A Game-Theoretic Approach for Rendering Immersive Experiences in the Metaverse

Author:

Bandyopadhyay Anjan1ORCID,Sarkar Ansh1ORCID,Swain Sujata1ORCID,Banik Debajyoty1ORCID,Hassanien Aboul Ella2ORCID,Mallik Saurav3ORCID,Li Aimin45ORCID,Qin Hong6ORCID

Affiliation:

1. School of Computer Science and Engineering, Kalinga Institute of Industrial Technology, Odisha 751024, India

2. Faculty of Computer and AI, Cairo University, Giza 12613, Egypt

3. Department of Environmental Health, Harvard T H Chan School of Public Health, Boston, MA 02115, USA

4. School of Computer Science and Engineering, Xi’an University of Technology, Xi’an 710049, China

5. School of Precision Health, The University of Texas Health Science Center at Houston, Houston, TX 77030, USA

6. Department of Computer Science and Engineering, University of Tennessee at Chattanooga, Chattanooga, TN 37403, USA

Abstract

The metaverse is an upcoming computing paradigm aiming towards blending reality seamlessly with the artificially generated 3D worlds of deep cyberspace. This giant interactive mesh of three-dimensional reconstructed realms has recently received tremendous attention from both an academic and commercial point of view owing to the curiosity instilled by its vast possible use cases. Every virtual world in the metaverse is controlled and maintained by a virtual service provider (VSP). Interconnected clusters of LiDAR sensors act as a feeder network to these VSPs which then process the data and reconstruct the best quality immersive environment possible. These data can then be leveraged to provide users with highly targeted virtual services by building upon the concept of digital twins (DTs) representing digital analogs of real-world items owned by parties that create and establish the communication channels connecting the DTs to their real-world counterparts. Logically, DTs represent data on servers where postprocessing can be shared easily across VSPs, giving rise to new marketplaces and economic frontiers. This paper presents a dynamic and distributed framework to enable high-quality reconstructions based on incoming data streams from sensors as well as to allow for the optimal allocation of VSPs to users. The optimal synchronization intensity control problem between the available VSPs and the feeder network is modeled using a simultaneous differential game, while the allocation of VSPs to users is modeled using a preference-based game-theoretic approach, where the users give strict preferences over the available VSPs.

Funder

National Science Foundation

Publisher

MDPI AG

Subject

General Mathematics,Engineering (miscellaneous),Computer Science (miscellaneous)

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