质量增益MQGP,i和MQGB,i分别计算如下:S2, the edge quality gain MQGP,i and MQGB,i of video data packet i of type P and video data packet i of type B are calculated as follows respectively:
其中,RI、RP和RB分别表示I、P和B三种类型的视频数据包的成功投递概率;NI、NP和NB分别表示成功投递的I、P和B帧的期望值。Among them, RI, RP, and RB represent the successful delivery probability of three types of video data packets of I, P, and B respectively; NI, NP, and NB represent the expected values of successfully delivered I, P, and B frames, respectively.
作为一种优选方案,步骤3.2中,构建的效用函数如下:As a preferred solution, in step 3.2, the constructed utility function is as follows:
其中,N表示相遇的节点个数,M表示该节点携带的不相同的视频数据包个数,V表示同时传输的视频段个数,由于对任意视频段v,其都有各自的目的节点,因此pn,v表示节点n和视频段v的目的节点之间的接触概率,MQGn,v,m表示被节点n携带的、属于视频段v的视频数据包m的边缘质量增益。Among them, N represents the number of nodes encountered, M represents the number of different video packets carried by the node, and V represents the number of video segments transmitted at the same time. Since any video segment v has its own destination node, Therefore pn,v represents the contact probability between node n and the destination node of video segment v, and MQGn,v,m represents the edge quality gain of video packet m carried by node n and belonging to video segment v.
作为一种优选方案,步骤3.3中,基于几何空间表示方法计算出该博弈的近似最优纳什解的具体过程如下:As a preferred solution, in step 3.3, the specific process of calculating the approximate optimal Nash solution of the game based on the geometric space representation method is as follows:
T1、对于视频数据传输,用pn,vMQGn,v,m表示视频数据包m相对于节点n的效用值,计算它们之间的效用距离dn,,具体如下:T1. For video data transmission, use pn, vMQGn, v, m to represent the utility value of video data packet m relative to node n, and calculate the utility distance dn between them, as follows:
T2、针对视频数据传输,经过归一化的视频数据包m相对于博弈用户n的效用距离乘积φn,m具体计算如下:T2. For video data transmission, the utility distance product φn,m of the normalized video data packet m relative to the gaming user n is specifically calculated as follows:
T3、对一个给定的视频数据包,其对应于所有的博弈用户都具有相同的效用距离乘积,均衡条件表示如下:T3. For a given video data packet, corresponding to all game users having the same utility distance product, the equilibrium condition is expressed as follows:
其中,un用来决定视频数据包分配终止的门限条件;Wherein, un is used to determine the threshold condition of video data packet distribution termination;
T4、从对应于移动节点n的列表Ln中选取前K个视频数据包分配给n,使得这K个视频数据包对节点n的效用距离之和达到临界值un,,即K满足下述条件:T4. Select the first K video data packets from the list Ln corresponding to mobile node n and distribute them to n, so that the sum of the utility distances of these K video data packets to node n reaches a critical value un, that is, K satisfies the following conditions :
有益效果:(1)本发明提供了一种基于多用户协作博弈的视频机会传输路由算法,该算法保证在视频传输质量最优的情况下,网络中的视频数据包备份个数最少,基于合成数据集和真实数据集的仿真结果表明,本发明视频传输质量比同类算法高出1~2dB,但是平均最大数据包备份数仅为同类算法的25%左右;Beneficial effects: (1) The present invention provides a video opportunity transmission routing algorithm based on multi-user cooperative game, which ensures that the number of backups of video data packets in the network is the least when the quality of video transmission is optimal. The simulation results of the data set and the real data set show that the video transmission quality of the present invention is 1-2dB higher than similar algorithms, but the average maximum data packet backup number is only about 25% of similar algorithms;
(2)本发明提供了一种基于多用户协作博弈的视频机会传输路由算法,不仅能够使得视频传输质量最大化,同时能够降低数据包的平均最大备份数,从而使得网络的传输开销最小化;(2) The present invention provides a video opportunity transmission routing algorithm based on multi-user cooperative game, which can not only maximize the quality of video transmission, but also reduce the average maximum backup number of data packets, thereby minimizing the transmission overhead of the network;
(3)本发明提供了一种基于多用户协作博弈的视频机会传输路由算法,充分考虑视频数据本身和机会网络自身的特征,建立视频数据重建质量模型;基于视频数据重建质量模型,定义了一个全新的度量指标,即边缘质量增益,对每个视频数据包的重要性进行量化;之后基于上述模型和度量指标,以优化视频传输质量,最小化视频传输开销为目标,提出了一个面向视频传输的机会路由协议。(3) The present invention provides a video opportunistic transmission routing algorithm based on multi-user cooperative game, which fully considers the characteristics of the video data itself and the opportunistic network itself, and establishes a video data reconstruction quality model; based on the video data reconstruction quality model, a A new metric, namely edge quality gain, quantifies the importance of each video data packet; then based on the above model and metrics, with the goal of optimizing video transmission quality and minimizing video transmission overhead, a video transmission-oriented opportunistic routing protocol.
