1.4LGFeb 6
Hybrid Feedback-Guided Optimal Learning for Wireless Interactive Panoramic Scene DeliveryXiaoyi Wu, Juaren Steiger, Bin Li et al.
Immersive applications such as virtual and augmented reality impose stringent requirements on frame rate, latency, and synchronization between physical and virtual environments. To meet these requirements, an edge server must render panoramic content, predict user head motion, and transmit a portion of the scene that is large enough to cover the user viewport while remaining within wireless bandwidth constraints. Each portion produces two feedback signals: prediction feedback, indicating whether the selected portion covers the actual viewport, and transmission feedback, indicating whether the corresponding packets are successfully delivered. Prior work models this problem as a multi-armed bandit with two-level bandit feedback, but fails to exploit the fact that prediction feedback can be retrospectively computed for all candidate portions once the user head pose is observed. As a result, prediction feedback constitutes full-information feedback rather than bandit feedback. Motivated by this observation, we introduce a two-level hybrid feedback model that combines full-information and bandit feedback, and formulate the portion selection problem as an online learning task under this setting. We derive an instance-dependent regret lower bound for the hybrid feedback model and propose AdaPort, a hybrid learning algorithm that leverages both feedback types to improve learning efficiency. We further establish an instance-dependent regret upper bound that matches the lower bound asymptotically, and demonstrate through real-world trace driven simulations that AdaPort consistently outperforms state-of-the-art baseline methods.
LLMER: Crafting Interactive Extended Reality Worlds with JSON Data Generated by Large Language ModelsJiangong Chen, Xiaoyi Wu, Tian Lan et al.
The integration of Large Language Models (LLMs) like GPT-4 with Extended Reality (XR) technologies offers the potential to build truly immersive XR environments that interact with human users through natural language, e.g., generating and animating 3D scenes from audio inputs. However, the complexity of XR environments makes it difficult to accurately extract relevant contextual data and scene/object parameters from an overwhelming volume of XR artifacts. It leads to not only increased costs with pay-per-use models, but also elevated levels of generation errors. Moreover, existing approaches focusing on coding script generation are often prone to generation errors, resulting in flawed or invalid scripts, application crashes, and ultimately a degraded user experience. To overcome these challenges, we introduce LLMER, a novel framework that creates interactive XR worlds using JSON data generated by LLMs. Unlike prior approaches focusing on coding script generation, LLMER translates natural language inputs into JSON data, significantly reducing the likelihood of application crashes and processing latency. It employs a multi-stage strategy to supply only the essential contextual information adapted to the user's request and features multiple modules designed for various XR tasks. Our preliminary user study reveals the effectiveness of the proposed system, with over 80% reduction in consumed tokens and around 60% reduction in task completion time compared to state-of-the-art approaches. The analysis of users' feedback also illuminates a series of directions for further optimization.
9.4LGJan 1, 2025
On the Low-Complexity of Fair Learning for Combinatorial Multi-Armed BanditXiaoyi Wu, Bo Ji, Bin Li
Combinatorial Multi-Armed Bandit with fairness constraints is a framework where multiple arms form a super arm and can be pulled in each round under uncertainty to maximize cumulative rewards while ensuring the minimum average reward required by each arm. The existing pessimistic-optimistic algorithm linearly combines virtual queue-lengths (tracking the fairness violations) and Upper Confidence Bound estimates as a weight for each arm and selects a super arm with the maximum total weight. The number of super arms could be exponential to the number of arms in many scenarios. In wireless networks, interference constraints can cause the number of super arms to grow exponentially with the number of arms. Evaluating all the feasible super arms to find the one with the maximum total weight can incur extremely high computational complexity in the pessimistic-optimistic algorithm. To avoid this, we develop a low-complexity fair learning algorithm based on the so-called pick-and-compare approach that involves randomly picking $M$ feasible super arms to evaluate. By setting $M$ to a constant, the number of comparison steps in the pessimistic-optimistic algorithm can be reduced to a constant, thereby significantly reducing the computational complexity. Our theoretical proof shows this low-complexity design incurs only a slight sacrifice in fairness and regret performance. Finally, we validate the theoretical result by extensive simulations.
4.1LGSep 15, 2025
On the Regularity and Fairness of Combinatorial Multi-Armed BanditXiaoyi Wu, Bin Li
The combinatorial multi-armed bandit model is designed to maximize cumulative rewards in the presence of uncertainty by activating a subset of arms in each round. This paper is inspired by two critical applications in wireless networks, where it's not only essential to maximize cumulative rewards but also to guarantee fairness among arms (i.e., the minimum average reward required by each arm) and ensure reward regularity (i.e., how often each arm receives the reward). In this paper, we propose a parameterized regular and fair learning algorithm to achieve these three objectives. In particular, the proposed algorithm linearly combines virtual queue-lengths (tracking the fairness violations), Time-Since-Last-Reward (TSLR) metrics, and Upper Confidence Bound (UCB) estimates in its weight measure. Here, TSLR is similar to age-of-information and measures the elapsed number of rounds since the last time an arm received a reward, capturing the reward regularity performance, and UCB estimates are utilized to balance the tradeoff between exploration and exploitation in online learning. By exploring a key relationship between virtual queue-lengths and TSLR metrics and utilizing several non-trivial Lyapunov functions, we analytically characterize zero cumulative fairness violation, reward regularity, and cumulative regret performance under our proposed algorithm. These theoretical outcomes are verified by simulations based on two real-world datasets.