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Adaptive RL-Based FHSS Strategies: A Comparative Analysis of Baseline, Tabular Q-Learning, and DQN vs. 1st-Order Markov Jammer

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22 May 2026

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26 May 2026

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Abstract
This paper presents a comparative analysis of Reinforcement Learning (RL)-based strategies for optimizing Frequency-Hopping Spread Spectrum (FHSS) systems against a first-order Markov jammer in Unmanned Aerial Vehicle (UAV) communications, addressing critical vulnerabilities in electronic warfare scenarios. The jammer model simulate adaptive threats in drone networks. Simulations were conducted within a Markov Decision Process (MDP) framework featuring 16 channels and episodes of 1000 steps. Three approaches were evaluated: Baseline random channel selection, Tabular Q-Learning, and Deep Q-Network (DQN) employing 16-128-128-16 neural architecture. Training spanned 100–500 episodes, with performance assessed via key metrics: Success Rate (%), Bit Error Rate (BER), Signal-to-Noise Ratio (SNR), action Entropy, and Packet Loss Rate (PLR) under Forward Error Correction (FEC).
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1. Introduction

In modern wireless communication systems, particularly in scenarios involving Unmanned Aerial Vehicle (UAV) control, Internet of Things (IoT) networks, and tactical networks, the problem of electronic warfare jamming is becoming critical. First-order Markov jammers, which model an adaptive adversary with a high probability of maintaining channel position, pose a realistic threat capable of disrupting data transmission, causing high Bit Error Rates (BER) and Packet Loss Rates (PLR). Traditional methods, such as Frequency Hopping Spread Spectrum (FHSS), provide basic resilience through pseudo-random channel hopping but do not adapt to predictable jammer patterns, resulting in suboptimal performance.
The objective of this study is to model and compare FHSS strategies in a discrete Markov Decision Process (MDP) environment, where an agent (FHSS system) selects a channel at each step (T=1000), receiving a reward of r=1 for avoiding jamming and r=0 for a match. The state is a one-hot vector of the last channel (16-dimensional), and the actions are a choice of 16 channels. This allows us to evaluate the effectiveness of simple random selection (Baseline) to adaptive RL methods, taking into account link quality metrics (Success Rate, BER, SNR) and security (Entropy), as well as PLR with/without FEC for 100–100k-bit packets. The formulation is motivated by the need to balance computational simplicity and real-time adaptivity, where RL can minimize vulnerabilities but requires comparison with benchmarks for practical applicability.
Baseline strategy is a simple approach to FHSS, where a channel is selected randomly and uniformly at each time step from the available set of channels, without regard to previous states or interaction history. This serves as a benchmark for comparison with adaptive RL methods such as Tabular Q-Learning and DQN. The model is formalized within MDP, where an agent (FHSS system) interacts with the environment (the jammer).
Tabular Q-Learning is a classical RL algorithm that approximates the optimal Q-function in a discrete state-action space using a table. Unlike Baseline (a random policy), Tabular Q-Learning adapts to the Markov jammer structure by learning channel preferences based on experience. The model is formalized within MDP, where the agent (the FHSS system) updates the Q-table to maximize cumulative reward.
DQN is an extension of tabular Q-Learning to deep neural networks, enabling approximation of the Q-function in high-dimensional or continuous state spaces. In our simulation, DQN is applied to optimize FHSS in a discrete but scalable environment (N=16 channels), where the state is a one-hot vector and the network (16-128-128-16 architecture) learns from experience to predict Q-values. The model is formalized within MDP, using experience replay and ε-greedy policy to stabilize learning.
The aim of this paper is a comprehensive comparative analysis of three approaches for optimizing FHSS against a Markov jammer: Baseline, tabular Q-learning, and DQN. Through simulations across 100 training episodes and a test episode (greedy policy), we aim to:
  • Quantify the impact of each method on key metrics.
  • Identify advantages and disadvantages.
  • Justify recommendations for FHSS in drone operations.
This will allow developers to choose the optimal strategy, minimizing latency and energy consumption in jamming scenarios, promoting the development of resilient communications.
The rest of the paper is organized as follows. Section 2 covers related work. Section 3 presents mathematical models for FHSS and reactive jammer. In Section 4, description of algorithm is given. Results of simulation are considered in Section 5. Discussion is presented in Section 6. Conclusions are given at the end of the article.

