Yan Ding

Yan Ding

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Yan Ding

College of Computer Science and Electronic Engineering, Hunan University, Changsha, China

Research Focus & Metrics

Academic Career Length

11Years (2016-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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14 September 2021 in IEEE Transactions on Parallel and Distributed Systems
Verified
Journal Article
Closed access
YDYan Ding
Yan Ding
KLKenli Li
Kenli Li
CLChubo Liu
Chubo Liu
Keqin LiKeqin Li
Keqin Li
Integrating user ends (UEs), edge servers (ESs), and the cloud into end-edge-cloud computing (EECC) can enhance the utilization of resources and improve quality of experience (QoE). However, the performance of EECC is significantly affected by its architecture. In this article, we classify EECC into two computing architectures types according to the visibility and accessibility of the cloud to UEs, i.e., hierarchical end-edge-cloud computing (Hi-EECC) and horizontal end-edge-cloud computing (Ho-EECC). In Hi-EECC, UEs can offload their tasks only to ESs. When the resources of ESs are exhausted, the ESs request the cloud to provide resources to UEs. In Ho-EECC, UEs can offload their tasks directly to ESs and the cloud. In this article, we construct a potential game for the EECC environment, in which each UE selfishly minimizes its payoff, study the computation offloading strategy optimization problems, and develop two potential game-based algorithms in Hi-EECC and Ho-EECC. Extensive experiments with real-world data are conducted to demonstrate the performance of the proposed algorithms. Moreover, the scalability and applicability of the two computing architectures are comprehensively analyzed. The conclusions of our work can provide useful suggestions for choosing specific computing architectures under different application environments to improve the performance of EECC and QoE.

5 November 2019 in IEEE Transactions on Industrial Informatics
Verified
Journal Article
Closed access
YDYan Ding
Yan Ding
CLChubo Liu
Chubo Liu
XZXu Zhou
Xu Zhou
ZLZhao Liu
Zhao Liu
ZTZhuo Tang
Zhuo Tang
In this paper, we investigate code-oriented partitioning computation offloading strategy for multiple user equipments (UEs) and multiple mobile edge computing (MEC) servers with limited resources (i.e., limited computing power and waiting task queues with finite capacity). The paper aims to develop an offloading strategy to decide the execution location, CPU frequency, and transmission power for UE while minimizing the execution overhead (i.e., a weighted sum of energy consumption and computational time) of UE's applications, which is an NP-hard problem. To achieve the objective, first, we transform the problem into a convex optimization problem and find the optimal solution. Second, we propose a decentralized computation offloading strategy (DCOS) algorithm for UE, and define a dictionary data structure for recording the strategy of the UE to reduce the algorithm complexity. Finally, the effectiveness of DCOS, and the impact of various key parameters on the strategy and overhead are demonstrated by simulation experiments.

9 December 2021 in IEEE Transactions on Services Computing
Verified
Journal Article
Closed access
YDYan Ding
Yan Ding
KLKenli Li
Kenli Li
CLChubo Liu
Chubo Liu
ZTZhuo Tang
Zhuo Tang
Keqin LiKeqin Li
Keqin Li
The service resource allocation strategy optimization problem has always been a hot issue in mobile edge computing (MEC). In this paper, the problem is formulated as a long-term quality of service (QoS) improvement problem while satisfying the budget of MEC service provider (MSP). Since it is very unrealistic to accurately obtain the request information of user equipments (UEs) over a long time, we first transform the original problem into a series of real-time linear programing sub-problems by using Lyapunov optimization method, and propose a centralized algorithm to determine the resource allocation strategies. However, since the sub-problems are still NP-hard problems, it is a huge challenge to determine the strategies for all UEs with the centralized algorithm in a large scale MEC environment. Thus, we then formulate the sub-problems as an N players non-cooperative game, prove that there exists a Nash equilibrium, and develop two iterative algorithms to find the Nash equilibrium while determining the strategies. Experimental results show that the algorithms can take into account QoS and budget of MSP at the same time, and perform better compared to five other common schemes.

1 April 2021 in Journal of Parallel and Distributed Computing
Verified
Journal Article
Closed access
YDYan Ding
Yan Ding
KLKenli Li
Kenli Li
CLChubo Liu
Chubo Liu
ZTZhuo Tang
Zhuo Tang
KLKeqin Li
Keqin Li

8 January 2025 in IEEE Transactions on Circuits and Systems for Video Technology
Verified
Journal Article
Closed access
MWMeng Wang
Meng Wang
YDYan Ding
Yan Ding
YLYumeng Liu
Yumeng Liu
YQYunchuan Qin
Yunchuan Qin
RLRuihui Li
Ruihui Li
ZTZhuo Tang
Zhuo Tang
Vision-based semantic scene completion task aims to predict dense geometric and semantic 3D scene representations from 2D images. However, 3D modeling from a single view is an ill-posed problem, limited by the field of view and occlusion problems caused by image input. Moreover, existing methods tend to produce erroneous scene hallucinations and overly smooth boundary segmentation due to a lack of information. To address this problem, we propose MixSSC, which mixes the sparsity of forward projection with the denseness of depth-prior backward projection. The aim is to use sparse features to fill information-poor regions and dense features to enhance visible regions. Specifically, we develop the forward-backward mixture module, which enables the generation of scene mixture voxel representation by leveraging the benefits of both forward and backward projection. Subsequently, we design the semantic-spatial fusion module, which utilizes a coarse-to-fine approach to process mixture voxel features at the semantic-spatial level. Extensive experimental results on the SemanticKITTI, SSCBench-KITTI-360 and nuScenes datasets demonstrate the superiority of MixSSC. Our code is available on https://github.com/willemeng/MixSSC.

3 December 2025 in IEEE Transactions on Knowledge and Data Engineering
Verified
Journal Article
Closed access
TRTianyue Ren
Tianyue Ren
ZYZhibang Yang
Zhibang Yang
YDYan Ding
Yan Ding
XZXu Zhou
Xu Zhou
KLKenli Li
Kenli Li
Keqin LiKeqin Li
Keqin Li
Spatial crowdsourcing (SC) is becoming increasingly popular recently. As a critical issue in SC, task assignment currently faces challenges due to the imbalanced spatiotemporal distribution of tasks. Hence, many related studies and applications focusing on cross-platform task allocation in SC have emerged. Existing work primarily focuses on the maximization of total revenue for inner platform in cross task assignment. In this work, we formulate a SC problem called Cross Dynamic Task Assignment (CDTA) to maximize the overall utility and propose improved solutions aiming at creating a win-win situation for inner platform, task requesters, and outer workers. We first design a hybrid batch processing framework and a novel cross-platform incentive mechanism. Then, with the purpose of allocating tasks to both inner and outer workers, we present a KM-based algorithm that gets the accurate assignment result in each batch and a density-aware greedy algorithm with high efficiency. To maximize the revenue of inner platform and outer workers simultaneously, we model the competition among outer workers as a potential game that is shown to have at least one pure Nash equilibrium and develop a game-theoretic method. Additionally, a simulated annealing-based improved algorithm is proposed to avoid falling into local optima. Last but not least, since random thresholds lead to unstable results when picking tasks that are preferentially assigned to inner workers, we devise an adaptive threshold selection algorithm based on multi-armed bandit to further improve the overall utility. Extensive experiments demonstrate the effectiveness and efficiency of our proposed algorithms on both real and synthetic datasets.