Terence Jie Chua

dblp:330/3639 · DBLP profile ↗
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12ranked-venue papers
4as first author
12since 2021 · last 2026
0000-0002-4983-1740ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Computer networks · 7 · 3 first-author · 7 since 2021Systems, architecture and hardware · 2 · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2026 User-Centric Heterogeneous-Action Deep Reinforcement Learning for Virtual Reality in the Metaverse Over Wireless Networks
abstract
The Metaverse emerging as maturing technologies are empowering the different facets. Virtual Reality (VR) technologies serve as the backbone of the virtual universe within the Metaverse to offer a highly immersive user experience. As mobility is emphasized in the Metaverse context, VR devices reduce their weights at the sacrifice of local computation abilities. In this paper, for a system consisting of a Metaverse server and multiple VR users, we consider two cases of (i) the server generating frames and transmitting them to users, and (ii) users generating frames locally and thus consuming device energy. As Metaverse emphasizes on the accessibility for all users anywhere and anytime, the users can have totally different characteristics, devices and demands. In this paper, the channel access arrangement (including the decisions on frame generation location), and transmission powers for the downlink communications from the server to the users are jointly optimized by our proposed user-centric Deep Reinforcement Learning (DRL) algorithm, namely User-centric Critic with Heterogenous Actors (UCHA). Comprehensive experiments demonstrate that our UCHA algorithm leads to remarkable results under various requirements and constraints.
Wenhan Yu, Terence Jie Chua, Jun Zhao 0007
IEEE Trans. Wirel. Commun.2
2025 Play to Earn in Augmented Reality With Mobile Edge Computing Over Wireless Networks: A Deep Reinforcement Learning Approach
abstract
Play-to-earn (P2E) games have been gaining popularity as they enable players to earn in-game tokens which can be translated to real-world profits. With the advancements in augmented reality (AR) technologies, AR play-to-earn games become compute-intensive. In-game graphical scenes need to be offloaded from mobile devices to an edge server for computation. In this work, we consider an optimization problem where the Mobile edge computing Service Provider (MSP)’s objective is to reduce downlink transmission latency of in-game graphics, the latency of uplink data transmission, and the worst-case (greatest) battery charge expenditure of user equipments (UEs), while maximizing the worst-case (lowest) UE resolution-influenced in-game earning potential through optimizing the downlink UE-Mobile edge computing Base Station (UE-MBS) assignment, downlink, and the uplink transmission power selection. The downlink and uplink transmissions are executed asynchronously. We propose a Multi-Asynchronous-Agent, Loss-Sharing (MALS) reinforcement learning model to tackle the asynchronous and asymmetric problem. We then compare the MALS model with other baseline models and show its superiority over other methods. Finally, we conduct multi-variable optimization weighting analyses and show the viability of using our proposed MALS algorithm to tackle joint optimization problems.
Terence Jie Chua, Wenhan Yu, Jun Zhao 0007
IEEE Trans. Wirel. Commun.1
2025 Mobile Edge Adversarial Detection for Digital Twinning to the Metaverse: A Deep Reinforcement Learning Approach
abstract
Digital Twinning of physical world scenes onto the Metaverse is necessary for augmented reality (AR)-assisted driving. In AR-assisted driving, physical environment scenes are first captured by AR vehicles and are uploaded to the Metaverse for the construction of the Metaverse Map. However, the development of AR-assisted driving applications invites adversaries. These attackers may place adversarial patches on physical objects, seeking to contort the Metaverse Map. As real-time, accurate detection of adversarial patches is compute-intensive, these physical world scenes have to be offloaded to the Metaverse Map Base Station (MMBS) for computation. Therefore, we considered a scenario where AR vehicles capture physical world scenes and upload these scenes in real-time to the MMBSs. We formulated an optimization problem where the MMSP’s objective is to maximize adversarial patch detection mean Average Precision (mAP), while minimizing the computed AR scene uplink transmission latency and minimizing the worst-case (largest) AR vehicle’s uplink transmission battery charge consumption, through optimizing the AR vehicle-MMBS allocation, AR vehicle uplink scene resolution selection, and AR vehicle uplink power output selection. We proposed a Heterogeneous Action (HA) algorithm to tackle the proposed problem. Extensive experiments show our HA models outperforms baseline models when compared against key metrics.
