“Fed-DRL”: A Timeliness OptimizationMethod forDynamicData Acquisition System Based on Mobile Edge Computing

Age of Information (AoI) is a metric to describe the timeliness of a system proposed in recent years. It measures the freshness of the latest received data from the perspective of the target node in the system.is work studies a kind of dynamic data acquisition system for urban security that can update and control the situation of urban environmental security by collecting environmental data. e collected data packets need to be uploaded to the cloud center in time for data update, which has high requirements on the timeliness of the system and freshness of data. However, due to the limited computing capacity of mobile terminals and the pressure of bandwidth for data transmission, problems such as high data execution delay and transmission interruption are caused. Emerging mobile edge computing (MEC), a new model of computing that extends cloud computing capabilities to the edge network, promises to solve these problems.is work focuses on the timeliness of the system, as measured by the average AoI across all mobile terminals. First, a timeliness optimization model is dened, and a multi-agent deep reinforcement learning (DRL) algorithm combined with an attention mechanism is proposed to carry out computing ooading and resource allocation through the continuous interaction between agent and environment; then, in order to improve algorithm performance and data security, the federated learning mode is proposed to train agents; nally, the proposed algorithm is compared with other main baseline algorithms based on deep reinforcement learning. e simulation results show that the proposed algorithm not only outperforms other algorithms in optimizing system timeliness, but also improves the stability of training.


Introduction
e concept of MEC originated from the content delivery network (CDN) and was developed in traditional cloud computing. Its key idea is to deploy servers and storage devices at the edge of the network, making the edge of the network also have powerful computation and storage capabilities [1]. Its overall framework can be divided according to its computation capacity and service functions, as shown in Figure 1. ere are three layers of cloud, edge, and end, respectively. e cloud layer is mainly composed of large servers with powerful computation resources and supercomputation capacity. e edge layer is mainly made up of base stations, edge gateways, edge servers, etc., which is slightly weaker than the cloud layer. e end layer is mainly composed of sensors, mobile devices, etc., which are widely distributed and numerous, and generate a large amount of raw data. However, due to the limited computation and storage capacity of a single device, the computation task often needs to be o oaded to the server. Computing oloading refers to the process in which the terminal device allocates the intensive computation tasks to the server with su cient computation resources for processing through the wireless channels according to certain strategies, and the server returns the computation results to the terminal devices [2]. e traditional way is to upload to a cloud server. However, with the explosive growth of user data, this method has exposed some shortcomings, namely, high transmission costs and delay issues caused by transmission bandwidth, data processing, and physical distance.
us, edge computing comes into being, which is a new computation model, but edge computing is not meant to replace cloud computing, but rather to extend cloud computing.
MEC technology can be applied to many promising realtime applications, such as Internet of vehicles, smart city, and smart home. Traditional performance indicators, such as latency and throughput, do not fully measure the freshness of the data. On the basis of this, the concept of Age of Information was proposed. It is defined as the time elapsed since the information was generated from the source node at the time of observation. AoI measures the freshness of the data from the perspective of the target node. It should be noted that it takes into account the frequency of the data, which differs from previous indicators [3,4]. e dynamic data acquisition system for urban security belongs to the state update scenario, which has high requirements on the timeliness of the system and the freshness of the data, the collected data packets need to be uploaded to the cloud center in time, and if the collected data packets are delayed or fail to be sent due to bandwidth or channel, the status update will lose its significance. e main contributions of this work are listed as follows: (1) AoI is proposed to analyze the timeliness of the dynamic data acquisition system for urban security, which is of great significance for the data system sensitive to timeliness and data freshness. (2) e optimization problem of minimizing the average AoI of all mobile terminals is proposed and described by the corresponding system model and Markov decision process (MDP) for further research. (3) A multi-agent deep reinforcement learning algorithm combined with attention mechanism is proposed. rough the continuous interaction between the agent and the environment and the federated learning, agents are trained to perform computing offloading and resource allocation.

