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Alper Kose

Publications and source records attributed to Alper Kose.

10 recordsLinked to original sources

AoI-driven Anomaly Detection Framework for Communication Networks

Anomaly detection in communication networks remains a challenge, particularly in time-sensitive environments where stale information can affect system reliability. In this work, we propose an anomaly detection framework that leverages Age of Information (AoI) as a temporal indicator for identifying abnormal network behaviors. The AoI has been studied for network performance optimization, however, its applicability to anomaly detection remains unexplored. The proposed framework integrates a feature selection technique based on the estimated Peak Age of Information (ePAoI) with multiple machine learning models for communication networks as a complementary indicator. The evaluation results demonstrate that ePAoI-based feature selection enhances the performance of the anomaly detection framework while significantly reducing the computational complexity.

eess.SP

Semantic Communications in 6G: Coexistence, Multiple Access, and Satellite Networks

The exponential growth of wireless users and bandwidth constraints necessitates innovative communication paradigms for next-generation networks. Semantic Communication (SemCom) emerges as a promising solution by transmitting extracted meaning rather than raw bits, enhancing spectral efficiency and enabling intelligent resource allocation. This paper explores the integration of SemCom with conventional Bit-based Communication (BitCom) in heterogeneous networks, highlighting key challenges and opportunities. We analyze multiple access techniques, including Non-Orthogonal Multiple Access (NOMA), to support coexisting SemCom and BitCom users. Furthermore, we examine multi-modal SemCom frameworks for handling diverse data types and discuss their applications in satellite networks, where semantic techniques mitigate bandwidth limitations and harsh channel conditions. Finally, we identify future directions for deploying semantic-aware systems in 6G and beyond.

eess.SP

Study of the Sparse Superposition Codes and the Generalized Approximate Message Passing Decoder for the Communication over Binary Symmetric and Z Channels

In this project, the behavior of Generalized Approximate Message-Passing Decoder for BSC and Z Channel is studied using i.i.d matrices for constructing the codewords. The performance of GAMP in AWGN Channel is already evaluated in the previous scientific work of Jean Barbier, therefore, this project mainly focuses on the performance of GAMP decoder for BSC and Z Channel. We evaluate the performance of the GAMP decoder for sparse superposition codes at various settings and compare the performance of decoder for different channels and parameters.

cs.IT

Simulated Annealing Algorithm for Graph Coloring

The goal of this Random Walks project is to code and experiment the Markov Chain Monte Carlo (MCMC) method for the problem of graph coloring. In this report, we present the plots of cost function \(\mathbf{H}\) by varying the parameters like \(\mathbf{q}\) (Number of colors that can be used in coloring) and \(\mathbf{c}\) (Average node degree). The results are obtained by using simulated annealing scheme, where the temperature (inverse of \(\mathbfβ\)) parameter in the MCMC is lowered progressively.

cs.AI

An Asymptotically Optimal Algorithm for Communicating Multiplayer Multi-Armed Bandit Problems

We consider a decentralized stochastic multi-armed bandit problem with multiple players. Each player aims to maximize his/her own reward by pulling an arm. The arms give rewards based on i.i.d. stochastic Bernoulli distributions. Players are not aware about the probability distributions of the arms. At the end of each turn, the players inform their neighbors about the arm he/she pulled and the reward he/she got. Neighbors of players are determined according to an Erd{ő}s-R{é}nyi graph with connectivity $α$. This graph is reproduced in the beginning of every turn with the same connectivity. When more than one player choose the same arm in a turn, we assume that only one of the players who is randomly chosen gets the reward where the others get nothing. We first start by assuming players are not aware of the collision model and offer an asymptotically optimal algorithm for $α= 1$ case. Then, we extend our prior work and offer an asymptotically optimal algorithm for any connectivity but zero, assuming players aware of the collision model. We also study the effect of $α$, the degree of communication between players, empirically on the cumulative regret by comparing them with traditional multi-armed bandit algorithms.

