1,220 research outputs found
Adaptive fair channel allocation for QoS enhancement in IEEE 802.11 wireless LANs
The emerging widespread use of real-time multimedia applications over wireless networks makes the support of quality of service (QoS) a key problem. In this paper, we focus on QoS support mechanisms for IEEE 802.11 wireless ad-hoc networks. First, we review limitations of the upcoming IEEE 802.11e enhanced DCF (EDCF) and other enhanced MAC schemes that have been proposed to support QoS for 802.11 ad-hoc networks. Then, we describe a new scheme called adaptive fair EDCF that extends EDCF, by increasing the contention window during deferring periods when the channel is busy, and by using an adaptive fast backoff mechanism when the channel is idle. Our scheme computes an adaptive backoff threshold for each priority level by taking into account the channel load. The new scheme significantly improves the quality of multimedia applications. Moreover, it increases the overall throughput obtained both in medium and high load cases. Simulution results show that our new scheme outperforms EDCF and other enhanced schemes. Finally, we show that the adaptive fair EDCF scheme achieves a high degree of fairness among applications of the same priority level
Random Access Game and Medium Access Control Design
Motivated partially by a control-theoretic viewpoint, we propose a game-theoretic model, called random access game, for contention control. We characterize Nash equilibria of random access games, study their dynamics, and propose distributed algorithms (strategy evolutions) to achieve Nash equilibria. This provides a general analytical framework that is capable of modeling a large class of system-wide quality-of-service (QoS) models via the specification of per-node utility functions, in which system-wide fairness or service differentiation can be achieved in a distributed manner as long as each node executes a contention resolution algorithm that is designed to achieve the Nash equilibrium. We thus propose a novel medium access method derived from carrier sense multiple access/collision avoidance (CSMA/CA) according to distributed strategy update mechanism achieving the Nash equilibrium of random access game. We present a concrete medium access method that adapts to a continuous contention measure called conditional collision probability, stabilizes the network into a steady state that achieves optimal throughput with targeted fairness (or service differentiation), and can decouple contention control from handling failed transmissions. In addition to guiding medium access control design, the random access game model also provides an analytical framework to understand equilibrium and dynamic properties of different medium access protocols
Decentralised Learning MACs for Collision-free Access in WLANs
By combining the features of CSMA and TDMA, fully decentralised WLAN MAC
schemes have recently been proposed that converge to collision-free schedules.
In this paper we describe a MAC with optimal long-run throughput that is almost
decentralised. We then design two \changed{schemes} that are practically
realisable, decentralised approximations of this optimal scheme and operate
with different amounts of sensing information. We achieve this by (1)
introducing learning algorithms that can substantially speed up convergence to
collision free operation; (2) developing a decentralised schedule length
adaptation scheme that provides long-run fair (uniform) access to the medium
while maintaining collision-free access for arbitrary numbers of stations
Is Our Model for Contention Resolution Wrong?
Randomized binary exponential backoff (BEB) is a popular algorithm for
coordinating access to a shared channel. With an operational history exceeding
four decades, BEB is currently an important component of several wireless
standards. Despite this track record, prior theoretical results indicate that
under bursty traffic (1) BEB yields poor makespan and (2) superior algorithms
are possible. To date, the degree to which these findings manifest in practice
has not been resolved.
To address this issue, we examine one of the strongest cases against BEB:
packets that simultaneously begin contending for the wireless channel. Using
Network Simulator 3, we compare against more recent algorithms that are
inspired by BEB, but whose makespan guarantees are superior. Surprisingly, we
discover that these newer algorithms significantly underperform. Through
further investigation, we identify as the culprit a flawed but common
abstraction regarding the cost of collisions. Our experimental results are
complemented by analytical arguments that the number of collisions -- and not
solely makespan -- is an important metric to optimize. We believe that these
findings have implications for the design of contention-resolution algorithms.Comment: Accepted to the 29th ACM Symposium on Parallelism in Algorithms and
Architectures (SPAA 2017
- …