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Nof Abuzainab

Publications and source records attributed to Nof Abuzainab.

12 recordsLinked to original sources

Deep Learning for THz Drones with Flying Intelligent Surfaces: Beam and Handoff Prediction

We consider the problem of proactive handoff and beam selection in Terahertz (THz) drone communication networks assisted with reconfigurable intelligent surfaces (RIS). Drones have emerged as critical assets for next-generation wireless networks to provide seamless connectivity and extend the coverage, and can largely benefit from operating in the THz band to achieve high data rates (such as considered for 6G). However, THz communications are highly susceptible to channel impairments and blockage effects that become extra challenging when accounting for drone mobility. RISs offer flexibility to extend coverage by adapting to channel dynamics. To integrate RISs into THz drone communications, we propose a novel deep learning solution based on a recurrent neural network, namely the Gated Recurrent Unit (GRU), that proactively predicts the serving base station/RIS and the serving beam for each drone based on the prior observations of drone location/beam trajectories. This solution has the potential to extend the coverage of drones and enhance the reliability of next-generation wireless communications. Predicting future beams based on the drone beam/position trajectory significantly reduces the beam training overhead and its associated latency, and thus emerges as a viable solution to serve time-critical applications. Numerical results based on realistic 3D ray-tracing simulations show that the proposed deep learning solution is promising for future RIS-assisted THz networks by achieving near-optimal proactive hand-off performance and more than 90% accuracy for beam prediction.

cs.IT

QoS and Jamming-Aware Wireless Networking Using Deep Reinforcement Learning

The problem of quality of service (QoS) and jamming-aware communications is considered in an adversarial wireless network subject to external eavesdropping and jamming attacks. To ensure robust communication against jamming, an interference-aware routing protocol is developed that allows nodes to avoid communication holes created by jamming attacks. Then, a distributed cooperation framework, based on deep reinforcement learning, is proposed that allows nodes to assess network conditions and make deep learning-driven, distributed, and real-time decisions on whether to participate in data communications, defend the network against jamming and eavesdropping attacks, or jam other transmissions. The objective is to maximize the network performance that incorporates throughput, energy efficiency, delay, and security metrics. Simulation results show that the proposed jamming-aware routing approach is robust against jamming and when throughput is prioritized, the proposed deep reinforcement learning approach can achieve significant (measured as three-fold) increase in throughput, compared to a benchmark policy with fixed roles assigned to nodes.

cs.NI

Distributed Uplink Power Control in an Ultra-Dense Millimeter Wave Network: A Mean-field Game Approach

In this paper, a novel mean-field game framework is proposed for uplink power control in an ultra-dense millimeter wave network. The proposed mean-field game considers the time evolution of the mobile users' orientations as well as the energy available in their batteries, under adaptive user association. The objective of each mobile user is then to find the optimal transmission power that maximizes its energy efficiency. The expression of the energy efficiency is analytically derived for the realistic case of a finite size network. Simulation results show that the proposed approach yields gains of up to 24%, in terms of energy efficiency, compared to a baseline in which the nodes transmit according to the path loss compensating power control policy.

cs.NI

A Graphical Bayesian Game for Secure Sensor Activation in Internet of Battlefield Things

In this paper, the problem of secure sensor activation is studied for an Internet of Battlefield Things (IoBT) system in which an attacker compromises a set of the IoBT sensors for the purpose of eavesdropping and acquiring information about the battlefield. In the considered model, each IoBT sensor seeks to decide whether to transmit or not based on its utility. The utility of each sensor is expressed in terms of the redundancy of the data transmitted, the secrecy capacity and the energy consumed. Due to the limited communication range of the IoBT sensors and their uncertainty about the location of the eavesdroppers, the problem is formulated as a graphical Bayesian game in which the IoBT sensors are the players. Then, the utilities of the IoBT sensors are modified to take into account the effect of activating each sensor on the utilities of its neighbors, in order to achieve better system performance. The modified game is shown to be a Bayesian potential game, and a best response algorithm that is guaranteed to find a Nash equilibrium of the game is proposed. Simulation results show the tradeoff between the information transmitted by the IoBT sensors and the desired secrecy level. Simulation results also demonstrate the effectiveness of the proposed approach in reducing the energy consumed compared to the baseline in which all the IoBT sensors are activated. The reduction in energy consumption reaches up to 98% compared to the baseline, when the number of sensors is 5000.