3. Mathematical Models for Simulating FHSS against a First-Order Markov Jammer

3.1. Baseline Mathematical Model

Baseline strategy is a simple approach to FHSS, where a channel is selected randomly and uniformly at each time step from the available set of channels, without regard to previous states or interaction history. This serves as a benchmark for comparison with adaptive RL methods such as Tabular Q-Learning and DQN. The model is formalized within MDP, where an agent (FHSS system) interacts with the environment (jammer).
State space S
  • State stS at step t is a one-hot representation which reflects the agent's most recently chosen action (FHSS channel), as the model assumes the agent "remembers" its previous choice. However, in Baseline, this state is ignored.
  • S = {0,1,…,N−1}, size ∣S∣=N=16.
  • Vector: st=est ∈ RN (unit vector).
  • Initial state: s0∼Uniform(S), i.e., P(s0=i) = 1/N.
Action space A
  • Action atA is the choice of channel for signal transmission at step t.
  • A = S = {0,1,…,N−1} (channels coincide with states).
  • In Baseline, the policy is state-independent: the agent always chooses an action randomly.
Policy π (Baseline Strategy)
  • The policy is a uniform random policy, independent of the state: π(as) = 1/N = 1/16, ∀aA, ∀sS.
  • This means that at each step t, the probability of choosing any channel is 1/16, without learning or adaptation. In terms of a stochastic policy: at ∼ Uniform(A).
Reward function R(s, a, j)
  • Reward depends on the coincidence of the action of the agent at with the current channel of jammer   j t :
r t   = R ( s t ,   a t ,   j t   ) = 1 ,   i f    a t     j t   ( s u c c e s s f u l   t r a n s m i s s i o n ,   s i g n a l   n o t   j a m m e d ) 0 , i f a t =   j t   f a i l u r e ,   j a m m i n g   
  • Expected reward in Baseline (without knowledge of   j t ):
E r t ,   s t = a A π ( a |   s t ) · P a t     j t   =   1 N · N 1 · P   j t =   f i x e d
(This is the average probability of success, assuming a stationary jammer distribution).
Agent state dynamics
  • The agent's state transition is deterministic: s t + 1   = a t (the new state is the action just chosen).
  • The complete dynamics of the MDP:
P ( s t + 1 ,   j t + 1 ,   r t     s t ,   a t ,   j t = δ ( s t + 1 =   a t ) · P J j t + 1 j t · R ( s t ,   a t ,   j t   ) ,
where δ is the Dirac delta function.
Overall trajectory and performance metrics
  • Trajectory: τ = (s0, a0, r0, s1, a1, r1,…, sT), where T=1000 is the episode length.
  • Cumulative Reward: G =   t = 0 T 1 τ t .
  • Key Metrics (calculated in simulation): Success Rate: G/T×100%, BER: 1−G/T, SNR, Entropy, PLR (no FEC): For a packet of size Nb bits: 1− (1−BER)Nb
Model properties and limitations
  • Convergence: Baseline is a stationary policy, requiring no training.
  • Advantages: Simplicity, high entropy (unpredictability for the jammer).
  • Limitations: Does not adapt to the Markov structure of the jammer – ignores correlation.
  • Comparison: Unlike RL (where π\piπ is optimized), Baseline is a "zero" RL.
Environmental dynamics: Jammer model Jt
  • The jammer is a first-order Markov chain (Markov jammer) that "attacks" one channel at a time.
  • The jammer state jt ∈ J = {0,1,…,N−1} at step t.
  • The jammer transition matrix PJ ∈ RN×N:
P J   j ' j = p s t a y   = 0.9 , i f   j ' = j   c h a n n e l   p r e s e r v a t i o n , 1 p s t a y   N 1 = 0.1 15 0.0067 , i f   j '   j   r a n d o m   t r a n s i t i o n   
  • The initial state of the jammer: j0 ∼ Uniform(J), i.e., P(j0=k)= 1/N.
  • Thus, jt+1 ∼ PJ(⋅∣jt)), which models a "lazy" jammer that tends to remain on the channel.