附图说明Description of drawings
图1是本发明视频数据卸载的系统模型图;Fig. 1 is a system model diagram of video data unloading of the present invention;
图2是本发明GoP的帧结构示意图。Fig. 2 is a schematic diagram of the frame structure of the GoP of the present invention.
具体实施方式Detailed ways
下面结合具体实施例对本发明作详细说明,本实施例以本发明技术方案为前提,给出了详细的实施方式和具体的操作过程。The present invention will be described in detail below in conjunction with specific embodiments. This embodiment provides detailed implementation methods and specific operation processes on the premise of the technical solution of the present invention.
系统模型:请参阅图1,在城市区域,所有移动用户和配置移动智能终端的车辆都可以被看作是移动节点;而从网络的角度来看,这些节点以有意识或无意识的方式组成了一个移动机会网络。视频数据通过节点间的机会接触,利用D2D的方式进行数据传输。因此,视频数据卸载其实就是视频数据通过移动机会网络进行传输的过程。如图1所示,图1给出了视频数据卸载的系统模型,该系统模型主要包括两部分,即平台侧和用户侧。在平台侧,管理平台可以看作是部署在传统网络中的一台服务器,主要负责参与用户的招募和管理、视频数据请求和响应管理、视频数据包扩散信息收集等,可以和移动用户通过移动蜂窝网或者Wi-Fi网络进行通信和交互;在用户侧,所有的用户都在进行非受控自主移动,其间可以通过D2D方式直接进行数据交换,同时每个用户还可以通过3G/4G、Wi-Fi接口与平台进行信息交互。当用户参与或者退出视频卸载任务,其必须及时通知管理平台,以便后者实时掌握参与用户的确切信息;同时,当携带数据发生变化时,每个用户也要把变化情况以数据包的形式上报给管理平台。由于用户和数据包的信息可以用来对效用值和用户收益进行计算,从而辅助视频数据进行投递,本发明将这些数据称为控制信息。在视频数据传输的过程中,只有控制信息可以通过传统无线网络进行传输。在图1中,①-⑤给出了视频数据卸载的流程:如果一个用户想要获取一个视频段,首先会向管理平台发送请求消息(①②);平台收到请求消息后会把它发送给存储有该视频的用户(③④);最终,后者会通过D2D的方式把请求的视频数据发送给请求者。System model: Please refer to Figure 1. In urban areas, all mobile users and vehicles equipped with mobile intelligent terminals can be regarded as mobile nodes; and from the perspective of the network, these nodes form a conscious or unconscious way Mobile Opportunity Network. Video data is transmitted through D2D through opportunistic contact between nodes. Therefore, video data offloading is actually the process of transmitting video data through mobile opportunistic networks. As shown in Figure 1, Figure 1 shows the system model of video data offloading, which mainly includes two parts, namely the platform side and the user side. On the platform side, the management platform can be regarded as a server deployed in the traditional network, which is mainly responsible for the recruitment and management of participating users, video data request and response management, video data packet diffusion information collection, etc., and can communicate with mobile users through mobile Cellular network or Wi-Fi network for communication and interaction; on the user side, all users are performing uncontrolled autonomous movement, during which data exchange can be performed directly through D2D, and each user can also communicate through 3G/4G, Wi-Fi -Fi interface for information interaction with the platform. When a user participates in or quits a video offloading task, it must notify the management platform in time, so that the latter can grasp the exact information of the participating users in real time; at the same time, when the carried data changes, each user must also report the change in the form of a data packet to the management platform. Since the user and data packet information can be used to calculate the utility value and user income, thereby assisting the delivery of video data, the present invention refers to these data as control information. During video data transmission, only control information can be transmitted over traditional wireless networks. In Figure 1, ①-⑤ show the video data unloading process: if a user wants to obtain a video segment, he will first send a request message to the management platform (①②); after receiving the request message, the platform will send it to The user who has stored the video (③④); eventually, the latter will send the requested video data to the requester through D2D.