cs.IT

A Multiclass Mean-Field Game for Thwarting Misinformation Spread in the Internet of Battlefield Things (IoBT)

In this paper, the problem of misinformation propagation is studied for an Internet of Battlefield Things (IoBT) system in which an attacker seeks to inject false information in the IoBT nodes in order to compromise the IoBT operations. In the considered model, each IoBT node seeks to counter the misinformation attack by finding the optimal probability of accepting a given information that minimizes its cost at each time instant. The cost is expressed in terms of the quality of information received as well as the infection cost. The problem is formulated as a mean-field game with multiclass agents which is suitable to model a massive heterogeneous IoBT system. For this game, the mean-field equilibrium is characterized, and an algorithm based on the forward backward sweep method is proposed to find the mean-field equilibrium. Then, the finite IoBT case is considered, and the conditions of convergence of the Nash equilibria in the finite case to the mean-field equilibrium are presented. Numerical results show that the proposed scheme can achieve a 1.2-fold increase in the quality of information (QoI) compared to a baseline scheme in which the IoBT nodes are always transmitting. The results also show that the proposed scheme can reduce the proportion of infected nodes by 99% compared to the baseline.

cs.GT

Dynamic Connectivity Game for Adversarial Internet of Battlefield Things Systems

In this paper, the problem of network connectivity is studied for an adversarial Internet of Battlefield Things (IoBT) system in which an attacker aims at disrupting the connectivity of the network by choosing to compromise one of the IoBT nodes at each time epoch. To counter such attacks, an IoBT defender attempts to reestablish the IoBT connectivity by either deploying new IoBT nodes or by changing the roles of existing nodes. This problem is formulated as a dynamic multistage Stackelberg connectivity game that extends classical connectivity games and that explicitly takes into account the characteristics and requirements of the IoBT network. In particular, the defender's payoff captures the IoBT latency as well as the sum of weights of disconnected nodes at each stage of the game. Due to the dependence of the attacker's and defender's actions at each stage of the game on the network state, the feedback Stackelberg solution (FSE) is used to solve the IoBT connectivity game. Then, sufficient conditions under which the IoBT system will remain connected, when the FSE solution is used, are determined analytically. Numerical results show that the expected number of disconnected sensors, when the FSE solution is used, decreases up to 62% compared to a baseline scenario in which a Stackelberg game with no feedback is used, and up to 57% compared to a baseline equal probability policy.

cs.IT

Cognitive Hierarchy Theory for Distributed Resource Allocation in the Internet of Things

In this paper, the problem of distributed resource allocation is studied for an Internet of Things (IoT) system, composed of a heterogeneous group of nodes compromising both machine-type devices (MTDs) and human-type devices (HTDs). The problem is formulated as a noncooperative game between the heterogeneous IoT devices that seek to find the optimal time allocation so as to meet their quality-of-service (QoS) requirements in terms of energy, rate and latency. Since the strategy space of each device is dependent on the actions of the other devices, the generalized Nash equilibrium (GNE) solution is first characterized, and the conditions for uniqueness of the GNE are derived. Then, to explicitly capture the heterogeneity of the devices, in terms of resource constraints and QoS needs, a novel and more realistic game-theoretic approach, based on the behavioral framework of cognitive hierarchy (CH) theory, is proposed. This approach is then shown to enable the IoT devices to reach a CH equilibrium (CHE) concept that takes into account the various levels of rationality corresponding to the heterogeneous computational capabilities and the information accessible for each one of the MTDs and HTDs. Simulation results show that the proposed CHE solution keeps the percentage of devices with satisfied QoS constraints above 96% for IoT networks containing up to 10,000 devices without considerably degrading the overall system performance.

cs.IT

Learning How to Communicate in the Internet of Things: Finite Resources and Heterogeneity