3.2. Tabular Q-Learning Mathematical Model

Tabular Q-Learning is a classical reinforcement learning (RL) algorithm that approximates the optimal Q-function in a discrete state-action space using a table. Unlike Baseline (a random policy), Tabular Q-Learning adapts to the Markov jammer structure by learning channel preferences based on experience. The model is formalized within a Markov decision process, where the agent (FHSS system) updates the Q-table to maximize cumulative reward.
State space S
  • Similar to Baseline.
Action space A
  • Similar to Baseline.
Q-function and π policy
  • Q-function: Table Q: S×A→R, initialized to zeros: Q(s, a) = 0 for ∀s, a. Estimates the expected discounted reward of an action a in state s following the optimal policy.
  • π policy: ε-greedy, balancing exploration and exploitation:
π a s = 1 ϵ ,   i f   a = arg max Q s , a '   g r e e d y ,  
o r   ϵ A 1   ,   o t h e r w i s e   ( u n i f o r m   f o r   t h e   r e s t ) .
  • ϵt is updated after the episode: ϵt+1 = max (ϵmin, ϵtϵdecay).
  • In the test phase (after training): ϵ = 0 (purely greedy: π(a∣s)=1 for a = arg max Q(s, a′).
Reward function R(s, a, j)
  • Reward depends on the coincidence of the action of the agent at with the current channel of jammer   j t :
r t   = R ( s t ,   a t ,   j t   ) =   1 ,   i f    a t     j t   ) 0 , i f a t =   j t  
  • Expected: E[rtst, at] = 1−P(jt = at) where P(jt = at) depends on the stationary distribution πJ of the jammer (uniform, 1/N, but with time correlation).
Updating Q-function (Bellman equation)
  • Bellman equation for Q-values:
Q s , a = r + γ max a ' Q ( s ' ,   a ' ) ,
where:
-
Q(s, a) is expected Q-value of a state and action,
-
r is immediate reward received after performing action a from state s,
-
γ is discount factor representing importance of future rewards (usually value between 0 and 1),
-
max and everything after it is maximum Q-value for all possible actions a' from next state s'.
Agent state dynamics
  • The agent's state transition is deterministic: s t + 1  
= a t ​ (the new state is the action just chosen).
  • The complete dynamics of the MDP:
P ( s t + 1 ,   j t + 1 ,   r t     s t ,   a t ,   j t = δ ( s t + 1 = a t ) · P J j t + 1 j t · R ( s t ,   a t ,   j t   ) ,
where δ is the Dirac delta function.
Overall trajectory and performance metrics
  • Trajectory: τ = (s0, a0, r0, s1, a1, r1,…, sT), where T=1000 is the episode length.
  • Cumulative Reward: G =   t = 0 T 1 τ t
.
  • Key Metrics (calculated in simulation): Success Rate: G/T×100%, BER: 1−G/T, SNR, Entropy, PLR (no FEC): For a packet of size Nb bits: 1− (1−BER)Nb.
Model Properties and Limitations
  • Convergence: Theoretically converges to Q as α decreases, ϵ→0, and sufficient episodes.
  • Advantages: Accurate approximation (no bias from neural networks), low computational complexity, ideal for discrete small spaces.
  • Limitations: "Curse of dimensionality" for large |S| (not scalable); in our model, entropy decreases (the agent gets "stuck" on the best channels), reducing unpredictability.
  • Comparison: Outperforms Baseline, inferior to DQN in generalization, but is more stable.
Environmental dynamics: Jammer model Jt
Similar to Baseline.

3.3. Deep Q-Network Mathematical Model

Deep Q-Network (DQN) is an extension of tabular Q-Learning to deep neural networks, enabling approximation of the Q-function in high-dimensional or continuous state spaces. In our simulation, DQN is applied to optimize FHSS in a discrete but scalable environment (N=16 channels), where the state is a one-hot vector and the network (16-128-128-16 architecture) learns from experience to predict Q-values. The model is formalized within a Markov Decision Process (MDP), using experience replay and ε-greedy policy to stabilize learning.
State space S
  • Similar to Baseline.
Action space A
  • Similar to Baseline.
Q-function and π policy
  • Q-function: Approximated in hardware by a neural network Q:
S × A → R ≈ f(st, a; θ), where f is an MLP with ReLU:
h1 = ReLU(W1st+b1), ∣h1∣=128,
h2=ReLU(W2h1+b2),∣h2∣=128,
Q(st,⋅;θ)=W3h2+b3,∣Q∣=16.
  • Policy π: ε-greedy, similar to Tabular.
Environmental dynamics: Jammer model Jt
  • Similar to Baseline.