Related Studies
2.1. Age of Information. As a new indicator, AoI was first proposed by Kaul et al., which is used to measure data freshness from the perspective of target node [5]. Since then, many researchers have carried out relevant studies on AoI from the perspectives of data source update frequency and data generation rate from different application scenarios combined with different queuing models and optimization algorithms. In literature [6], the computation and iteration process of AoI is studied by combining queuing theory, and in literature [7] the influence of service rate on average AoI is studied. Literature [8,9] compares and analyzes AoI under different computation modes for edge computing scenarios. Literature [10] studies the optimization method of AoI under throughput and energy constraints. e data generation mode is generally random (such as Poisson distribution and exponential distribution), and queuing rules usually include first-come-first-served (FCFS), etc. In literature [11,12], AoI under different computation modes is analyzed, respectively, for MEC scenarios with single source node and single target node. In the literature [13,14], data are transmitted through a single-channel wireless network.
In literature [15], in a multi-channel symmetric network containing multi-source nodes and a single target node, multiple links are simultaneously scheduled to send real- time data to optimize the average AoI, and channel conflict in the process of data transmission is considered. e literature [8,16] considers the energy constraint in wireless sensor networks, constructs the transmission model under the energy constraint as an MDP, and decouples complex scheduling problems. Talak et al. also minimize the average AoI in the network when the channel state is known and unknown, respectively. At present, researches on AoI optimization mostly focus on single-channel wireless network, and most of them are about the offloading strategies when the data generation time is known. However, due to the complexity of the environment, some algorithms are hard to consider the link between the entity and the environment or estimate the constraints of the environment on the entity; in order to solve this problem, DRL, which combines deep learning with reinforcement learning, is adopted. It can solve high-dimensional state and action space and solve more complex optimization problems.

Multi-Agent Deep Reinforcement Learning Algorithm.
It is difficult to obtain the information needed globally to optimize the timeliness of the system when there are a large number of mobile terminals involved.
ere are typical policy-based algorithms such as AC and DDPG in DRL, which are used to deal with continuous action space problems. Double neural networks are used to approximate the value function and the policy function, respectively.

Deep Reinforcement
Learning. Reinforcement learning is an important branch of machine learning, mainly by modeling the target as an agent, which initially may learn nothing and perform a random action, waiting for the environment to update its status and give it a reward as feedback.
rough this reward, the agent can constantly adjust its policy to adapt to the variation in the environment, making the action more scientific, so as to obtain the maximum reward. We are concerned about the agent getting a maximum long-term return. is process is usually described as an MDP, (S, A, R, T, c), where S is the agent's state, A is the action performed by the agent, R is the reward, T is the probability of environment state transition, and c is the reward discount factor. e agent policy function represents the mapping from the state space to the action space. e goal of reinforcement learning is to continuously optimize the agent's policy so as to obtain the maximum return, and the policy optimization is usually by optimizing the value function.
Deep learning extracts the features of the original input through deep neural network, so as to have powerful perceptual ability; combining with the learning ability of reinforcement learning, it can be used to deal with decision problems in high-dimensional and complex environments [17,18]. e DRL is divided mainly into value-based learning and policy-based learning. Value-based learning uses a deep neural network to approximate the value function and generally uses the temporal difference (TD) algorithm or the SARSA (State, Action, Reward, State, Action) algorithm to iterate and update the value network to optimize agent's policy. Similarly, a policy network is established based on policy gradient learning, and the network parameters are updated by the policy gradient. Because the former needs to sample the action, it can only deal with the discrete action space, but the policy gradientbased learning directly uses the policy network to search for actions, so it can deal with the problem of continuous actions. In this work, the actor-critic is a combination of the two algorithms. Actor network uses the policy gradient algorithm to choose the action, and the critic network scores the action. It is noteworthy that the two networks have the same structure but different parameters. During training, the parameters of the two networks are updated alternately.

Multi-Agent Collaboration.
In recent years, DRL has been widely used in multi-agent collaboration. Multi-agent collaboration refers to the cooperation of agents with each other to achieve a common goal, to obtain a joint reward [19]. ere are two main methods. One direct method is to regard other agents as part of the environment and train each agent individually to maximize the cumulative return of each agent. However, due to the instability of the environment, this method may make it difficult for each agent to completely converge. Another method is to regard all agents as a whole, and its action space is the action set of all agents, but it needs an efficient communication mechanism, which is difficult to achieve. Later, some researchers proposed the multi-agent deep deterministic policy gradient (MADDPG) algorithm. Each agent is independent and generates actions by observing local environment, while the critic network observes global information and optimizes itself by combining information from itself and other agents.