问题建模:视频数据卸载的本质就是通过移动机会网络进行数据传输,从而使得移动数据流量绕过传统的无线蜂窝网络,因此要解决的根本问题是设计能够满足下述要求的高效视频机会路由算法:1)使得视频重建质量最大化;2)使得视频传输代价最小化;3)适用于多用户相遇的场景。为了对该问题进行建模,本发明给出如下定义:边缘质量增益,即对于一个在网络中进行投递的视频数据包,如果其被目的节点成功接收,则会对视频重建质量产生一定的贡献。本发明把该贡献称之为该视频数据包的期望边缘质量增益,用MQG(Marginal Quality Gain)进行表示。Problem Modeling: The essence of video data offloading is data transmission through mobile opportunistic networks, so that mobile data traffic bypasses traditional wireless cellular networks. Therefore, the fundamental problem to be solved is to design an efficient video opportunistic routing algorithm that can meet the following requirements : 1) Maximize the quality of video reconstruction; 2) Minimize the cost of video transmission; 3) Applicable to scenarios where multiple users meet. In order to model this problem, the present invention provides the following definition: edge quality gain, that is, for a video data packet delivered in the network, if it is successfully received by the destination node, it will make a certain contribution to the video reconstruction quality . The present invention refers to this contribution as the expected marginal quality gain of the video data packet, expressed by MQG (Marginal Quality Gain).
假设N个节点在时刻t相遇,这些节点共携带M个不同的视频数据包,而这些视频数据包分别属于X个不同的视频段。如果用二进制数δ对节点是否携带数据包进行标示,则对任意节点n(n∈{1,2,…,N}),可以用向量βn=(δn,1,δn,2,…,δn,M)标示其携带的视频数据包,向量β=(β1,β2,…,βN)标示M个视频数据包在这N个节点上的分布情况。本发明的目标是最大化视频数据的重建质量同时尽可能地降低视频传输代价,因此,要解决的问题可以描述为当节点相遇时最大化每个节点对视频重建质量的贡献而尽可能地降低视频数据包复制的次数。该问题建模如下:Assuming that N nodes meet at time t, these nodes carry M different video data packets in total, and these video data packets belong to X different video segments respectively. If the binary number δ is used to mark whether a node carries a data packet, then for any node n(n∈{1,2,…,N}), the vector βn=(δn,1,δn,2,…,δn ,M) indicates the video data packets it carries, and the vector β=(β1,β2,...,βN) indicates the distribution of M video data packets on the N nodes. The goal of the present invention is to maximize the reconstruction quality of video data while reducing the cost of video transmission as much as possible. Therefore, the problem to be solved can be described as maximizing the contribution of each node to video reconstruction quality when nodes meet and reducing as much as possible The number of times the video packet was copied. The problem is modeled as follows:
其中,MQG’n,m和MQGn,m分别表示数据传输前后节点n携带的视频数据包m的质量边缘增益;δ’n,m和δn,m分别表示数据交换前后节点n是否携带数据包m;β*表示最优的向量β,其属于向量空间(β1×β2×…×βN)。这样,根据最优的分布向量β*,相遇的节点不仅知道数据包应该被转发还是被复制,同时还知道数据包被转发或复制的对象。Among them, MQG'n,m and MQGn,m respectively represent the quality edge gain of the video data packet m carried by node n before and after data transmission; δ'n,m and δn,m respectively represent whether node n carries data packet m before and after data exchange ; β* represents the optimal vector β, which belongs to the vector space (β1×β2×…×βN). In this way, according to the optimal distribution vector β*, the nodes that meet not only know whether the data packet should be forwarded or copied, but also know the object to which the data packet should be forwarded or copied.
本发明提供了一种基于多用户协作博弈的视频机会传输路由算法,具体如下:The present invention provides a video opportunity transmission routing algorithm based on multi-user cooperative game, specifically as follows:
一、综合视频数据本身和传输网络两个因素,对视频数据包的边缘质量增益进行建模。First, the video data packet edge quality gain is modeled by integrating the two factors of the video data itself and the transmission network.
