{"title":"A two-layer system architecture for Unmanned Aerial Vehicle (UAV)-assisted offloading: Game-theoretic allocation and CTDE-MADDPG control","authors":"Yonglin Zhou, Shi Wang, Qiu Fang, Yaonan Wang","doi":"10.1016/j.sysarc.2026.103734","DOIUrl":null,"url":null,"abstract":"<div><div>UAV-assisted offloading presents an effective solution for areas with limited infrastructure or temporary congestion. Yet jointly optimising task allocation and trajectory control is difficult due to heterogeneous GU demands and UAV energy/kinematic limits. We propose a two-layer architecture that decouples discrete allocation from continuous control. In the allocation layer, a responder-only external incentive gates accept/reject decisions in an auction–predation–trade scheme, without altering the potential, learning targets, or metrics. This mechanism induces monotone ascent of the potential and terminates in finitely many steps at a pairwise-stable (Nash) allocation. The control layer adopts centralised training with decentralised execution (MADDPG) with a centralised critic and task-specific actor heads to generate 3D trajectories subject to flight and safety constraints. This partition confines the combinatorial complexity to the outer allocation, resulting in a lighter on-board inference than a monolithic policy that jointly handles both allocation and planning. In a 3-UAV/7-GU simulator with obstacles and heterogeneous task sizes, the proposed method achieves higher global reward (2.02 vs 1.91) and shorter completion time (92 s vs 109 s) than a reproduced game-theoretic baseline. Compared with end-to-end MADDPG without prior allocation, it also converges faster and more stably.</div></div>","PeriodicalId":50027,"journal":{"name":"Journal of Systems Architecture","volume":"174 ","pages":"Article 103734"},"PeriodicalIF":5.3000,"publicationDate":"2026-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Systems Architecture","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1383762126000524","RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2026/2/11 0:00:00","PubModel":"Epub","JCR":"Q1","JCRName":"COMPUTER SCIENCE, HARDWARE & ARCHITECTURE","Score":null,"Total":0}
引用次数: 0
Abstract
UAV-assisted offloading presents an effective solution for areas with limited infrastructure or temporary congestion. Yet jointly optimising task allocation and trajectory control is difficult due to heterogeneous GU demands and UAV energy/kinematic limits. We propose a two-layer architecture that decouples discrete allocation from continuous control. In the allocation layer, a responder-only external incentive gates accept/reject decisions in an auction–predation–trade scheme, without altering the potential, learning targets, or metrics. This mechanism induces monotone ascent of the potential and terminates in finitely many steps at a pairwise-stable (Nash) allocation. The control layer adopts centralised training with decentralised execution (MADDPG) with a centralised critic and task-specific actor heads to generate 3D trajectories subject to flight and safety constraints. This partition confines the combinatorial complexity to the outer allocation, resulting in a lighter on-board inference than a monolithic policy that jointly handles both allocation and planning. In a 3-UAV/7-GU simulator with obstacles and heterogeneous task sizes, the proposed method achieves higher global reward (2.02 vs 1.91) and shorter completion time (92 s vs 109 s) than a reproduced game-theoretic baseline. Compared with end-to-end MADDPG without prior allocation, it also converges faster and more stably.
无人机辅助卸载为基础设施有限或暂时拥堵的地区提供了有效的解决方案。然而,由于GU需求的异质性和无人机能量/运动学的限制,联合优化任务分配和轨迹控制是困难的。我们提出了一个两层架构,将离散分配与连续控制解耦。在分配层,只有应答者的外部激励门接受/拒绝拍卖-掠夺-交易方案中的决策,而不改变潜力、学习目标或指标。这种机制导致电位单调上升,并在一对稳定(纳什)分配的有限多个步骤中终止。控制层采用集中训练与分散执行(madpg),具有集中的评论家和特定任务的演员头部,以生成受飞行和安全约束的3D轨迹。该分区将组合复杂性限制在外部分配,与联合处理分配和规划的整体策略相比,产生了更轻的板上推理。在具有障碍和异构任务大小的3-UAV/7-GU模拟器中,与复制的博弈论基线相比,该方法获得了更高的全局奖励(2.02 vs 1.91)和更短的完成时间(92 s vs 109 s)。与没有预先分配的端到端MADDPG相比,它的收敛速度更快、更稳定。
期刊介绍:
The Journal of Systems Architecture: Embedded Software Design (JSA) is a journal covering all design and architectural aspects related to embedded systems and software. It ranges from the microarchitecture level via the system software level up to the application-specific architecture level. Aspects such as real-time systems, operating systems, FPGA programming, programming languages, communications (limited to analysis and the software stack), mobile systems, parallel and distributed architectures as well as additional subjects in the computer and system architecture area will fall within the scope of this journal. Technology will not be a main focus, but its use and relevance to particular designs will be. Case studies are welcome but must contribute more than just a design for a particular piece of software.
Design automation of such systems including methodologies, techniques and tools for their design as well as novel designs of software components fall within the scope of this journal. Novel applications that use embedded systems are also central in this journal. While hardware is not a part of this journal hardware/software co-design methods that consider interplay between software and hardware components with and emphasis on software are also relevant here.