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Nguyen Le Tuan

dblp:414/0629 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · none

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

Computer networks · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer networks
1 paper
Cellular and mobile networks · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Cellular and mobile networks › heterogeneous networks
access network selection
0.912025
Network Access Selection for URLLC and eMBB Applications in Sub-6 GHz-mmWave-THz Networks: Game Theory Versus Multi-Agent Reinforcement Learning · IEEE Trans. Commun. 2025
Cellular and mobile networks
heterogeneous networks
0.912025
Network Access Selection for URLLC and eMBB Applications in Sub-6 GHz-mmWave-THz Networks: Game Theory Versus Multi-Agent Reinforcement Learning · IEEE Trans. Commun. 2025
Cellular and mobile networks › user association
network selection
0.912025
Network Access Selection for URLLC and eMBB Applications in Sub-6 GHz-mmWave-THz Networks: Game Theory Versus Multi-Agent Reinforcement Learning · IEEE Trans. Commun. 2025
Cellular and mobile networks › low-latency communication
ultra-reliable low-latency communication
0.912025
Network Access Selection for URLLC and eMBB Applications in Sub-6 GHz-mmWave-THz Networks: Game Theory Versus Multi-Agent Reinforcement Learning · IEEE Trans. Commun. 2025

Methods — techniques the papers use, named apart from their topics

multi-agent deep reinforcement learning · 0.9game theory · 0.9
YearPublicationVenuePosition
2025 Network Access Selection for URLLC and eMBB Applications in Sub-6 GHz-mmWave-THz Networks: Game Theory Versus Multi-Agent Reinforcement Learning
abstract
We investigate a heterogeneous network (HetNet) including sub-6GHz base stations (BSs), mmWave BSs, and THz BSs to support enhanced mobile broadband (eMBB) users and ultra-reliable low-latency communication (URLLC) users. We particularly investigate a user-centric network in which the users locally and dynamically select and switch among BSs over time to achieve their highest utility. Two types of users have different Quality of Service (QoS) requirements. Thus, we design two types of utility functions specifically for the eMBB users and URLLC users. Then, to model the dynamic selection behavior of the users, we propose to use a fractional game with the power-law memory. The fractional game allows the eMBB users and the URLLC users to incorporate their past strategies into their current selection, thus improving their utility. Furthermore, we consider the case that the BSs communicate the system state with each other, and we model the network selection of the users as a multi-agent problem. Then, we propose to use a multi-agent deep reinforcement learning (MADRL) algorithm that enables the URLLC users and eMBB users to make their network selection decision online to achieve their long-term utility. Various simulation results are provided to demonstrate the scalability and effectiveness of the proposed approaches. Particularly, compared with the classical game, the fractional game is able to achieve a higher utility but incurs a higher network adaptation cost. Moreover, the different types of URLLC users (in terms of latency and reliability requirements) and the number of URLLC users in the network significantly affect the total utility and the network selection strategies of the eMBB users. Importantly, given the full observations, the MADRL outperforms both classical and fractional games in terms of total network utility.
Nguyen Thi Thanh Van, Nguyen Le Tuan, Nguyen Cong Luong 0001, Tien Hoa Nguyen 0001, Shaohan Feng, Shimin Gong, Dusit Niyato, Dong In Kim 0001
IEEE Trans. Commun.2