System Model
e dynamic data acquisition system is shown in Figure 2; according to the three-level architecture of the MEC network, its end layer is composed of mobile terminals, mobile terminals dynamically collect and preprocess data in a certain area, the edge layer is mainly composed of edge base stations, mainly responsible for data offloaded from mobile terminals to edge base stations, and the cloud layer consists mainly of remote cloud centers that gather all data for storage and analysis.

Computation Model.
We consider an MEC scenario consisting of N mobile terminals and M edge base stations. e edge base stations are vehicle-mounted and move in a certain area. e mobile terminals collect data and offload the data to the appropriate edge base stations. We divide the continuous time into time slots, denoted by an integer t. A list D n (t) � [b(t), l(t), x(t)] is used to define the data collected by each mobile terminal in the time slot t, where b(t) is the size of data, l(t) is the elapsed time of data, and x(t) is the index of mobile terminal. It is assumed that the collected data are randomly generated with probability p g n in each Mathematical Problems in Engineering time slot t, and data size follows a Poisson distribution with arrival rate λ n . e process can be described as follows: e mobile terminal n has two data queues with capacity B cac n and B off n , respectively, as shown in Figure 3: the first one is the cache queue, which mainly stores the latest collected data, waiting for local preprocessing on the mobile terminal, and the other data queue is the offloading queue, which mainly stores processed data, waiting for the mobile terminal to offload to the edge base station. e two data queues adopt first-come first-service (FCFS) principle; that is, in each time slot, the mobile terminal can process only one packet, and only after processing one packet, the next one can be processed. e strategies of the data queue of the mobile terminal in each time slot are denoted as where and what they satisfy is as follows: We can calculate the local processing time of mobile terminal n ′ s data in the time slot t as follows: where f n is the CPU cycle frequency of the mobile terminal, which is used to measure computation capacity.

Channel Model.
Transmission channels between mobile terminals and edge base stations are likely to be obscured by some buildings, resulting in co-existence of line-of-sight (LoS) and nonline-of-sight (NLoS) communication. In this case, the line-of-sight channel model can no longer accurately describe the transmission channel between the mobile terminal and the edge base station, so we adopt the probabilistic line-of-sight channel model [20,21]. Line-of-sight communication and nonline-of-sight communication have a probability of occurrence, respectively, which is a function of the environment, the density and height of the building, and the elevation angle between the mobile terminal and the edge base station. e probability of line-of-sight communication in the transmission channel can be denoted as where C and B are constant values determined by the environment (such as the village, the town, the dense city, or other scenario), and θ is the elevation angle of the edge base station relative to the mobile terminal, so the probability of nonline-of-sight communication is P NLoS � 1 − P LoS [22,23]. Path loss between mobile terminal n and edge base station m can be denoted as  Figure 2: e dynamic data acquisition system.

Data Local Preprocessing
Buffer Queue Offloading Queue where f c is the carrier frequency, c is the speed of light, and d(t) is the distance between the mobile terminal and the edge base station. e total channel transmission bandwidth is W, in the time slot t, the bandwidth allocation rate between the mobile terminal and the edge base station is ς n,m (t), w n,m (t) � ς n,m (t) · W, and then the transmission rate is denoted as follows: where η denotes the noise power spectral density, P n (t) denotes the transmitted power, and what they satisfy is as follows:

Problem Formulation.
e dynamic data acquisition system is very sensitive to timeliness. e traditional indicator of delay is defined as the difference between the receiving time and the sending time; it has a shortage that cannot measure the freshness of data. Data generated earlier may be sent later, and data generated later may be sent first due to channel quality, which is not appropriate for systems that require real-time status update. us, in order to optimize the timeliness of the system, we propose AoI to describe the freshness of the data received by the cloud center. Timeliness of the system can reflect the frequency of data collected, processed, and offloaded by mobile terminals in the system. Supposing that at the time slot t, the edge base station m receives the offloading data from the mobile terminal n and the generation time stamp of the data is δ(t), then we define the AoI as the difference between the two time slots, which can be denoted as According to the first-come first-service (FCFS) principle and assuming Δ n (0) � 0, the evolution of AoI over time can be derived, as shown in Figure 4, where the peak point of the curve is PAoI.
Our goal is to minimize the average AoI for all mobile terminals, which is denoted as s.t. equations (1) to (10). e real environment is complex, so the data in our system are generated randomly, and the transmission channel between the mobile terminal and the edge base station is also attenuated, which results in the strategies of the mobile terminals being different in each time slot. In addition, AoI of mobile terminals is not only related to the current state, but also related to the previous state, and even affects the subsequent state. erefore, we model this optimization problem as a multi-agent MDP [24]. In the following part, we will discuss the combination of DRL and FL to solve this optimization problem.

