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Many systems require frequent and regular updates of a certain information. These updates have to be transferred regularly from the source to the destination. We consider scenarios in which an old packet becomes completely obsolete, in the presence of a new packet. In this context, if a new packet arrives at the source while it is transferring a packet, one needs to decide the packet to be dropped. New packet has recent information, but might require more time to transfer. Thus it is not clear as to which packet to be dis- carded, and this is the main focus of the paper. Recently introduced performance metrics, called average age of information (AAoI) and peak age of information (PAoI) of the information available at the destination, are the relevant performance measures. These type of systems do not require storage buffers, of size more than one, at the source queue. We consider single source / multiple sources regularly updating information to a single destination possibly over wireless channels to derive optimal drop policies that optimize the AAoI. We showed that the state independent (static) policies like dropping always the old packets or dropping always the new packets is optimal in many scenarios, among an appropriate set of stationary Markov policies. We consider relevant games when multiple sources compete. In many scenarios, the non-cooperative solution almost minimizes the social objective, the sum of AAoIs of all the sources.
In this work, we combine the two notions of timely delivery of information in order to study their interplay; namely, deadline-constrained packet delivery due to latency constraints and freshness of information at the destination. More specifically,
Age of Information (AoI) has become an important concept in communications, as it allows system designers to measure the freshness of the information available to remote monitoring or control processes. However, its definition tacitly assumes that ne
Wireless Virtual Reality (VR) and Augmented Reality (AR) will contribute to people increasingly working and socializing remotely. However, the VR/AR experience is very susceptible to various delays and timing discrepancies, which can lead to motion s
In addition to traditional concerns such as throughput and latency, freshness is becoming increasingly important. To stay fresh, applications stream status updates among their components, which can congest the network if the update frequency is too h
We consider an information updating system where a source produces updates as requested by a transmitter. The transmitter further processes these updates in order to generate $partial$ $updates$, which have smaller information compared to the origina