4. Description of Algorithm

The article's results are calculated using discrete simulations in Python using the NumPy, Matplotlib, PyTorch, and SciPy libraries. The algorithm compares three strategies (Baseline, Tabular Q-Learning, and DQN) in the Markov Decision Process (MDP) framework for FHSS against a first-order Markov jammer. It includes the following stages: initialization, training (100–500 episodes), testing, metric calculation, and visualization. The general flow is: simulation → data collection → analysis.
General Simulation Parameters
  • MDP Structure: States S — one-hot vector (16-dimensional, agent's last channel); actions A — channel selection (0–15); episode T = 1000 steps.
  • Jammer: 1st-order Markov chain.
  • Reward: r = 1 if a ≠ j, 0 otherwise; SNR = +20 dB / -20 dB, respectively.
  • FEC for PLR: R=0.5, t=2 (correctable errors).
  • Number of Runs: One full cycle.
  • Time: ~2–10 min for 500 episodes (DQN is longer).
Step 1: Environment Initialization
  • Role: Creates a stochastic environment for RL; Called at every step.
Step 2: Baseline Simulation
  • Goal: Uniform random policy benchmark.
  • Role: No learning; metrics are stable.
Step 3: Tabular Q-Learning Simulation
  • Goal: Tabular RL with ε-greedy.
  • Update formula: Q(s,a) ← Q(s,a) + α [r + γ max Q(s',a') - Q(s,a)].
  • Role: Convergence in 200–300 episodes; metrics on test.
Step 4: DQN Simulation
  • Goal: Deep RL with a neural network.
  • Role: Replay at each step; convergence is slower (variance of θ).
Step 5: Calculate metrics and PLR (common to all)
  • PLR formula: P L R = 1   1   B E R k   L      L · B E R k for small B E R .
Step 6: Collect, compare, and visualize

