I. Introduction
The ever-increasing requirements of wireless services in Media & Entertainment (M&E) as well as in healthcare and well-being demands are transforming the way that the data are communicated and processed. Future networks are anticipated to support a massive number of connected devices requesting a variety of different services such as mobile video streaming, virtual reality (VR), and augmented reality (AR), as well as mission-critical applications. Such services require data, computation, and storage to be performed more often with ultrahigh success rate and minimal latency. Multiaccess edge computing (MEC) has emerged as an infrastructure that enables data processing and storage at the network edge as a means to cut down the latency between the network nodes and the remote servers that typically existed in cloud computing architectures [1]. Instead, edge computing can be provided as a service at the network edge to minimize the service latency and network complexity and save the device nodes’ energy and battery consumption.