Multi-Agent Actor-Critic Algorithm Combined with an Attention Mechanism
In the optimization process of MADDPG algorithm mentioned above, each agent receives the state and action of other agents indiscriminately, resulting in the mixing of beneficial and profitless information, which will reduce the optimization effect. To solve the problem of inaccuracy optimization, we propose a multi-agent actor-critic algorithm with attention mechanism [25]. Combined with the attention mechanism, the agent can pay more attention to the beneficial information when learning the strategies of other agents, instead of using all the information, so as to achieve more accurate optimization.

MDP Formulation.
We deploy models on all agents. First, we analyze their basic elements: States: In our algorithm, the state S of the mobile terminal agent is denoted as s � [l, I, B, w], where l is the location information of the mobile terminal and the edge base station, I is the data information to be offloaded, B is the state of its two data queues, w is the allocated bandwidth, and the state of the edge base station agent includes the state of all mobile terminals.
Actions: e mobile terminals collect the data, preprocess them locally, and offload them to the edge base station. us, its actions include preprocessing and offloading strategy, which can be denoted as a n (t) � [cac n (t), off n (t)]; the edge base station allocates bandwidth for each mobile terminal, so the action of the edge base station is the set of bandwidth allocation ratio, which can be denoted as a m (t) � [ζ 1,m (t), ζ 2,m (t), . . . , ζ n,m (t)].
Returns: e goal of this work is to minimize the average AoI of all mobile terminals, so the negative of Δ (t) is regarded as the reward of the agent and can be denoted as r n � −Δ (t)forn � 1, 2, . . . , N.
To study the global optimization problem of the system, consider a long-term return, denoted as Figure 4: e evolution of AoI over time.

Mathematical Problems in Engineering
where c is the reward discount factor and T is the length of time.

Deep Reinforcement Learning Combined with an Attention Mechanism.
We hope that the agents can focus on the information beneficial to itself when learning, so the former actor-critic algorithm is improved by combining the attention mechanism, which is a mapping relationship [26,27]. Agents can determine the importance of other agents to themselves by querying the state and actions of other agents and integrate this information into their own action value estimation function. Taking into account the information of other agents, the value function is denoted as where f is the neural network, ϕ n is an integration function, and φ n is the coded value of the weight sum of other agents, namely, the contribution of other agents. e formula is described as follows: where e i is encoded by substituting the action and state of other agents into the integration function. Similarly, the action and state of the agent n can be encoded into e n . After normalizing the similarity between e n and e i , weight β i is generated through softmax layer. In this process, M k converts e i into "key" and M p converts e n into "query." e coding value V i can be obtained by linear transformation of e i and a shared matrix Y, and then substituting a nonlinear function L. e actor-critic network is divided into two parts: the actor network is improved by policy gradient and can easily choose the appropriate action in the continuous action space, but because the actor network is round update, resulting in slow learning efficiency. erefore, we add a value-based critic network to achieve single-step update using the TD algorithm and thus get the actor-critic algorithm. e actor network is the approximation of the policy function, according to the agent's current state to choose action, the critic network is the approximation of the value function, and then the actor network updates the probability of action according to the score, so that the actor network makes it easier to choose the better action. e updating method of actor network is usually the policy gradient, and the policy gradient of continuous action space is denoted as A) . (17) But this expectation is difficult to calculate directly, so we use the Monte Carlo approximation to randomly choose an action according to the policy function g(a; θ) � z zθ log π(a|s; θ) · q π (s, a) .
Random selection guarantees unbiasedness. Input the current state of the agent and the randomly selected action into the critic network, and output the action value based on the attention mechanism; then, the actor network can be updated by random gradient: where β is the learning rate of the actor network. e critic network is updated by minimizing the loss function of the mean square error (MSE). Firstly, the state and action of the agent are input into the attention mechanism to obtain the weighted sum of the encoded values, and the action value is calculated by (15) where w t is the parameter of the target critic network, r t is the agent's reward, and c is the reward discount factor. Both actor and critic networks have corresponding target networks which have the same structure and initialization way as the original network. Its function is mainly to estimate the next action a t+1 and score q(s t+1 , a t+1 ; w t ) according to the next state s t+1 . Meanwhile, it improves the stability and convergence of training. It learns once every Tu round and updates through the original network parameters with fixed weight ξ.
As a common method to improve data utilization, experience replay is also used in this algorithm. A complete interaction between an agent and the environment is called transition, which is denoted as a tuple: (s t , a t , r t , s t+1 , a t+1 ). All transitions are stored in the experience replay D as training samples. It has a limited capacity and when the capacity is full, new transition will replace the old transition, because the new transition is more valuable. Every time the model is trained, a certain sample is taken from it. To avoid missing the exploration of an action when an agent interacts with the environment, we will randomly select the action with probability ε.
Our framework is shown in Figure 5.

