2.9GTMay 18
Static and dynamic jamming games over wireless channels with mobile strategic playersGiovanni Perin, Leonardo Badia
We study a wireless jamming problem consisting of the competition between a legitimate receiver and a jammer, as a zero-sum game where the value to maximize/minimize is the channel capacity at the receiver's side. Most of the approaches found in the literature consider the two players to be stationary nodes. Instead, we investigate what happens when they can change location, specifically moving along a linear geometry. We frame this at first as a static game, which can be solved in closed form, and subsequently we extend it to a dynamic game under three different versions for what concerns completeness/perfection of mutual information about the adversary's position, corresponding to different assumptions of concealment/sequentiality of the moves, respectively. We first provide some theoretical conditions that hold for the static game and also help identify good strategies valid under any setup, including dynamic games. Since dynamic games, although more realistic, are characterized by a significantly expanded strategy space, we exploit reinforcement learning to obtain efficient strategies that lead to equilibrium outcomes. We show how theoretical findings can be used to train smart agents to play the game and validate our approach in practical settings.
41.3NIJun 3
A Combined Push-Pull Access Framework for Digital Twin Alignment and Anomaly ReportingFederico Chiariotti, Fabio Saggese, Andrea Munari et al.
A digital twin (DT) contains a set of virtual models of real systems that are synchronized to their physical counterparts. This enables quick experimentation, simulating the consequences of decisions in real time. However, the DT's accuracy depends on timely updates that maintain alignment with the real system. We can distinguish between: (i) pull-updates, which follow a request from the DT to the sensors, to decrease its drift from the physical state; (ii) push-updates, which contain anomalies and are sent proactively by the sensors. In this work, we devise a push-pull scheduler (PPS) to integrate the two types of updates and dynamically allocate resources. Our scheme strikes a balance in the trade-off between DT alignment in normal conditions and anomaly reporting, reducing model drift by over 20% with respect to state-of-the-art solutions, while maintaining the same anomaly detection guarantees, as well as reducing the worst-case anomaly detection age of incorrect information (AoII) from 70 ms to 30 ms under the same drift constraint.
LGMar 27, 2025
Energy Minimization for Participatory Federated Learning in IoT Analyzed via Game TheoryAlessandro Buratto, Elia Guerra, Marco Miozzo et al.
The Internet of Things requires intelligent decision making in many scenarios. To this end, resources available at the individual nodes for sensing or computing, or both, can be leveraged. This results in approaches known as participatory sensing and federated learning, respectively. We investigate the simultaneous implementation of both, through a distributed approach based on empowering local nodes with game theoretic decision making. A global objective of energy minimization is combined with the individual node's optimization of local expenditure for sensing and transmitting data over multiple learning rounds. We present extensive evaluations of this technique, based on both a theoretical framework and experiments in a simulated network scenario with real data. Such a distributed approach can reach a desired level of accuracy for federated learning without a centralized supervision of the data collector. However, depending on the weight attributed to the local costs of the single node, it may also result in a significantly high Price of Anarchy (from 1.28 onwards). Thus, we argue for the need of incentive mechanisms, possibly based on Age of Information of the single nodes.
GRMar 20, 2025
SAGE: Semantic-Driven Adaptive Gaussian Splatting in Extended RealityChiara Schiavo, Elena Camuffo, Leonardo Badia et al.
3D Gaussian Splatting (3DGS) has significantly improved the efficiency and realism of three-dimensional scene visualization in several applications, ranging from robotics to eXtended Reality (XR). This work presents SAGE (Semantic-Driven Adaptive Gaussian Splatting in Extended Reality), a novel framework designed to enhance the user experience by dynamically adapting the Level of Detail (LOD) of different 3DGS objects identified via a semantic segmentation. Experimental results demonstrate how SAGE effectively reduces memory and computational overhead while keeping a desired target visual quality, thus providing a powerful optimization for interactive XR applications.