视频在网络中进行传输时,首先被分割成很多视频数据包;当足够多的视频数据包被目的节点接收,则该视频数据就可以进行重建。在视频数据传输过程中,参与节点都会对其携带的数据包进行复制或者转发,但是去量化节点转发或者复制一个视频数据包对视频重建质量的贡献是非常困难的。原因主要来自于视频数据本身和传输网络。本发明综合视频数据本身和传输网络两个因素,对视频数据包的边缘质量增益进行建模,具体包括如下步骤:步骤1.1、视频数据的帧结构:每个视频段均分成多个GoP(Group of Pictures),属于同一视频段的GoP都具有相同的帧结构,图2给出了一个GoP的帧结构示意图,由固定数量的I帧、P帧和B帧按照固定的顺序组成。帧的个数原则上可以是任意整数,为了方便描述,本发明以9为例,每个帧依次分别被标注为I1、B1、B2、P1、B3、B4、P2、B5、B6。当视频数据在网络中传输时,每一个帧会被分割成多个视频数据包,多个视频数据包包括I、B和P三种类型。由于压缩技术的应用,同一GoP中的帧间存在很强的相关性,其使得不同的帧对视频数据的重建具有不同的重要性,从而使得来自不同帧的视频包也相应地具有不同的重要性。具体来讲,I帧是参考帧,当其数据包被成功投递以后可以独立重建;P帧是前向预测帧,其重建不仅需要成功接收其数据包,同时还依赖于其前一I或P帧的成功恢复;B帧是双向预测帧,其重建要依赖于前后两个视频帧的成功恢复。如图2所示,P2重建依赖于P1,而B2的重建则依赖于I1和P1。When the video is transmitted in the network, it is first divided into many video data packets; when enough video data packets are received by the destination node, the video data can be reconstructed. In the process of video data transmission, participating nodes will copy or forward the data packets they carry, but it is very difficult to quantify the contribution of nodes forwarding or copying a video data packet to the video reconstruction quality. The reason mainly comes from the video data itself and the transmission network. The present invention synthesizes two factors of video data itself and transmission network, and the edge quality gain of video data packet is modeled, specifically comprises the following steps: Step 1.1, the frame structure of video data: each video segment is equally divided into a plurality of GoP (Group of Pictures), GoPs belonging to the same video segment all have the same frame structure. Figure 2 shows a schematic diagram of a GoP frame structure, which consists of a fixed number of I frames, P frames, and B frames in a fixed order. The number of frames can be any integer in principle. For the convenience of description, the present invention takes 9 as an example, and each frame is marked as I1, B1, B2, P1, B3, B4, P2, B5, and B6 respectively. When video data is transmitted in the network, each frame will be divided into multiple video data packets, and the multiple video data packets include three types: I, B, and P. Due to the application of compression technology, there is a strong correlation between frames in the same GoP, which makes different frames have different importance to the reconstruction of video data, so that the video packets from different frames also have different importance accordingly. sex. Specifically, the I frame is a reference frame, which can be independently reconstructed after its data packet is successfully delivered; the P frame is a forward prediction frame, and its reconstruction not only needs to successfully receive its data packet, but also depends on its previous I or P The successful restoration of the frame; the B frame is a bidirectional prediction frame, and its reconstruction depends on the successful restoration of the two video frames before and after. As shown in Figure 2, the reconstruction of P2 depends on P1, while the reconstruction of B2 depends on I1 and P1.