Train Agents in Federated Mode.
We deploy agents on all mobile terminals and edge base stations, not just edge base stations or remote cloud centers, for the following reasons: Data are generated mainly from the mobile terminal. If it is only deployed in the edge base station or cloud center, it needs to transmit a large amount of data, increasing the transmission pressure of the channel. Furthermore, when data are transmitted with a high secret level, such as location information of the target buildings in the urban environment, there is also the risk of leakage. e deployment scheme we chose can solve the two problems, but there are also disadvantages: the training data of nonindependent and identical distribution (non-IDD) and unbalanced distribution, which is mainly due to training data that do not represent the characteristic of mobile terminals training data and the limited channel bandwidth makes it difficult to ensure that all equipment are online [28]. erefore, we propose federated learning to train agents, which can avoid transmitting a large number of training data, but only need to share model parameters. It can not only solve the previous shortcomings, but also solve the problems of data privacy and security and reduce the impact of limited communication resources. After each Ef round of learning, all agents share their model parameters and update them. To be specific, the actor and the critic network of each  Mathematical Problems in Engineering mobile terminal agent retain parameters of weight σ, respectively, and update them in combination with parameters of other agents. e update mode is denoted as follows: where θ t and w t , respectively, denote the parameters of the actor and the critic network of all mobile terminal agents at the time slot t and Ω is the federated update matrix.
e Fed-DRL algorithm [29] proposed in this paper is shown in Algorithm 1:

Performance Evaluation
In this section, we analyze the performance of the proposed algorithm through simulation experiments and compare it with other baseline algorithms based on deep reinforcement learning.