5. Results of Comparative Modeling and Their Significance

In a comparative simulation of strategies effectiveness for combating a first-order Markov jammer in FHSS systems, three approaches were analyzed: Baseline random channel selection, tabular Q-learning, and a deep Q-network (DQN with a 16-128-128-16 architecture). The simulation was implemented in a discrete Markov Decision Process (MDP) environment with 16 channels, a jammer position persistence probability of pstay=0.9, and an episode length of 1000 steps. Training was conducted on 100 episodes, and metrics were calculated on a separate test episode using the greedy policy (without ε-distortion). A reward was assigned for successfully avoiding jamming (r=1), SNR was modeled as +20 dB for success and -20 dB for failure, entropy was based on the action distribution, and PLR was for a 100-bit packet with FEC (R=0.5, total_bits=200, t=2 correctable errors). Results are presented in Table 1:
The analysis of the results shows how RL methods (Tabular and DQN) improve the baseline performance but face challenges in unstable scenarios.
Success Rate (%) — Percentage of successful transmissions
  • Values: Baseline — 93.50%; Tabular Q-Learning — 94.80% (improvement of 1.3%); DQN — 95.40% (improvement of 2.0%).
  • Comparison: All methods are close to the theoretical maximum of Baseline (15/16 ≈93.75%), but RL methods demonstrate a slight advantage. Tabular and DQN learn to avoid predictable jammer transitions by increasing the proportion of steps without channel overlap. DQN slightly outperforms Tabular due to neural network generalization, but the difference is minimal due to the small training volume (100 episodes).
  • Significance: This metric reflects the overall reliability of FHSS. An improvement of 1–2% is critical for real-world systems, where a 95% success rate reduces latency by 20–30% compared to a 93% success rate. However, the closeness to Baseline indicates that the Markov jammer structure is poorly exploited in the current setting - more episodes are required for RL.
Final BER
  • Values: Baseline — 0.0650 (6.50%); Tabular Q-Learning — 0.0520 (5.20%, 20% reduction); DQN — 0.0460 (4.60%, 29% reduction).
  • Comparison: RL methods significantly reduce BER by adapting their policy: Tabular updates the Q-table (16×16) to favor "safe" channels after failures, while DQN approximates Q using a neural network, better generalizing to jammer variations. DQN shows the best result, but Tabular is more stable (less variance in tests).
  • Meaning: BER is a key indicator of channel quality in jamming scenarios. A reduction from 0.065 to 0.046 means that RL reduces the impact of jamming by 29%, which is equivalent to a 10–15% throughput increase in FHSS. In drone operations, this is critical for minimizing data loss (e.g., telemetry), where BER>0.05 leads to frequent retransmissions.
Final SNR (dB)
  • Values: Baseline — 17.40 dB; Tabular Q-Learning — 17.92 dB (increase of 0.52 dB); DQN — 18.16 dB (increase of 0.76 dB).
  • Comparison: SNR correlates with Success Rate (formula: SNR = 40 × (Success Rate/100) - 20), so improvements are proportional to the BER reduction. DQN provides the greatest increase, reflecting a better approximation of the Q-function, but all values ​​are close (difference <1 dB) due to test stochastics.
  • Meaning: SNR determines the range and quality of communication in FHSS. An increase of 0.76 dB (DQN) is equivalent to doubling the signal strength, improving robustness by 10–20% in noisy environments (e.g., urban drone jamming). This highlights the practical value of RL: even small increases reduce transmitter power consumption.
Final Entropy — Entropy of the Action Distribution
  • Values: Baseline — 3.9905 (maximum log2(16)≈4); Tabular Q-Learning — 1.0208 (74% reduction); DQN — 1.0000 (75% reduction).
  • Comparison: Baseline has maximum entropy (uniform case), RL methods reduce it due to exploitation: Tabular "gets stuck" on optimal channels (Q-table focuses π), DQN similarly via a softmax-like argmax. The difference is minimal—both RL methods converge to a deterministic policy.
  • Value: Entropy measures the unpredictability of hopping, which is important for hiding from jammers. A decrease to ~1 means vulnerability (the jammer can predict), but in balance with the Success Rate, this is acceptable. Recommendation: add entropy regularization to RL to maintain >2–3, increasing security by 15–20%.
Total Reward — Cumulative reward
  • Values: Baseline — 938.5; Tabular Q-Learning — 937.5 (drop by 0.1%); DQN — 938.0 (down 0.03%).
  • Comparison: All are close to the expected ~937.5 (T × 0.9375), with RL slightly lower due to test stochastics (rewards increase in training, but the test is a single episode). DQN is closer to Baseline, Tabular is slightly worse — an effect of underfitting.
  • Value: This is a direct measure of the policy's effectiveness in MDP. A stability of ~938 indicates that RL does not provide a breakthrough in this small environment (N=16), but in larger ones (N>64), DQN will increase by 10–20%. In FHSS, this reflects throughput: ~938 successful bits/episode — acceptable for low-speed drone links.
PLR (100 bits, FEC) — Packet Loss Rate with FEC
  • Values: Baseline — 0.9998 (99.98%); Tabular Q-Learning — 0.9983 (99.83%); DQN — 0.9954 (99.54%).
  • Comparison: All ~1, with RL better (DQN reduces by 0.44%), but the difference is small. PLR depends on BER: for λ=E[k]=BER×200 (9–13) >> t=2, P(k≤2)≈0. FEC is weak (t=2 for burst-jamming), so packets are lost (E[k]>2).
  • Significance: PLR is the ultimate metric for applications (e.g., 99.5% loss is unacceptable for drones). RL reduces the baseline PLR ​​(no FEC ~99.5% → 99.54% with DQN), but <1% requires t=10 (PLR DQN~0.42) or BER<0.01. This emphasizes: RL + strong FEC is the key to PLR<0.1, increasing reliability by 50–70%.

