The Metaverse offers a second world beyond reality, where boundaries are non-existent, and possibilities are endless through engagement and immersive experiences using the virtual reality (VR) technology. Many disciplines can benefit from the advancement of the Metaverse when accurately developed, including the fields of technology, gaming, education, art, and culture. Nevertheless, developing the Metaverse environment to its full potential is an ambiguous task that needs proper guidance and directions. Existing surveys on the Metaverse focus only on a specific aspect and discipline of the Metaverse and lack a holistic view of the entire process. To this end, a more holistic, multi-disciplinary, in-depth, and academic and industry-oriented review is required to provide a thorough study of the Metaverse development pipeline. To address these issues, we present in this survey a novel multi-layered pipeline ecosystem composed of (1) the Metaverse computing, networking, communications and hardware infrastructure, (2) environment digitization, and (3) user interactions. For every layer, we discuss the components that detail the steps of its development. Also, for each of these components, we examine the impact of a set of enabling technologies and empowering domains (e.g., Artificial Intelligence, Security & Privacy, Blockchain, Business, Ethics, and Social) on its advancement. In addition, we explain the importance of these technologies to support decentralization, interoperability, user experiences, interactions, and monetization. Our presented study highlights the existing challenges for each component, followed by research directions and potential solutions. To the best of our knowledge, this survey is the most comprehensive and allows users, scholars, and entrepreneurs to get an in-depth understanding of the Metaverse ecosystem to find their opportunities and potentials for contribution.
In this paper, we increase the availability and integration of devices in the learning process to enhance the convergence of federated learning (FL) models. To address the issue of having all the data in one location, federated learning, which maintains the ability to learn over decentralized data sets, combines privacy and technology. Until the model converges, the server combines the updated weights obtained from each dataset over a number of rounds. The majority of the literature suggested client selection techniques to accelerate convergence and boost accuracy. However, none of the existing proposals have focused on the flexibility to deploy and select clients as needed, wherever and whenever that may be. Due to the extremely dynamic surroundings, some devices are actually not available to serve as clients in FL, which affects the availability of data for learning and the applicability of the existing solution for client selection. In this paper, we address the aforementioned limitations by introducing an On-Demand-FL, a client deployment approach for FL, offering more volume and heterogeneity of data in the learning process. We make use of the containerization technology such as Docker to build efficient environments using IoT and mobile devices serving as volunteers. Furthermore, Kubernetes is used for orchestration. The Genetic algorithm (GA) is used to solve the multi-objective optimization problem due to its evolutionary strategy. The performed experiments using the Mobile Data Challenge (MDC) dataset and the Localfed framework illustrate the relevance of the proposed approach and the efficiency of the on-the-fly deployment of clients whenever and wherever needed with less discarded rounds and more available data.
In this paper, we propose Value Iteration Network for Reward Shaping (VIN-RS), a potential-based reward shaping mechanism using Convolutional Neural Network (CNN). The proposed VIN-RS embeds a CNN trained on computed labels using the message passing mechanism of the Hidden Markov Model. The CNN processes images or graphs of the environment to predict the shaping values. Recent work on reward shaping still has limitations towards training on a representation of the Markov Decision Process (MDP) and building an estimate of the transition matrix. The advantage of VIN-RS is to construct an effective potential function from an estimated MDP while automatically inferring the environment transition matrix. The proposed VIN-RS estimates the transition matrix through a self-learned convolution filter while extracting environment details from the input frames or sampled graphs. Due to (1) the previous success of using message passing for reward shaping; and (2) the CNN planning behavior, we use these messages to train the CNN of VIN-RS. Experiments are performed on tabular games, Atari 2600 and MuJoCo, for discrete and continuous action space. Our results illustrate promising improvements in the learning speed and maximum cumulative reward compared to the state-of-the-art.