Experiment Settings.
In this work, experiment simulation was carried out by Python. e experiment was run on a server configured with an Intel Core I7-9700H 3.6 GHz CPU and 8 GB memory. e virtual environment was TensorFlow GPU 2.x. Some experimental parameters are shown in Table 1.
(3) for t � 1,2, . . ., 5000 do (4) Reset the environment for each agent, get local state s t ; (5) Randomly generate q ∈ [0, 1]; (6) for each agent n in 1,2, . . ., N do (7) if q < ε then (8) Randomly choose action a t ; (9) else (10) Generate actions a t ∼ π(A|S; θ); (11) end if (12) end for (13) e resulting action interacts with environment, generate s t+1 and r t ; (14) Add (s t , a t , r t , s t+1 , a t+1 ) of each agent into D (15) for each agent n in 1,2, . . ., N do (16) Sample (s t , a t , r t , s t+1 , a t+1 ) from D; (17) Calculate q t (a t , s t ; w t ) using the critic network; (18) Predict a t+1 using the target actor network; (19) Calculate q t+1 (a t+1 , s t+1 ; w t ) using the target critic network; (20) Update the actor network according to equation (20); (21) Update the critic network according to equation (21); (22) end for (23) if t mod Tu � � 1 then (24) Update the target actor network and the target critic network with following method; (27) end if (28) if t mod Ef � � 1 then (29) Run edge-federated updating according to equations (23) and (24) Figure 6 shows the convergence performance of the proposed algorithm for different learning rates. We assume that the learning rates of the actor and the critic networks are different. It can be seen that when α Actor � 0.1, α Critic � 0.2, the proposed algorithm vibrates greatly and is difficult to converge. e main reason is that the large learning rate makes both actor network and critic network take large update steps. When α Actor � 0.001, α Critic � 0.002 or α Actor � 0.00001, α Critic � 0.00002, the proposed algorithm can converge. However, when the learning rate is too small, the convergence speed will be very slow, requiring more iteration rounds to converge. erefore, the best learning rate of the actor network and the critic network is α Actor � 0.001, α Critic � 0.002, respectively. In Figure 7, we compare the influence of different data generation rates on the convergence performance of the algorithm. e results show that the algorithm performs the best when the data generation rate is 0.3. When it increases to 0.5, it will be difficult for the proposed algorithm to optimize the timeliness of the system, which may be due to the limitations of environmental resources and the system itself. erefore, in the following experiment, we set the data generation rate to 0.3. Figure 8 shows the comparison results between the proposed algorithm and the baseline algorithm under the same environment settings. In   Mathematical Problems in Engineering Figure 8(a), the horizontal axis is the number of episodes and the vertical axis is the average AoI of the system. It can be seen that the average AoI for the actor-critic algorithm is significantly higher than the results of the other two algorithms, and it is difficult to converge. However, under the multi-agent actor-critic algorithm and Fed-DRL algorithm, the result is very stable and always keeps a low value. Figure 8(b) shows the worst AoI of the three algorithms, and the Fed-DRL algorithm also performs best. Under the actor-critic algorithm, some resources are ignored for a long time, which may be because the algorithm requires complex neural network to extract the relationship between the global input state and the policy of each agent, which increases the difficulty of training. Furthermore, Figure 8(c) and 8(d), respectively, show the number and length of data offloaded received by the remote cloud center. e results show that, by the proposed algorithm, the data utilization rate is also improved, so that more collected data are uploaded to the cloud center, and the system status is updated in time, thus maintaining the timeliness of the system. en, we study the performance of the algorithm under different environment settings. Figure 9 shows the algorithm performance analysis for different numbers of edge base stations and mobile terminals. Figure 9(a) shows the average AoI of the system. It can be seen that the system can basically keep a low average AoI, which is consistent with common sense. In the box plots in Figure 9(b), when M � 4, N � 60, the performance is obviously the worst, which may be because the substantial increase in mobile terminals exceeds the service capacity of the edge base stations in a certain area. When the number of edge base stations is increased to 8 and 12, the performance recovery can be even better. As shown in Figure 10, we test the performance of the proposed algorithm in the general urban environment, the dense urban environment, and the high-rise urban environment; the result of the high-rise city environment is not very ideal. e reason may be that the shielding of buildings interferes with the data transmission channel, and it performs well in the general urban environment and dense urban environment, indicating that the proposed algorithm can adapt to the general urban environment.

Performance Comparison.
Finally, we compare the performance under different federated factors σ (N � 4, M � 30), as shown in Figure 11; we know that the federated factor measures the weight of each agent's own parameters when the parameters are updated, if σ is too small; intuitively, when σ ≥ 0.25 � 1/N, the diagonal elements of the federated matrix will be smaller than the other elements, so that each agent will not learn much useful knowledge from their own observations, and agent will lose its own individuality. However, when σ � 1, the update matrix becomes an identity matrix, so that each agent learns the policy independently without parameter sharing, so we mainly study the cases of σ ≥ 0.25 � 1/N, and we also study the case of σ � 0.1 for comparison. Figure 11(a) is a line plot, and Figure 11(b) is a box plot. It can be seen that when σ � 0.1, although the system tends to converge at last, its performance is unstable. When σ � 1, there is no federated update, the performance of the system  is poor and does not converge even after 5000 episodes. In addition, the deviation of the gradient is minimized when σ � 0.25.

Conclusion
e dynamic data acquisition system used for urban security is sensitive to timeliness. To solve this problem, AoI is proposed in this work to measure the freshness of data, so as to optimize the timeliness of system. A multi-agent deep reinforcement learning algorithm combined with attention mechanism is proposed; through the continuous interaction between the agents and the environment, federated learning is used to train the agent for computing offloading and resource allocation. e proposed algorithm is evaluated by simulation experiments. e results show that the proposed algorithm can achieve lower system average AoI and more stable training.
For further work, based on the proposed framework, more operations can be expanded, such as adaptability to the environment and mobility management. At the same time, the rewards in MDP can be flexibly defined, bringing more applications to the MEC systems.

Data Availability
No data were used to support this study.

Conflicts of Interest
e authors declare that they have no conflicts of interest.