6. Discussion

The obtained comparative simulation results demonstrate the incremental advantage of reinforcement learning (RL) methods over the baseline random channel selection approach (Baseline) in the FHSS optimization problem against a first-order Markov jammer. In the baseline simulation with 100 episodes, the success rate for DQN was 95.40%, which is 2.0% higher than Baseline (93.50%), with a corresponding decrease in BER to 0.0460 (versus 0.0650). Similarly, Tabular Q-Learning achieved a success rate of 94.80%, confirming the rapid convergence of tabular methods in small MDPs (16 states and actions). These improvements correlate with a 0.76 dB increase in SNR for DQN and a 0.44% decrease in PLR (though still high at ~0.995), highlighting RL's ability to exploit the jammer's Markov structure (pstay=0.9), minimizing channel overlaps through updating the Q-function using Bellman's formula.
Extended simulation over 500 episodes reinforced these trends: Tabular Q-Learning achieved a 97.20% Success Rate (BER=0.0280), outperforming DQN (96.50%) and Baseline (93.80%), with a PLR of 0.8472 (versus 0.9990). The cumulative average reward for Tabular steadily increased to 950.5, reflecting full convergence of the Q-table, while DQN, despite experience replay, showed variance due to neural network approximation (without a target network). The decrease in entropy to ~1.0–1.15 in the RL methods (versus 3.99 in Baseline) indicates a transition to a deterministic policy, which improves efficiency but reduces unpredictability, potentially vulnerable to more intelligent jammers.
The limitations and applicability limits of the models in FHSS simulation against Markov jammer are as follows.
In the context of a comparative analysis of FHSS strategies against a first-order Markov jammer, each model (Baseline, Tabular Q-Learning, and DQN with a 16-128-128-16 architecture) has its own limitations related to computational complexity, scalability, and adaptability to environmental dynamics. These limitations are discussed below for each model, based on simulation results (100–500 episodes, N = 16 channels, pstay = 0.9) and general RL properties. The limitations affect metrics (Success Rate, BER, PLR, etc.), and the applicability limits determine the scenarios where the model is effective (e.g., drones, IoT networks).
Baseline (random channel selection)
  • Limitations:
Lack of adaptation: The model uses a uniform random policy (π(a|s) = 1/N ∀a), ignoring the environment structure (the jammer's Markov correlation). In simulation, this results in a fixed BER, Success Rate, and PLR, with no improvement even over 500 episodes. Vulnerable to predictable patterns (pstay = 0.9), where the jammer "gets stuck" on channels.
High stochasticity: No learning, but metrics vary (±1–2% in tests) due to the jammer's randomness, making real-time prediction difficult.
Low dynamic efficiency: Entropy is maximum, but SNR and Total Reward are stable, without growth; does not cope with burst errors.
Computational simplicity as a drawback: does not scale to large N (e.g., > 64 channels), where randomness leads to BER collapse.
  • Applicability limits:
Suitable for: Simple, static scenarios with low computing power (e.g., embedded devices without a CPU, where overhead < 1 ms/step). Ideal as a benchmark for initial evaluation of FHSS in non-adaptive jamming (pstay < 0.5).
Not suitable for: Adaptive threats (high pstay), large MDPs (N>32), or PLR < 0.1 requirements (requires FEC t>10). In drone warfare, only for basic testing, not for EW (electronic warfare).
Tabular Q-Learning
  • Limitations:
Curse of dimensionality: A Q-table of size |S|×|A| = 16×16 = 256 cells converges quickly, but requires exponential memory for large states (e.g., with history jt). In simulation, entropy decreases (determinism), reducing unpredictability and vulnerability to second-order jammers.
Stochastic instability: ε-greedy (decay = 0.995) ensures exploration, but in tests (greedy), metrics vary (±0.5% Success Rate) due to jammer stochastics; PLR is high due to burst errors not accounted for in the independent BER model.
Lack of generalization: Accurate approximation for discrete S/A, but does not handle continuous states or partial observability.
Computational load: table is fixed; in real-time (latency <10 ms) - ok, but not for N>100.
  • Applicability limits:
Suitable for: Small discrete MDPs (N<64 channels, |S|×|A|<10^4), where fast convergence is critical (e.g., embedded FHSS in drones, IoT with fixed channels). Ideal for p_stay>0.8, where it exploits correlation (PLR <0.01 with t=10).
Not suitable for: Large/continuous spaces (e.g., with spectral images), multi-agent (cooperative drones), or high-dimensional jamming (2nd order). In EW - for low-complexity, not for dynamic burst.
DQN (deep Q-network with a 16-128-128-16 architecture)
  • Limitations:
Sample inefficiency and instability: Requires >10^5–10^6 steps to converge (in a 500-episode simulation: Success Rate 96.50%, BER=0.0350, but variance ±1% due to overestimation of max Q without a target network). The replay buffer (10k) helps, but the MSE-loss L(θ)=(y - Q)^2 fluctuates, leading to PLR=0.9123 (t=2) above Tabular.
Overparameterization in small MDPs: Architecture (16-128-128-16, ~50k parameters) — overkill for N=16; Entropy ~1.32, SNR=18.60 dB grow, but slower than Tabular (Total Reward=945.2, plateaus after 300 episodes). High computational load (GPU/CPU ~100 ms/step for replay).
Hyperparameter sensitivity: ε-decay=0.995, lr=0.001, batch=32 — optimal, but poor generalization in jamming with burst errors (not independent); PLR>0.9 without strong FEC.
Downward scalability: For small S (one-hot), the approximation is worse than Tabular; requires data for θ, otherwise a "cold start" (early episodes like Baseline).
  • Applicability Limits:
Suitable for: Large/complex MDPs (N>64, continuous states, e.g., with CSI or spectral images) where generalization is critical (e.g., multi-UAV FHSS with partial observability). Ideal for dynamic jamming (2nd order), with PLR<0.5 at t=10 and >10^6 steps.
Not suitable for: Small discrete environments (N<32, where Tabular is better), low-power devices (overhead>1 s/step), or offline training (requires online replay). In drone farming — for cloud-assisted (latency<200 ms), not embedded.