Terence Jie Chua, Wenhan Yu, Jun Zhao 0007
IEEE Trans. Wirel. Commun.1
2024 Counterfactual Reward Estimation for Credit Assignment in Multi-agent Deep Reinforcement Learning over Wireless Video Transmission
Wenhan Yu, Liangxin Qian, Terence Jie Chua, Jun Zhao 0007
ICDCS3
2024 Optimization for the Metaverse over Mobile Edge Computing with Play to Earn
abstract
The concept of the Metaverse has garnered growing interest from both academic and industry circles. The decentralization of both the integrity and security of digital items has spurred the popularity of play-to-earn (P2E) games, where players are entitled to earn and own digital assets which they may trade for physical-world currencies. However, these computationally-intensive games are hardly playable on resource-limited mobile devices and the computational tasks have to be offloaded to an edge server. Through mobile edge computing (MEC), users can upload data to the Metaverse Service Provider (MSP) edge servers for computing. Nevertheless, there is a trade-off between user-perceived in-game latency and user visual experience. The downlink transmission of lower-resolution videos lowers user-perceived latency while lowering the visual fidelity and consequently, earnings of users. In this paper, we design a method to enhance the Metaverse-based mobile augmented reality (MAR) in-game user experience. Specifically, we formulate and solve a multi-objective optimization problem. Given the inherent NP-hardness of the problem, we present a low-complexity algorithm to address it, mitigating the trade-off between delay and earnings. The experiment results show that our method can effectively balance the user-perceived latency and profitability, thus improving the performance of Metaverse-based MAR systems.
Chang Liu 0093, Terence Jie Chua, Jun Zhao 0007
INFOCOM2
2024 Orchestration of Emulator Assisted 6G Mobile Edge Tuning for AI Foundation Models: A Multi-Agent Deep Reinforcement Learning Approach
abstract
The efficient deployment and fine-tuning of foundation models are pivotal in contemporary artificial intelligence. In this study, we present a groundbreaking paradigm inte-grating 6G Mobile Edge Computing (MEC) with foundation models, specifically designed to enhance local task performance on user equipment (UE). Central to our approach is the innovative Emulator-Adapter architecture, segmenting the foundation model into two cohesive modules. This design not only conserves computational resources but also ensures adaptability and fine-tuning efficiency for downstream tasks. Additionally, we introduce an advanced resource allocation mechanism that is fine-tuned to the needs of the Emulator-Adapter structure in decentralized settings. To address the challenges presented by this system, we employ a hybrid multi-agent Deep Reinforcement Learning strategy, adept at handling mixed discrete-continuous action spaces, ensuring dynamic and optimal resource allocations. Our comprehensive simulations and validations underscore the practical viability of our approach, demonstrating its robustness, efficiency, and scalability. Collectively, this work offers a fresh perspective on deploying foundation models and balancing computational efficiency with task proficiency.
Wenhan Yu, Terence Jie Chua, Jun Zhao 0007
VTC Spring2
2023 Mobile Edge Adversarial Detection for Digital Twinning to the Metaverse with Deep Reinforcement Learning
abstract
Real-time Digital Twinning of physical world scenes onto the Metaverse is necessary for a myriad of applications such as augmented-reality (AR) assisted driving. In AR assisted driving, physical environment scenes are first captured by Internet of Vehicles (IoVs) and are uploaded to the Metaverse. A central Metaverse Map Service Provider (MMSP) will aggregate information from all IoVs to develop a central Metaverse Map. Information from the Metaverse Map can then be downloaded into individual IoVs on demand and be delivered as AR scenes to the driver. However, the growing interest in developing AR assisted driving applications which relies on digital twinning invites adversaries. These adversaries may place physical adversarial patches on physical world objects such as cars, signboards, or on roads, seeking to contort the virtual world digital twin. Hence, there is a need to detect these physical world adversarial patches. Nevertheless, as real-time, accurate detection of adversarial patches is compute-intensive, these physical world scenes have to be offloaded to the Metaverse Map Base Stations (MMBS) for computation. Hence in our work, we considered an environment with moving Internet of Vehicles (IoV), uploading real-time physical world scenes to the MMBSs. We formulated a realistic joint variable optimization problem where the MMSPs' objective is to maximize adversarial patch detection mean average precision (mAP), while minimizing the computed AR scene up-link transmission latency and IoVs' up-link transmission idle count, through optimizing the IoV-MMBS allocation and IoV up-link scene resolution selection. We proposed a Heterogeneous Action Proximal Policy Optimization (HAPPO) (discrete-continuous) algorithm to tackle the proposed problem. Extensive experiments shows HAPPO outperforms baseline models when compared against key metrics.
Terence Jie Chua, Wenhan Yu, Jun Zhao 0007
ICC1
2023 Virtual Reality in Metaverse Over Wireless Networks with User-Centered Deep Reinforcement Learning
abstract
The Metaverse and its promises are fast becoming reality as maturing technologies are empowering the different facets. One of the highlights of the Metaverse is that it offers the possibility for highly immersive and interactive socialization. Virtual reality (VR) technologies are the backbone for the virtual universe within the Metaverse as they enable a hyper-realistic and immersive experience, and especially so in the context of socialization. As the virtual world 3D scenes to be rendered are of high resolution and frame rate, these scenes will be offloaded to an edge server for computation. Besides, the metaverse is user-center by design, and human users are always the core. In this work, we introduce a multi-user VR computation offloading over wireless communication scenario. In addition, we devised a novel user-centered deep reinforcement learning approach to find a near-optimal solution. Extensive experiments demonstrate that our approach can lead to remarkable results under various requirements and constraints.