步骤1.2、通过帧投递率对视频的投递质量进行量化:计算不同类型的视频数据包在同一时刻的平均投递概率;Step 1.2. Quantify the delivery quality of the video through the frame delivery rate: calculate the average delivery probability of different types of video data packets at the same time;
(1)节点每次对视频数据包的转发和复制都会对视频重建质量产生一定的增益。为了对该增益进行量化,首先必须选择合适的度量指标。PSRN常被用来对视频质量进行量化,但其无法适用于移动机会网络,原因在于当属于某一个帧的视频数据包尚未完全接收时该帧就无法重建,从而无法计算其PSNR。因此,本发明提出了一个新的度量标准,即帧投递率,对视频的投递质量进行量化;帧投递率:对于一个在网络中进行投递的视频段,其帧投递率定义为在目的节点成功重建的视频帧的数目与投递的所有视频帧数量之间的比值,用变量FDR(Frame Delivery Rate)进行表示;(1) Every time the node forwards and replicates the video data packet, it will produce a certain gain to the video reconstruction quality. To quantify this gain, an appropriate metric must first be chosen. PSRN is often used to quantify video quality, but it cannot be applied to mobile opportunistic networks because the frame cannot be reconstructed when the video data packets belonging to a frame have not been fully received, so its PSNR cannot be calculated. Therefore, the present invention proposes a new metric, that is, the frame delivery rate, which quantifies the delivery quality of the video; frame delivery rate: for a video segment delivered in the network, its frame delivery rate is defined as a successful The ratio between the number of reconstructed video frames and the number of all video frames delivered is represented by variable FDR (Frame Delivery Rate);
假设对于一个视频段,NG表示其GoP个数,NT表示其总的视频帧个数;MI、MP、MB分别表示每个I、P、B帧可以被平均分割成的视频数据包个数;RI、RP、RB分别表示I、P、B三种类型的视频数据包的成功投递概率;NI、NP、NB分别表示成功投递的I、P、B帧的期望值。则,可以得到下述式子:Assume that for a video segment, NG represents the number of GoPs, NT represents the total number of video frames; MI, MP, and MB represent the number of video packets that each I, P, and B frame can be equally divided into; RI, RP, and RB represent the successful delivery probability of three types of video data packets, I, P, and B respectively; NI, NP, and NB represent the expected values of successfully delivered I, P, and B frames, respectively. Then, the following formula can be obtained:
FDR=(NI+NP+NB)/NT;FDR = (N I +N P +N B )/N T ;
(2)当一个视频段被分割并在网络中进行传输时,与其相关的参数NG、MI、MP和MB都是已知的,因此,帧投递率是以RI、RP、RB为变量的函数,即:(2) When a video segment is divided and transmitted in the network, the parameters NG, MI, MP and MB related to it are known, so the frame delivery rate is a function of RI, RP and RB as variables ,which is:
FDR=f(RI,RP,RB);FDR = f(R I , R P , R B );
(3)在视频传输过程中,假设在时刻t网络中不相同的I类型的视频数据包个数为KI(t),且具有相同的TTL(Time-to-Live)值;对任意I类型的视频数据包i,TI,i(t)表示在时刻t该数据包已经消耗的生命时长,MI,i(TI,i(t))表示曾经收到过该视频数据包的节点个数,NI,i(TI,i(t))表示当前仍然携带该视频数据包的节点个数,RI,i(t)表示该视频数据包剩余的生命时长;此外,NS表示所有参与视频传输的节点个数;那么,下述关系成立:(3) In the video transmission process, it is assumed that the number of different I-type video packets in the network at time t is KI(t), and has the same TTL (Time-to-Live) value; for any I-type The video data packet i, TI, i(t) represents the lifetime of the data packet that has been consumed at time t, MI, i(TI, i(t)) represents the number of nodes that have received the video data packet, NI,i(TI,i(t)) indicates the number of nodes still carrying the video data packet, RI,i(t) indicates the remaining lifetime of the video data packet; in addition, NS indicates all nodes participating in video transmission number; then, the following relationship holds:
(4)由于节点间的接触时间间隔服从λ的指数分布,因此该视频数据包i不能被投递成功的概率等于其任何一个备份数据包与目的节点下一次相遇的时间都大于RI,i(t)的概率,即exp(-λRI,i(t));因此,用PI,i表示I类型的视频数据包i在其生存时间内能够被成功投递的概率,则有:(4) Since the contact time interval between nodes obeys the exponential distribution of λ, the probability that the video data packet i cannot be successfully delivered is equal to the time when any backup data packet meets the destination node next time is greater than RI,i(t ), that is, exp(-λRI,i(t)); therefore, using PI,i to represent the probability that type I video packet i can be successfully delivered within its lifetime, then:
(5)综上,I类型的数据包在时刻t的平均投递概率为:(5) To sum up, the average delivery probability of type I packets at time t is:
同理,P和B类型的视频数据包在t时刻的平均投递概率的具体计算过程与I类型的视频数据包相同。Similarly, the specific calculation process of the average delivery probability of P and B type video data packets at time t is the same as that of I type video data packets.
