5 research outputs found

    Beam Squint Assisted User Localization in Near-Field Integrated Sensing and Communications Systems

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    Integrated sensing and communication (ISAC) has been regarded as a key technology for 6G wireless communications, in which large-scale multiple input and multiple output (MIMO) array with higher and wider frequency bands will be adopted. However, recent studies show that the beam squint phenomenon can not be ignored in wideband MIMO system, which generally deteriorates the communications performance. In this paper, we find that with the aid of true-time-delay lines (TTDs), the range and trajectory of the beam squint in near-field communications systems can be freely controlled, and hence it is possible to reversely utilize the beam squint for user localization. We derive the trajectory equation for near-field beam squint points and design a way to control such trajectory. With the proposed design, beamforming from different subcarriers would purposely point to different angles and different distances, such that users from different positions would receive the maximum power at different subcarriers. Hence, one can simply localize multiple users from the beam squint effect in frequency domain, and thus reduce the beam sweeping overhead as compared to the conventional time domain beam search based approach. Furthermore, we utilize the phase difference of the maximum power subcarriers received by the user at different frequencies in several times beam sweeping to obtain a more accurate distance estimation result, ultimately realizing high accuracy and low beam sweeping overhead user localization. Simulation results demonstrate the effectiveness of the proposed schemes.Comment: This paper has been accepted by IEEE Transactions on Wireless Communications (TWC) on 18 September 202

    Learning Heterogeneous Agent Cooperation via Multiagent League Training

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    Many multiagent systems in the real world include multiple types of agents with different abilities and functionality. Such heterogeneous multiagent systems have significant practical advantages. However, they also come with challenges compared with homogeneous systems for multiagent reinforcement learning, such as the non-stationary problem and the policy version iteration issue. This work proposes a general-purpose reinforcement learning algorithm named as Heterogeneous League Training (HLT) to address heterogeneous multiagent problems. HLT keeps track of a pool of policies that agents have explored during training, gathering a league of heterogeneous policies to facilitate future policy optimization. Moreover, a hyper-network is introduced to increase the diversity of agent behaviors when collaborating with teammates having different levels of cooperation skills. We use heterogeneous benchmark tasks to demonstrate that (1) HLT promotes the success rate in cooperative heterogeneous tasks; (2) HLT is an effective approach to solving the policy version iteration problem; (3) HLT provides a practical way to assess the difficulty of learning each role in a heterogeneous team

    Multiplayer Reach–Avoid Differential Games in 3D Space Inspired by Harris’ Hawks’ Cooperative Hunting Tactics

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    This paper investigates a multiplayer reach–avoid differential game in 3-dimensional (3D) space, which involves multiple pursuers, multiple evaders, and a designated target region. The evaders aim to reach the target region, while the pursuers attempt to guard the target region by capturing the evaders. This class of research holds significant practical value. However, the complexity of the problem escalates substantially with the growing number of players, rendering its solution extremely challenging. In this paper, the multiplayer game is divided into many subgames considering the cooperation among pursuers, reducing the computational burden, and obtaining numerically tractable strategies for players. First, the Apollonius sphere, a fundamental geometric tool for analyzing the 3D differential game, is formulated, and its properties are proved. Based on this, the optimal interception point for the pursuer to capture the evader is derived and the winning conditions for the pursuer and evader are established. Then, based on the Apollonius sphere, the optimal state feedback strategies of players are designed, and simultaneously, the optimal one-to-one pairings are obtained. Meanwhile, the Value function of the multiplayer reach–avoid differential game is explicitly given and is proved to satisfy Hamilton–Jacobi–Isaacs (HJI) equation. Moreover, the matching algorithm for the case with pursuers outnumbered evaders is provided through constructing a weighted bipartite graph, and the cooperative tactics for multiple pursuers are proposed, inspired by the Harris’ Hawks intelligent cooperative hunting tactics. Finally, numerical simulations are conducted to illustrate the effectiveness of the theoretical results for both cases where the number of adversary players is equal and unequal between the 2 groups
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