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Rachid El-Azouzi

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Published work

13 published item(s)

preprint2026arXiv

FedPLT: Scalable, Resource-Efficient, and Heterogeneity-Aware Federated Learning via Partial Layer Training

Federated Learning (FL) has gained significant attention in distributed machine learning by enabling collaborative model training across decentralized system while preserving data privacy. Although extensive research has addressed statistical data heterogeneity, FL still faces several challenges, including high communication and computation overheads and severe device heterogeneity, which require further investigation. Prior work has addressed these issues through sub-model training and partial parameter training. However, such methods often suffer from inconsistent parameter distributions across clients, inaccurate global loss estimation, and increased bias and variance. Guided by our empirical analysis, we propose FedPLT (Federated Learning with Partial Layer Training), an innovative and structured partial parameter training approach that exhibits training behavior similar to full model training while assigning client-specific portions of the model according to their communication and computational capabilities. In addition, we evaluate the performance of FedPLT when combined with optimal client sampling under communication constraints. We show that this integration improves FL performance by reducing sampling variance under the same communication budget. Through extensive experiments, we demonstrate that FedPLT achieves performance comparable to, or even surpassing, that of full-model training (i.e., FedAvg), while requiring significantly fewer trainable parameters per client. Moreover, FedPLT outperforms existing methods in highly heterogeneous environments, effectively adapts to client resource constraints, and reduces the number of straggling clients. In particular, FedPLT reduces the number of trainable parameters by 71%-82% while achieving performance on par with full-model training.

preprint2022arXiv

Joint Traffic Offloading and Aging Control in 5G IoT Networks

The widespread adoption of 5G cellular technology will evolve as one of the major drivers for the growth of IoT-based applications. In this paper, we consider a Service Provider (SP) that launches a smart city service based on IoT data readings: in order to serve IoT data collected across different locations, the SP dynamically negotiates and rescales bandwidth and service functions. 5G network slicing functions are key to lease an appropriate amount of resources over heterogeneous access technologies and different site types. Also, different infrastructure providers will charge slicing service depending on specific access technology supported across sites and IoT data collection patterns. We introduce a pricing mechanism based on Age of Information (AoI) to reduce the cost of SPs. It provides incentives for devices to smooth traffic by shifting part of the traffic load from highly congested and more expensive locations to lesser charged ones, while meeting QoS requirements of the IoT service. The proposed optimal pricing scheme comprises a two-stage decision process, where the SP determines the pricing of each location and devices schedule uploads of collected data based on the optimal uploading policy. Simulations show that the SP attains consistent cost reductions tuning the trade-off between slicing costs and the AoI of uploaded IoT data.

preprint2016arXiv

Backward-Shifted Coding (BSC) based on Scalable Video Coding for HAS

The main task of HTTP Adaptive Streaming is to adapt video quality dynamically under variable network conditions. This is a key feature for multimedia delivery especially when quality of service cannot be granted network-wide and, e.g., throughput may suffer short term fluctuations. Hence, robust bitrate adaptation schemes become crucial in order to improve video quality. The objective, in this context, is to control the filling level of the playback buffer and maximize the quality of the video, while avoiding unnecessary video quality variations. In this paper we study bitrate adaptation algorithms based on Backward-Shifted Coding (BSC), a scalable video coding scheme able to greatly improve video quality. We design bitrate adaptation algorithms that balance video rate smoothness and high network capacity utilization, leveraging both on throughput-based and buffer-based adaptation mechanisms. Extensive simulations using synthetic and real-world video traffic traces show that the proposed scheme performs remarkably well even under challenging network conditions.

preprint2016arXiv

Backward-Shifted Strategies Based on SVC for HTTP Adaptive Video Streaming

Although HTTP-based video streaming can easily penetrate firewalls and profit from Web caches, the underlying TCP may introduce large delays in case of a sudden capacity loss. To avoid an interruption of the video stream in such cases we propose the Backward-Shifted Coding (BSC). Based on Scalable Video Coding (SVC), BSC adds a time-shifted layer of redundancy to the video stream such that future frames are downloaded at any instant. This pre-fetched content maintains a fluent video stream even under highly variant network conditions and leads to high Quality of Experience (QoE). We characterize this QoE gain by analyzing initial buffering time, re-buffering time and content resolution using the Ballot theorem. The probability generating functions of the playback interruption and of the initial buffering latency are provided in closed form. We further compute the quasi-stationary distribution of the video quality, in order to compute the average quality, as well as temporal variability in video quality. Employing these analytic results to optimize QoE shows interesting trade-offs and video streaming at outstanding fluency.