cs.LG

Nearly Optimal Scheduling of Wireless Ad Hoc Networks in Polynomial Time

In this paper, we address the scheduling problem in wireless ad hoc networks by exploiting the computational advantage that comes when such scheduling problems can be represented by claw-free conflict graphs where we consider a wireless broadcast medium. It is possible to formulate a scheduling problem of network coded flows as finding maximum weighted independent set (MWIS) in the conflict graph of the network. Finding MWIS of a general graph is NP-hard leading to an NP-hard complexity of scheduling. In a claw-free conflict graph, MWIS can be found in polynomial time leading to a throughput-optimal scheduling. We show that the conflict graph of certain wireless ad hoc networks are claw-free. In order to obtain claw-free conflict graphs in general networks, we suggest introducing additional conflicts (edges) while keeping the decrease in MWIS size minimal. To this end, we introduce an iterative optimization problem to decide where to introduce edges and investigate its efficient implementation. Besides, we exemplify some physical modifications to manipulate the conflict graph of a network and also propose a mixed scheduling strategy for specific networks. We conclude that claw breaking method by adding extra edges can perform nearly optimal under the necessary assumptions.

cs.IT

Meeting of Mobile Nodes Based on RSS Measurements in Wireless Ad Hoc Networks

In this work, we address a completely novel case which is the meeting problem of mobile nodes (players) in a wireless ad hoc network. We assume that the only information players have is the received signal strength (RSS) measurements of other players and there is no centralized communication. Each node has a different frequency band and they try to meet with each other in a decentralized manner. We consider the case where players are allowed to move in four orthogonal directions in a grid. Then, we use multi-armed bandit approach to give rewards in the end of every move that players do using RSS measurements. Taking into account that we have an adversarial setting, we propose different algorithms to solve the meeting problem. We start with considering two players and then extend the work to multiplayer by considering multiplayer problem as multiple two player problems. Throughout the paper, we construct mathematical bounds on meeting times and related concepts and evaluate the simulation results in the end.

eess.SP

Scheduling Wireless Ad Hoc Networks in Polynomial Time Using Claw-free Conflict Graphs

In this paper, we address the scheduling problem in wireless ad hoc networks by exploiting the computational advantage that comes when such scheduling problems can be represented by claw-free conflict graphs. It is possible to formulate a scheduling problem of network coded flows as finding maximum weighted independent set (MWIS) in the conflict graph of the network. We consider activation of hyperedges in a hypergraph to model a wireless broadcast medium. We show that the conflict graph of certain wireless ad hoc networks are claw-free. It is known that finding MWIS of a general graph is NP-hard, but in a claw-free conflict graph, it is possible to apply Minty's or Faenza et al.'s algorithms in polynomial time. We discuss our approach on some sample networks.

cs.IT

The Effect of Communication on Noncooperative Multiplayer Multi-Armed Bandit Problems

We consider decentralized stochastic multi-armed bandit problem with multiple players in the case of different communication probabilities between players. Each player makes a decision of pulling an arm without cooperation while aiming to maximize his or her reward but informs his or her neighbors in the end of every turn about the arm he or she pulled and the reward he or she got. Neighbors of players are determined according to an Erdos-Renyi graph with which is reproduced in the beginning of every turn. We consider i.i.d. rewards generated by a Bernoulli distribution and assume that players are unaware about the arms' probability distributions and their mean values. In case of a collision, we assume that only one of the players who is randomly chosen gets the reward where the others get zero reward. We study the effects of connectivity, the degree of communication between players, on the cumulative regret using well-known algorithms UCB1, epsilon-Greedy and Thompson Sampling.

cs.LG

Performance Comparison of Algorithms for Movie Rating Estimation

In this paper, our goal is to compare performances of three different algorithms to predict the ratings that will be given to movies by potential users where we are given a user-movie rating matrix based on the past observations. To this end, we evaluate User-Based Collaborative Filtering, Iterative Matrix Factorization and Yehuda Koren's Integrated model using neighborhood and factorization where we use root mean square error (RMSE) as the performance evaluation metric. In short, we do not observe significant differences between performances, especially when the complexity increase is considered. We can conclude that Iterative Matrix Factorization performs fairly well despite its simplicity.

cs.IR