Page 130 - ITU Journal Future and evolving technologies Volume 2 (2021), Issue 4 – AI and machine learning solutions in 5G and future networks
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ITU Journal on Future and Evolving Technologies, Volume 2 (2021), Issue 4

































          Fig. 1 – Block diagram of CAVIAR simulation with AI/ML in the simulation loop (INLOOP). In OUTLOOP simulations, the simulator can write  iles that
          will be later used for designing and assessing AI/ML models.


          modeling mobility and virtual worlds discussed in this paper   The  rest  of  the  paper  is  organized  as  follows.  Methods
          can alleviate the problem. The generated datasets are es‑   and software for CAVIAR simulation of 6G are presented
          pecially useful when spatial consistency and time evolu‑   in Section 2. Section 3 explains some improvements in the
          tion are important to assess an AI/ML technique applied   RT simulation methodology.  Section 4 presents numer‑
          to the physical layer.                               ical  results  and  their  discussion.  Finally,  Section  5  con‑
                                                               cludes the paper.
          The contributions of this paper are:
                                                               2.   6G SIMULATION IN VIRTUAL WORLDS
            • A  discussion  of  strategies  and  software  for  simu‑
             lating  Communication  networks  and    icial  intel‑
             ligence  immersed  in  VIrtual  or  Augmented  Reality  Gaming  and  other  industries  are  driving  the  develop‑
                                                               ment of sophisticated tools to create virtual worlds, com‑
             (CAVIAR).
                                                               posed  of  3D  models,  physics  engines  and  other  compo‑
            • A preview of a CAVIAR simulator that will be used in  nents.  The virtual world 3D scenery can be created from
             the UFPA Problem Statement for the 2021 ITU AI/ML  scratch  by  3D  design  modelers,  or  from  data  imported
             in  5G  Challenge,  which  consists  of  a  Reinforcement  from the real world. For instance, the new Cesium plug‑in
             Learning (RL) problem with the decisions taken by  for Epic Game’s Unreal Engine integrates photogrametric
                                                                                        3
             the RL agent changing the virtual world on‑the‑ ly (as  information obtained from drones into 3D models avail‑
                                                                                4
             the simulation evolves).                          able via Cadmapper and other sites.  This complements
                                                                                     5
            • Discuss  a  new  methodology  using  photogrametric  tools such as Twinmotion, which facilitate the construc‑
                                                               tion  of  3D  virtual  worlds.  This  paper  promotes  the  vi‑
             data  available  from  the  Internet  to  improve  the  re‑
                                                               sion that 6G and beyond will bene it from the availabil‑
             alism of ray‑tracing simulations by automatically as‑
                                                               ity  of  virtual  worlds  to  leverage  ML/AI  applied  to  com‑
             signing electromagnetic properties to the materials
                                                               munication  networks.  Current  investigations  of  AI  ap‑
             composing a scene, via semantic segmentation with
                                                               plied to 5G aim at  inding how raw data from sensors such
             deep neural networks.
                                                               as LIDAR and cameras can optimize the communication
            • Results exposing trade‑offs between speed and accu‑   performance [12, 13, 14, 15].  But the possibility of hav‑
             racy when generating channels via ray tracing.    ing realistic 3D models, physics engines and other virtual
            • Results  of  a  reinforcement  learning  experiment  in  reality assets for simulations of communication systems,
             beam selection realized in the CAVIAR environment.  opens new horizons in terms of AI/ML applied to 6G and
                                                               beyond.
            • Source code and datasets to reproduce the baseline
             of 2021 ITU AI/ML in 5G Challenge. 2              3 https://cesium.com/blog/2021/03/30/
                                                                cesium‑for‑unreal‑now‑available/.
         2 https://ai5gchallenge.ufpa.br/                      4 https://cadmapper.com.
                                                               5 https://www.unrealengine.com/en‑US/twinmotion.






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