preprint2016arXiv

Competitive Caching of Contents in 5G Edge Cloud Networks

The surge of mobile data traffic forces network operators to cope with capacity shortage. The deployment of small cells in 5G networks is meant to reduce latency, backhaul traffic and increase radio access capacity. In this context, mobile edge computing technology will be used to manage dedicated cache space in the radio access network. Thus, mobile network operators will be able to provision OTT content providers with new caching services to enhance the quality of experience of their customers on the move. In turn, the cache memory in the mobile edge network will become a shared resource. Hence, we study a competitive caching scheme where contents are stored at given price set by the mobile network operator. We first formulate a resource allocation problem for a tagged content provider seeking to minimize the expected missed cache rate. The optimal caching policy is derived accounting for popularity and availability of contents, the spatial distribution of small cells, and the caching strategies of competing content providers. It is showed to induce a specific order on contents to be cached based on their popularity and availability. Next, we study a game among content providers in the form of a generalized Kelly mechanism with bounded strategy sets and heterogeneous players. Existence and uniqueness of the Nash equilibrium are proved. Finally, extensive numerical results validate and characterize the performance of the model.

preprint2016arXiv

Controlled Matching Game for Resource Allocation and User Association in WLANs

In multi-rate IEEE 802.11 WLANs, the traditional user association based on the strongest received signal and the well known anomaly of the MAC protocol can lead to overloaded Access Points (APs), and poor or heterogeneous performance. Our goal is to propose an alternative game-theoretic approach for association. We model the joint resource allocation and user association as a matching game with complementarities and peer effects consisting of selfish players solely interested in their individual throughputs. Using recent game-theoretic results we first show that various resource sharing protocols actually fall in the scope of the set of stability-inducing resource allocation schemes. The game makes an extensive use of the Nash bargaining and some of its related properties that allow to control the incentives of the players. We show that the proposed mechanism can greatly improve the efficiency of 802.11 with heterogeneous nodes and reduce the negative impact of peer effects such as its MAC anomaly. The mechanism can be implemented as a virtual connectivity management layer to achieve efficient APs-user associations without modification of the MAC layer.

preprint2016arXiv

Optimal Energy-Delay Tradeoff for Opportunistic Spectrum Access in Cognitive Radio Networks

Cognitive radio (CR) has been considered as a promising technology to enhance spectrum efficiency via opportunistic transmission at link level. Basic CR features allow SUs to transmit only when the licensed primary channel is not occupied by PUs. However, waiting for idle time slot may include large packet delay and high energy consumption. We further consider that the SU may decide, at any moment, to use another dedicated way of communication (3G) in order to transmit its packets. Thus, we consider an Opportunistic Spectrum Access (OSA) mechanism that takes into account packet delay and energy consumption. We formulate the OSA problem as a Partially Observable Markov Decision Process (POMDP) by explicitly considering the energy consumption as well as packets' delay, which are often ignored in existing OSA solutions. Specifically, we consider a POMDP with an average reward criterion. We derive structural properties of the value function and we show the existence of optimal strategies in the class of the threshold strategies. For implementation purposes, we propose online learning mechanisms that estimate the PU activity and determine the appropriate threshold strategy on the fly. In particular, numerical illustrations validate our theoretical findings.

preprint2015arXiv

Computing Quality of Experience of Video Streaming in Network with Long-Range-Dependent Traffic

We take an analytical approach to study the Quality of user Experience (QoE) for video streaming applications. Our propose is to characterize buffer starvations for streaming video with Long-Range-Dependent (LRD) input traffic. Specifically we develop a new analytical framework to investigate Quality of user Experience (QoE) for streaming by considering a Markov Modulated Fluid Model (MMFM) that accurately approximates the Long Range Dependence (LRD) nature of network traffic. We drive the close-form expressions for calculating the distribution of starvation as well as start-up delay using partial differential equations (PDEs) and solve them using the Laplace Transform. We illustrate the results with the cases of the two-state Markov Modulated Fluid Model that is commonly used in multimedia applications. We compare our analytical model with simulation results using ns-3 under various operating parameters. We further adopt the model to analyze the effect of bitrate switching on the starvation probability and start-up delay. Finally, we apply our analysis results to optimize the objective quality of experience (QoE) of media streaming realizing the tradeoff among different metrics incorporating user preferences on buffering ratio, startup delay and perceived quality.

preprint2014arXiv

Altruism in groups: an evolutionary games approach

We revisit in this paper the relation between evolution of species and the mathematical tool of evolutionary games, which has been used to model and predict it. We indicate known shortcoming of this model that restricts the capacity of evolutionary games to model groups of individuals that share a common gene or a common fitness function. In this paper we provide a new concept to remedy this shortcoming in the standard evolutionary games in order to cover this kind of behavior. Further, we explore the relationship between this new concept and Nash equilibrium or ESS. We indicate through the study of some example in the biology as Hawk and Dove game, Stag Hunt Game and Prisoner Dilemma, that when taking into account a utility that is common to a group of individuals, the equilibrium structure may change dramatically. We also study the multiple access control in slotted Aloha based wireless networks. We analyze the impact of the altruism behavior on the performance at the equilibrium.

