SearcharxivSearch

arXiv · 2506.11800

A retrospective on DISPEED -- Leveraging heterogeneity in a drone swarm for IDS execution

Abstract

Swarms of drones are gaining more and more autonomy and efficiency during their missions. However, security threats can disrupt their missions' progression. To overcome this problem, Network Intrusion Detection Systems ((N)IDS) are promising solutions to detect malicious behavior on network traffic. However, modern NIDS rely on resource-hungry machine learning techniques, that can be difficult to deploy on a swarm of drones. The goal of the DISPEED project is to leverage the heterogeneity (execution platforms, memory) of the drones composing a swarm to deploy NIDS. It is decomposed in two phases: (1) a characterization phase that consists in characterizing various IDS implementations on diverse embedded platforms, and (2) an IDS implementation mapping phase that seeks to develop selection strategies to choose the most relevant NIDS depending on the context. On the one hand, the characterization phase allowed us to identify 36 relevant IDS implementations on three different embedded platforms: a Raspberry Pi 4B, a Jetson Xavier, and a Pynq-Z2. On the other hand, the IDS implementation mapping phase allowed us to design both standalone and distributed strategies to choose the best NIDSs to deploy depending on the context. The results of the project have led to three publications in international conferences, and one publication in a journal.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Vincent Lannurien, Camélia Slimani, Louis Morge-Rollet, Laurent Lemarchand, David Espes, Frédéric Le Roy, Jalil Boukhobza. 2025-06-13. A retrospective on DISPEED -- Leveraging heterogeneity in a drone swarm for IDS execution. https://arxiv.org/abs/2506.11800

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Online Treasure Hunt in Vertex-Permuted Dynamic Rings

We study the problem of treasure hunt by a group of $k \geq 1$ agents in vertex-permuted dynamic rings (VP). In this model, the $n$ vertices remain on a ring but are permuted at each time step. We first show that treasure hunt is impossible for any $k \leq n-3$ agents, if there are no restrictions on the sequence of permutations used in the dynamic ring. We then study the $VP(\delta)$ setting, in which for every pair $i, j$ of vertices, the edge $(i, j)$ is guaranteed to appear within $\delta$ steps. We show that the class $VP(\delta)$ is feasible only for $\delta \geq \left\lceil \frac{n-1}{2}\right\rceil$. For the one-agent case, we show a tight bound of $\Theta(\delta n)$ on the worst-case search time as well as competitive ratio of any online algorithm for treasure hunt, provided $\delta \geq 2n$. We then give an optimal algorithm for $k$ agents, thereby showing that $k$ agents can obtain a speedup of $k$ on the worst-case search time. Finally, in the R-VP setting, in which in every step, the vertices are arranged as a ring according to a random permutation, we show that treasure hunt takes expected $\Theta(n)$ steps against an oblivious adversary and $\Theta(n \log n)$ steps against an adaptive adversary.

cs.DC

The Computing Channel: How Modulation Programs the Airwaves

Distributed computing and distributed artificial intelligence require frequent exchanges of intermediate results, although many applications need only an aggregate rather than messages from individual devices. Conventional systems recover each message before computing the aggregate, whereas over-the-air computation (OAC) exploits simultaneous transmission to obtain it directly. However, dominant OAC implementations rely on analog signaling, creating a mismatch with finite-precision data and digital communication procedures. This article presents digital function-oriented communication, in which finite-alphabet symbol representations and receiver decisions are jointly designed so that multiple-access superposition encodes the desired function without recovering individual inputs. We introduce its computational-constellation principle, main design approaches, extensions, and implementation challenges. Federated edge learning illustrates how the framework can reduce user-dependent data-bearing resources while operating directly on quantized model updates.

cs.DC

Can AI Remediate Backend Failures Safely? GuardedAct with Blast-Radius-Aware Sandboxing

Large Language Models (LLMs) have shown promising capabilities in generating remediation actions for microservice failures. However, directly executing AI-generated repair actions in production risks cascading collateral damage. We propose GuardedAct, a sandbox-first remediation framework that interposes a blast-radius-aware verification layer between the LLM action generator and the production environment. GuardedAct operates in four phases: (1) ingesting a diagnosis report together with the live system topology and recent telemetry, (2) prompting an LLM to produce a ranked list of candidate remediation actions, (3) simulating each action in a lightweight digital-twin sandbox that estimates the blast radius and assigns a risk label, and (4) enforcing a rollback-confidence gate that auto-executes only low-risk actions while escalating high-risk ones for human review. We evaluate GuardedAct on five fault scenarios injected into the DeathStarBench social-network application. Experimental results show that GuardedAct achieves an overall recovery rate of 87.4% while reducing collateral damage by 79.7% relative to direct LLM execution (from 25.6% to 5.2%), at the cost of a modest sandbox-induced increase in mean time to recovery (approximately 8 s). Ablation studies confirm that each component contributes meaningfully to the safety-speed trade-off.

cs.DC