步骤1.3、通过偏微分方程离散化计算边缘质量增益;在视频传输过程中,任意未被成功接收的视频数据包对视频重建质量都有一个期望的增益。根据公式FDR=f(RI,RP,RB)和公式可知,视频的帧投递率实际上是其视频数据包备份数的函数。对任意视频数据包,其备份数增加或者减少,该函数值都会发生变化。本发明把某一视频数据包备份数的单位变化而导致的帧投递率变化的大小称之为该视频数据包相对于视频重建质量的边缘增益。边缘增益可以通过偏微分方程离散化进行计算如下:Step 1.3, calculate the edge quality gain through the discretization of the partial differential equation; during the video transmission process, any video data packet that is not successfully received has an expected gain to the video reconstruction quality. According to the formula FDR=f(R I , R P , R B ) and the formula It can be seen that the frame delivery rate of a video is actually a function of the backup number of its video data packets. For any video data packet, the value of this function will change when the number of backups increases or decreases. In the present invention, the size of the change in the frame delivery rate caused by the unit change of the backup number of a certain video data packet is called the marginal gain of the video data packet relative to the video reconstruction quality. The edge gain can be calculated by discretizing the partial differential equation as follows:
S1、对任意I类型的视频数据包i,其在t时刻的边缘质量增益计算如下:S1. For any video data packet i of type I, its edge quality gain at time t is calculated as follows:
S2、P类型的视频数据包i和B类型的视频数据包i的边缘质量增益MQGP,i和MQGB,i分别计算如下:S2, the edge quality gain MQGP,i and MQGB,i of video data packet i of type P and video data packet i of type B are calculated as follows respectively:
其中,RI、RP和RB分别表示I、P和B三种类型的视频数据包的成功投递概率;NI、NP和NB分别表示成功投递的I、P和B帧的期望值。Among them, RI, RP, and RB represent the successful delivery probability of three types of video data packets of I, P, and B respectively; NI, NP, and NB represent the expected values of successfully delivered I, P, and B frames, respectively.
二、把相遇的多个节点看作是一个连通的网络,并把其间的数据交换过程建模为一个多用户协作博弈的过程;2. Treat the multiple nodes that meet as a connected network, and model the data exchange process as a multi-user cooperative game process;
三、基于几何空间表示方法计算出该博弈的近似最优纳什解,各相遇节点均依据该最优解分别进行数据的复制或者转发,本发明路由算法设计的初衷是最大化视频数据的传输质量,同时尽可能地降低视频数据传输的代价。为了达到该目的,本发明把多用户间的视频传输建模为一个多用户协作博弈,利用Nash Pareto优化理论给出最优解决方案。3. The approximate optimal Nash solution of the game is calculated based on the geometric space representation method, and each meeting node performs data replication or forwarding respectively according to the optimal solution. The original intention of the routing algorithm design of the present invention is to maximize the transmission quality of video data , while reducing the cost of video data transmission as much as possible. In order to achieve this purpose, the present invention models video transmission among multiple users as a multi-user cooperative game, and uses Nash Pareto optimization theory to give an optimal solution.
多人协作博弈是一个非零和博弈模型,每一参与博弈的对象都是理性和自私的,并希望通过竞争和妥协实现共赢的目的。所有参与博弈的用户用集合Q={1,2,…,n}进行表示;用户i所有可能的采取的策略组成了一个策略空间,用si进行表示,则S=s1×s2×…×sn表示联合的策略集。在博弈过程中,任意用户i具有一个效用函数Fi,其效用值会随着策略的不同而发生变化。对于一个多人协作博弈,如果除了当前联合策略集之外不存在其他的联合策略能够使得每一个用户同时获得更高的效用值,这时就认为该博弈已经达到均衡。Multiplayer cooperative game is a non-zero-sum game model, each player participating in the game is rational and selfish, and hopes to achieve a win-win goal through competition and compromise. All users participating in the game are represented by the set Q={1,2,...,n}; all possible strategies adopted by user i form a strategy space, represented by si, then S=s1×s2×...×sn Represents the set of policies for the federation. During the game, any user i has a utility function Fi, and its utility value will change with different strategies. For a multi-person cooperative game, if there is no other joint strategy besides the current joint strategy set that can make each user obtain a higher utility value at the same time, then the game is considered to have reached equilibrium.
