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Vignesh Nandakumar

Publications and source records attributed to Vignesh Nandakumar.

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Generative Models for Modeling and Synthesizing MIMO Channels in Adverse Weather Conditions

The push for broader coverage in future cellular networks depends on reliable service, yet this is increasingly harder to do as we encounter more instances of extreme weather conditions. In extreme weather conditions, we have difficulty evaluating coverage due to limited access to channel measurements. In this paper, we generate channel state information (CSI) in low and moderate weather conditions to synthesize realistic MIMO CSI under adverse weather conditions. Our primary contributions are to (1) synthesize MIMO channel datasets incorporating three weather types, each with three intensity levels, representative of practical 5G/6G scenarios; (2) train a diffusion model conditioned on weather using channel samples obtained through conventional pilot-based estimation under low and moderate weather intensities, and subsequently use it to generate channel realizations for severe weather conditions; and (3) evaluate the downlink Bit Error Rate (BER) and Outage Probability measures using the generated channels. The results show that diffusion-based generative models provide a scalable, data-driven alternative for channel modeling in harsh environments and can generalize to severe weather conditions using only low- and moderate-intensity training data.

eess.SP

Deterministic Algorithmic Approaches to Solve Generalised Wordle

Wordle is a single-player word-based game where the objective is to guess the 5-letter word in a maximum of 6 tries. The game was released to the public in October 2021 and has since gained popularity with people competing against each other to maintain daily streaks and guess the word in a minimum number of tries. There have been works using probabilistic and reinforcement learning based approaches to solve the game. Our work aims to formulate and analyze deterministic algorithms that can solve the game and minimize the number of turns required to guess the word and do so for any generalized setting of the game. As a simplifying assumption, for our analysis of all the algorithms we present, we assume that all letters will be unique in any word which is part of our vocabulary. We propose two algorithms to play Wordle - one a greedy based approach, and other based on Cliques. The Greedy approach is applicable for both hard and easy modes of Wordle, while the Clique formation based approach only works on the Easy mode. We present our analysis on both approaches one by one, next.

cs.DS