For a seamless deployment of the Internet of Things (IoT), there is a need for self-organizing solutions to overcome key IoT challenges that include data processing, resource management, coexistence with existing wireless networks, and improved IoT-wide event detection. One of the most promising solutions to address these challenges is via the use of innovative learning frameworks that will enable the IoT devices to operate autonomously in a dynamic environment. However, developing learning mechanisms for the IoT requires coping with unique IoT properties in terms of resource constraints, heterogeneity, and strict quality-of-service requirements. In this paper, a number of emerging learning frameworks suitable for IoT applications are presented. In particular, the advantages, limitations, IoT applications, and key results pertaining to machine learning, sequential learning, and reinforcement learning are studied. For each type of learning, the computational complexity, required information, and learning performance are discussed. Then, to handle the heterogeneity of the IoT, a new framework based on the powerful tools of cognitive hierarchy theory is introduced. This framework is shown to efficiently capture the different IoT device types and varying levels of available resources among the IoT devices. In particular, the different resource capabilities of IoT devices are mapped to different levels of rationality in cognitive hierarchy theory, thus enabling the IoT devices to use different learning frameworks depending on their available resources. Finally, key results on the use of cognitive hierarchy theory in the IoT are presented.

cs.IT

Cloud Radio Access meets Heterogeneous Small Cell Networks: A Cognitive Hierarchy Perspective

In this paper, the problem of distributed power allocation is considered for the downlink of a cloud radio access network (CRAN) that is coexisting with a heterogeneous network. In this multi-tier system, the heterogeneous network base stations (BSs) as well as the CRAN remote radio heads seek to choose their optimal power to maximize their users' rates. The problem is formulated as a noncooperative game in which the players are the CRAN's cloud and the BSs. Given the difference of capabilities between the CRAN and the various BSs, the game is cast within the framework of cognitive hierarchy theory. In this framework, players are organized in a hierarchy in such a way that a player can choose its strategy while considering players of only similar or lower hierarchies. Using such a hierarchical design, one can reduce the interference caused by the CRAN and high-powered base stations on low-powered BSs. For this game, the properties of the Nash equilibrium and the cognitive hierarchy equilibrium are analyzed. Simulation results show that the proposed cognitive hierarchy model yields significant performance gains, in terms of the total rate, reaching up to twice the rate achieved by a classical noncooperative game's Nash equilibrium.

cs.IT

The Social Medium Selection Game

We consider in this paper competition of content creators in routing their content through various media. The routing decisions may correspond to the selection of a social network (e.g. twitter versus facebook or linkedin) or of a group within a given social network. The utility for a player to send its content to some medium is given as the difference between the dissemination utility at this medium and some transmission cost. We model this game as a congestion game and compute the pure potential of the game. In contrast to the continuous case, we show that there may be various equilibria. We show that the potential is M-concave which allows us to characterize the equilibria and to propose an algorithm for computing it. We then give a learning mechanism which allow us to give an efficient algorithm to determine an equilibrium. We finally determine the asymptotic form of the equilibrium and discuss the implications on the social medium selection problem.

cs.GT

Multihop Relaying in Millimeter Wave Networks: A Proportionally Fair Cooperative Network Formation Game

Millimeter wave channels suffer from considerable degradation in the channel quality when the signal is Non Line of Sight (NLOS) between the source and the destination. Multihop relaying is thus anticipated to improve the communi- cation between a source and its destination. This is achieved by transmitting the signal to a sequence of relays in which a Line of Sight (LOS) signal exists between two nodes along the path, or more generally when the signal is better than the transmitted signal directly from the source to the destination. In this paper, we consider a millimeter wave network composed of multiple source- destination pairs and a set of deployed relays. We formulate the problem of multihop relaying as a cooperative network formation game in which each relay chooses which source-destination pair to assist in order to improve the end-to-end performance, that is, the multihop delay between the source and the destination. Further, we present an algorithm based on the Nash Bargaining Solution to ensure fairness among the different source-destination pairs and assess its efficiency on numerical simulations.

cs.GT

Coalition Formation Game for Cooperative Cognitive Radio Using Gibbs Sampling

This paper considers a cognitive radio network in which each secondary user selects a primary user to assist in order to get a chance of accessing the primary user channel. Thus, each group of secondary users assisting the same primary user forms a coaltion. Within each coalition, sequential relaying is employed, and a relay ordering algorithm is used to make use of the relays in an efficient manner. It is required then to find the optimal sets of secondary users assisting each primary user such that the sum of their rates is maximized. The problem is formulated as a coalition formation game, and a Gibbs Sampling based algorithm is used to find the optimal coalition structure.

cs.GT