步骤3.1、多人协作博弈的最优解能够满足下述四个特性:不变性、对称性、独立性和帕累托最优等,多人协作博弈的最优解满足下式:Step 3.1. The optimal solution of multi-person cooperative game can satisfy the following four characteristics: invariance, symmetry, independence and Pareto optimality, etc. The optimal solution of multi-person cooperative game satisfies the following formula:
其中,Fi*表示用户i在均衡状态下的最优收益;Fi0表示在非协作状态下用户i的收益;表示纳什乘积。Among them, Fi* represents the optimal income of user i in the equilibrium state; Fi0 represents the income of user i in the non-cooperative state; Denotes the Nash product.
步骤3.2、构建效用函数;当多个移动节点在时刻t相遇时,其就组成了一个全连通的子网,相遇的节点可以利用这样的接触机会进行视频数据传输。本发明用N表示相遇的节点个数,M表示它们携带的不相同的视频数据包个数,V表示同时传输的视频段个数。因为,对任意视频段v,其都有各自的目的节点,本发明用pn,v表示节点n和视频段v的目的节点之间的接触概率,用MQGn,v,m表示被节点n携带的、属于视频段v的视频数据包m的边缘质量增益。则移动节点n对投递质量的贡献可以用其携带的所有视频数据包的边缘质量增益之和来进行量化。因此,节点n的效用函数设计如下:Step 3.2, constructing a utility function; when multiple mobile nodes meet at time t, they form a fully connected subnetwork, and the nodes that meet can use this contact opportunity to transmit video data. The present invention uses N to represent the number of nodes that meet, M to represent the number of different video data packets carried by them, and V to represent the number of video segments transmitted at the same time. Because, for any video segment v, it has its own destination node, the present invention uses pn, v to represent the contact probability between node n and the destination node of video segment v, and uses MQGn, v, m to represent the , the edge quality gain of video packet m belonging to video segment v. Then the contribution of mobile node n to the delivery quality can be quantified by the sum of the edge quality gains of all the video data packets it carries. Therefore, the utility function of node n is designed as follows:
当节点相遇时,每个节点都希望通过这次数据交换尽可能多地增加各自对视频重建质量的贡献,也就是max(Fn-Fn’),其中Fn’表示节点n接触前的效用值。因此,每个节点都不会把视频数据包进行无偿直接转发;同样,视频数据包的复制会使其备份数会增加,进而降低该数据包对视频重建质量的边缘质量增益,因此移动节点也不愿对其携带的视频数据包进行无偿复制。因此可以说,各个节点从其自身来看是利益相悖的。而在另一方面,所有参与视频传输的节点都希望能够完成视频传输任务,因此其都具有强烈的协作意愿。基于此,本发明把多节点相遇时其间的视频数据传输建模为一个多节点协作博弈。依据边缘质量增益的概念可知,使得纳什乘积最大的解即为纳什均衡解,其能够使得相遇的多个节点都获得最大的收益。因此,得到如下公式:When the nodes meet, each node hopes to increase its contribution to the video reconstruction quality as much as possible through this data exchange, that is, max(F n -F n '), where F n ' represents the node n before contact utility value. Therefore, each node will not directly forward the video data packet for free; similarly, the duplication of the video data packet will increase the number of backups, thereby reducing the edge quality gain of the data packet to the video reconstruction quality, so the mobile node also Unwilling to make free copies of the video data packets it carries. Therefore, it can be said that each node has conflicting interests from its own point of view. On the other hand, all nodes involved in video transmission hope to complete the task of video transmission, so they all have a strong willingness to cooperate. Based on this, the present invention models the video data transmission between multiple nodes as a multi-node cooperative game. According to the concept of edge quality gain, the solution that maximizes the Nash product is the Nash equilibrium solution, which can make the multiple nodes that meet each other obtain the maximum benefit. Therefore, the following formula is obtained:
其中,Fn和Fn’分别表示数据交换前后节点n携带数据包的边缘质量增益;这样,如果能够找到β*,那么每个相遇节点对视频数据包的转发和复制都可以依据β*来进行,从而实现算法设计的目的。多人协作博弈的求解可以通过无限次的讨价还价来逼近最优解,但是计算复杂度会随着数据包个数M的增加而呈指数级增加。为了解决该问题,本发明提出用几何空间表示算法去寻找最优解。Among them, F n and F n 'represent the edge quality gain of data packets carried by node n before and after data exchange; in this way, if β * can be found, then the forwarding and copying of video data packets by each meeting node can be based on β * To achieve the purpose of algorithm design. The solution of multiplayer cooperative game can approach the optimal solution through infinite bargaining, but the computational complexity will increase exponentially with the increase of the number M of data packets. In order to solve this problem, the present invention proposes to use a geometric space representation algorithm to find the optimal solution.