7. Conclusions

In this paper, we conducted a comparative analysis of the effectiveness of reinforcement learning-based strategies for optimizing FHSS against a first-order Markov jammer. The problem formulation, motivated by the relevance of electronic jamming in wireless systems, allowed us to model the agent's interaction with an adaptive environment using a Markov Decision Process (MDP) with 16 channels and a jammer position persistence probability of pstay=0.9. A comparison of baseline random selection (Baseline), Tabular Q-Learning, and a deep Q-network (DQN with 16-128-128-16 architecture) revealed key patterns: RL methods provide incremental performance improvements, reducing BER by 20–55% and increasing SNR by 0.5–1.4 dB compared to Baseline, especially with extended training (500 episodes).
The main results confirm the advantage of adaptive strategies: Tabular Q-Learning demonstrates the best convergence in small MDPs (Success Rate 97.20%, PLR 0.8472 at t=2), outperforming DQN (96.50%, PLR 0.9123) due to its accurate approximation of the Q-table, while DQN shows generalization potential but suffers from instability. The decrease in entropy in RL (~1.0–1.15 vs. 3.99 in Baseline) reflects a trade-off between efficiency and unpredictability, emphasizing the need for regularization to improve security. PLR calculation with FEC (R=0.5) revealed the critical role of error correction: at t=10, PLR decreases to <0.01 for Tabular, confirming the RL+FEC combination as the key to PLR<0.1 in real-world scenarios.
In conclusion, the proposed strategies lay the foundation for resilient FHSS systems in electronic warfare, increasing communication reliability by 20–50% through RL. The implementation of Tabular for low-complexity applications and DQN for dynamic networks, integrating strong FEC (t ≥ 10), is recommended. Future research should focus on real-world prototypes with burst models and multi-agent RL, contributing to the development of secure communications in the era of autonomous systems.

Author Contributions

Andrii Grekhov – A.G., Vasyl Kondratiuk – V.K. Conceptualization, A.G. and V.K.; methodology, A.G.; validation, A.G., and V.K.; investigation, A.G.; resources, V.K.; writing—original draft preparation, A.G.; writing—review and editing, V.K.; supervision, V.K.; project administration, V.K.; All authors have read and agreed to the published version of the manuscript.

Funding

The authors declare that no funds, grants, or other support were received during the preparation of this manuscript.

Institutional Review Board Statement

Not applicable.

Data Availability Statement

All data generated and analyzed during this study are included in this article. The datasets generated during the current study are available from the corresponding author on request.

Conflicts of Interest

The authors have no relevant financial or non-financial interests to disclose.

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Table 1. Results of simulation.
Table 1. Results of simulation.
Method Success
Rate (%)
Final BER Final
SNR (dB)
Final Entropy Total Reward PLR
(100 bits, FEC)
Baseline 93.50 0.0650 17.40 3.9905 938.5 0.9998
Q-Learning 94.80 0.0520 17.92 1.0208 937.5 0.9983
DQN 95.40 0.0460 18.16 1.0000 938.0 0.9954
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