Wenhan Yu, Terence Jie Chua, Jun Zhao 0007
ICC2
2023 Mobile Edge Computing and AI Enabled Web3 Metaverse over 6G Wireless Communications: A Deep Reinforcement Learning Approach
abstract
The Metaverse is gaining attention among academics as maturing technologies empower the promises and envisagements of a multi-purpose, integrated virtual environment. An interactive and immersive socialization experience between people is one of the promises of the Metaverse. In spite of the rapid advancements in current technologies, the computation required for a smooth, seamless and immersive socialization experience in the Metaverse is overbearing, and the accumulated user experience is essential to be considered. The computation burden calls for computation offloading, where the integration of virtual and physical world scenes is offloaded to an edge server. This paper introduces a novel Quality-of-Service (QoS) model for the accumulated experience in multi-user socialization on a multichannel wireless network. This QoS model utilizes deep reinforcement learning approaches to find the near-optimal channel resource allocation. Comprehensive experiments demonstrate that the adoption of the QoS model enhances the overall socialization experience.
Wenhan Yu, Terence Jie Chua, Jun Zhao 0007
VTC2023-Spring2
2023 Asynchronous Hybrid Reinforcement Learning for Latency and Reliability Optimization in the Metaverse Over Wireless Communications
abstract
Technology advancements in wireless communications and high-performance Extended Reality (XR) have empowered the developments of the Metaverse. The demand for the Metaverse applications and hence, real-time digital twinning of real-world scenes is increasing. Nevertheless, the replication of 2D physical world images into 3D virtual objects is computationally intensive and requires computation offloading. The disparity in transmitted object dimension (2D as opposed to 3D) leads to asymmetric data sizes in uplink (UL) and downlink (DL). To ensure the reliability and low latency of the system, we consider an asynchronous joint UL-DL scenario where in the UL stage, the smaller data size of the physical world images captured by multiple extended reality users (XUs) will be uploaded to the Metaverse Console (MC) to be construed and rendered. In the DL stage, the larger-size 3D virtual objects need to be transmitted back to the XUs. We design a novel multi-agent reinforcement learning algorithm structure, namely Asynchronous Actors Hybrid Critic (AAHC), to optimize the decisions pertaining to computation offloading and channel assignment in the UL stage and optimize the DL transmission power in the DL stage. Extensive experiments demonstrate that compared to proposed baselines, AAHC obtains better solutions with satisfactory training time.
Wenhan Yu, Terence Jie Chua, Jun Zhao 0007
IEEE J. Sel. Areas Commun.2
2022 Detection of Uncertainty in Exceedance of Threshold (DUET): An Adversarial Patch Localizer
abstract
Development of defenses against physical world attacks such as adversarial patches is gaining traction within the research community. We contribute to the field of adversarial patch detection by introducing an uncertainty-based adversarial patch localizer which localizes adversarial patch on an image, permitting post-processing patch-avoidance or patch-reconstruction. We quantify our prediction uncertainties with the development of Detection of Uncertainties in the Exceedance of Threshold (DUET) algorithm. This algorithm provides a framework to ascertain confidence in the adversarial patch localization, which is essential for safety-sensitive applications such as self-driving cars and medical imaging. We conducted experiments on localizing adversarial patches and found our proposed DUET model outperforms baseline models. We then conduct further analyses on our choice of model priors and the adoption of Bayesian Neural Networks in different layers within our model architecture. We found that isometric gaussian priors in Bayesian Neural Networks are suitable for patch localization tasks and the presence of Bayesian layers in the earlier neural network blocks facilitates top-end localization performance, while Bayesian layers added in the later neural network blocks contribute to better model generalization. We then propose two different well-performing models to tackle different use cases.
Terence Jie Chua, Wenhan Yu, Chang Liu 0093, Jun Zhao 0007
BDCAT1
2022 Time Minimization in Hierarchical Federated Learning
abstract
Federated Learning is a modern decentralized machine learning technique where user equipments perform machine learning tasks locally and then upload the model parameters to a central server. In this paper, we consider a 3-layer hierarchical federated learning system which involves model parameter exchanges between the cloud and edge servers, and the edge servers and user equipment. In a hierarchical federated learning model, delay in communication and computation of model parameters has a great impact on achieving a predefined global model accuracy. Therefore, we formulate a joint learning and communication optimization problem to minimize total model parameter communication and computation delay, by optimizing local iteration counts and edge iteration counts. To solve the problem, an iterative algorithm is proposed. After that, a time-minimized UE-to-edge association algorithm is presented where the maximum latency of the system is reduced. Simulation results show that the global model converges faster under optimal edge server and local iteration counts. The hierarchical federated learning latency is minimized with the proposed UE-to-edge association strategy.
Chang Liu 0093, Terence Jie Chua, Jun Zhao 0007
SEC2