preprint2014arXiv

Flow Level QoE of Video Streaming in Wireless Networks

The Quality of Experience (QoE) of streaming service is often degraded by frequent playback interruptions. To mitigate the interruptions, the media player prefetches streaming contents before starting playback, at a cost of delay. We study the QoE of streaming from the perspective of flow dynamics. First, a framework is developed for QoE when streaming users join the network randomly and leave after downloading completion. We compute the distribution of prefetching delay using partial differential equations (PDEs), and the probability generating function of playout buffer starvations using ordinary differential equations (ODEs) for CBR streaming. Second, we extend our framework to characterize the throughput variation caused by opportunistic scheduling at the base station, and the playback variation of VBR streaming. Our study reveals that the flow dynamics is the fundamental reason of playback starvation. The QoE of streaming service is dominated by the first moments such as the average throughput of opportunistic scheduling and the mean playback rate. While the variances of throughput and playback rate have very limited impact on starvation behavior.

preprint2013arXiv

Analysis of Buffer Starvation with Application to Objective QoE Optimization of Streaming Services

Our purpose in this paper is to characterize buffer starvations for streaming services. The buffer is modeled as an M/M/1 queue, plus the consideration of bursty arrivals. When the buffer is empty, the service restarts after a certain amount of packets are \emph{prefetched}. With this goal, we propose two approaches to obtain the \emph{exact distribution} of the number of buffer starvations, one of which is based on \emph{Ballot theorem}, and the other uses recursive equations. The Ballot theorem approach gives an explicit result. We extend this approach to the scenario with a constant playback rate using Tàkacs Ballot theorem. The recursive approach, though not offering an explicit result, can obtain the distribution of starvations with non-independent and identically distributed (i.i.d.) arrival process in which an ON/OFF bursty arrival process is considered in this work. We further compute the starvation probability as a function of the amount of prefetched packets for a large number of files via a fluid analysis. Among many potential applications of starvation analysis, we show how to apply it to optimize the objective quality of experience (QoE) of media streaming, by exploiting the tradeoff between startup/rebuffering delay and starvations.

preprint2013arXiv

Incentive Mechanisms based on Minority Game in Heterogeneous DTNs

In this paper we design an incentive mechanism for heterogeneous Delay Tolerant Networks (DTNs). The proposed mechanism tackles a core problem of such systems: how to induce coordination of DTN relays in order to achieve a target performance figure, e.g., delivery probability or end-to-end delay, under a given constraint in term of network resources, e.g., number of active nodes or energy consumption. Also, we account for the realistic case when the cost for taking part in the forwarding process varies with the devices' technology or the users' habits. Finally, the scheme is truly applicable to DTNs since it works with no need for end-to-end connectivity. In this context, we first introduce the basic coordination mechanism leveraging the notion of a Minority Game. In this game, relays compete to be in the population minority and their utility is defined in combination with a rewarding mechanism. The rewards in turn configure as a control by which the network operator controls the desired operating point for the DTN. To this aim, we provide a full characterization of the equilibria of the game in the case of heterogeneous DTNs. Finally, a learning algorithm based on stochastic approximations provably drives the system to the equilibrium solution without requiring perfect state information at relay nodes or at the source node and without using end-to-end communications to implement the rewarding scheme. We provide extensive numerical results to validate the proposed scheme.

preprint2012arXiv

Emergence of Equilibria from Individual Strategies in Online Content Diffusion

Social scientists have observed that human behavior in society can often be modeled as corresponding to a threshold type policy. A new behavior would propagate by a procedure in which an individual adopts the new behavior if the fraction of his neighbors or friends having adopted the new behavior exceeds some threshold. In this paper we study the question of whether the emergence of threshold policies may be modeled as a result of some rational process which would describe the behavior of non-cooperative rational members of some social network. We focus on situations in which individuals take the decision whether to access or not some content, based on the number of views that the content has. Our analysis aims at understanding not only the behavior of individuals, but also the way in which information about the quality of a given content can be deduced from view counts when only part of the viewers that access the content are informed about its quality. In this paper we present a game formulation for the behavior of individuals using a meanfield model: the number of individuals is approximated by a continuum of atomless players and for which the Wardrop equilibrium is the solution concept. We derive conditions on the problem's parameters that result indeed in the emergence of threshold equilibria policies. But we also identify some parameters in which other structures are obtained for the equilibrium behavior of individuals.