步骤3.3、基于几何空间表示方法计算出该博弈的近似最优纳什解。基于几何空间表示方法计算出该博弈的近似最优纳什解的具体过程如下:Step 3.3, calculate the approximate optimal Nash solution of the game based on the geometric space representation method. The specific process of calculating the approximate optimal Nash solution of the game based on the geometric space representation method is as follows:
T1、对于视频数据传输,用pn,vMQGn,v,m表示视频数据包m相对于节点n的效用值,计算它们之间的效用距离dn,,具体如下:T1. For video data transmission, use pn, vMQGn, v, m to represent the utility value of video data packet m relative to node n, and calculate the utility distance dn between them, as follows:
T2、针对视频数据传输,经过归一化的视频数据包m相对于博弈用户n的效用距离乘积φn,m具体计算如下:T2. For video data transmission, the utility distance product φn,m of the normalized video data packet m relative to the gaming user n is specifically calculated as follows:
T3、对一个给定的视频数据包,其对应于所有的博弈用户都具有相同的效用距离乘积,均衡条件表示如下:T3. For a given video data packet, corresponding to all game users having the same utility distance product, the equilibrium condition is expressed as follows:
其中,un用来决定视频数据包分配终止的门限条件;Wherein, un is used to determine the threshold condition of video data packet distribution termination;
T4、从对应于移动节点n的列表Ln中选取前K个视频数据包分配给n,使得这K个视频数据包对节点n的效用距离之和达到临界值un,,即K满足下述条件:T4. Select the first K video data packets from the list Ln corresponding to mobile node n and distribute them to n, so that the sum of the utility distances of these K video data packets to node n reaches a critical value un, that is, K satisfies the following conditions :
移动数据卸载是近年来一个备受关注的研究课题,而基于D2D通信的数据机会传输被认为是解决这一问题的理想方法。本发明提出了一种基于多用户协作博弈的视频机会传输路由算法,用于解决移动机会网络中的视频数据高效传输问题。该算法把多用户间的数据传输建模为多用户协作博弈,利用纳什最优解来指导视频数据包的复制和转发,从而实现最大化视频传输质量而最小化视频传输开销的目的。算法的性能在人工合成的数据集和真实数据集上都得到验证。Mobile data offloading is a research topic that has attracted much attention in recent years, and data opportunity transmission based on D2D communication is considered to be an ideal method to solve this problem. The invention proposes a video opportunistic transmission routing algorithm based on multi-user cooperative game, which is used to solve the problem of efficient transmission of video data in mobile opportunistic networks. The algorithm models the data transmission between multiple users as a multi-user cooperative game, and uses the Nash optimal solution to guide the replication and forwarding of video data packets, so as to maximize the quality of video transmission and minimize the overhead of video transmission. The performance of the algorithm is verified on both synthetic and real datasets.
以上所述,仅是本发明的较佳实施例而已,并非对本发明作任何形式上的限制,虽然本发明已以较佳实施例描述如上,然而并非用以限定本发明,任何熟悉本专业的技术人员,在不脱离本发明技术方案范围内,当可利用上述所述技术内容作出的些许更动或修饰均为等同变化的等效实施例,但凡是未脱离本发明技术方案内容,依据本发明的技术实质对以上实施例所作的任何简单修改、等同变化与修饰,均仍属于本发明技术方案的范围内。The above descriptions are only preferred embodiments of the present invention, and do not limit the present invention in any form. Although the present invention has been described above with preferred embodiments, it is not intended to limit the present invention. Anyone familiar with this field Those skilled in the art, without departing from the scope of the technical solution of the present invention, may use the above-mentioned technical content to make some changes or modifications that are equivalent embodiments of equivalent changes, but if they do not depart from the content of the technical solution of the present invention, according to this Technical Essence of the Invention Any simple modifications, equivalent changes and modifications made to the above embodiments still fall within the scope of the technical solutions of the present invention.
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