5,045 research outputs found

    A survey of performance enhancement of transmission control protocol (TCP) in wireless ad hoc networks

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    This Article is provided by the Brunel Open Access Publishing Fund - Copyright @ 2011 Springer OpenTransmission control protocol (TCP), which provides reliable end-to-end data delivery, performs well in traditional wired network environments, while in wireless ad hoc networks, it does not perform well. Compared to wired networks, wireless ad hoc networks have some specific characteristics such as node mobility and a shared medium. Owing to these specific characteristics of wireless ad hoc networks, TCP faces particular problems with, for example, route failure, channel contention and high bit error rates. These factors are responsible for the performance degradation of TCP in wireless ad hoc networks. The research community has produced a wide range of proposals to improve the performance of TCP in wireless ad hoc networks. This article presents a survey of these proposals (approaches). A classification of TCP improvement proposals for wireless ad hoc networks is presented, which makes it easy to compare the proposals falling under the same category. Tables which summarize the approaches for quick overview are provided. Possible directions for further improvements in this area are suggested in the conclusions. The aim of the article is to enable the reader to quickly acquire an overview of the state of TCP in wireless ad hoc networks.This study is partly funded by Kohat University of Science & Technology (KUST), Pakistan, and the Higher Education Commission, Pakistan

    Simulation and Performance Analysis of MP-OLSR for Mobile Ad hoc Networks

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    Mobile ad hoc networks (MANETs) consist of a collection of wireless mobile nodes which dynamically exchange data without reliance on a fixed base station or a wired backbone network, which makes routing a crucial issue for the design of a ad hoc networks. In this paper we discussed a hybrid multipath routing protocol named MP-OLSR. It is based on the link state algorithm and employs periodic exchange of messages to maintain topology information of the networks. In the mean time, it updates the routing table in an on-demand scheme and forwards the packets in multiple paths which have been determined at the source. If a link failure is detected, the algorithm recovers the route automatically. Concerning the instability of the wireless networks, the redundancy coding is used to improve the delivery ratio. The simulation in NS2 shows that the new protocol can effectively improve the performance of the networks

    QoS routing in ad-hoc networks using GA and multi-objective optimization

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    Much work has been done on routing in Ad-hoc networks, but the proposed routing solutions only deal with the best effort data traffic. Connections with Quality of Service (QoS) requirements, such as voice channels with delay and bandwidth constraints, are not supported. The QoS routing has been receiving increasingly intensive attention, but searching for the shortest path with many metrics is an NP-complete problem. For this reason, approximated solutions and heuristic algorithms should be developed for multi-path constraints QoS routing. Also, the routing methods should be adaptive, flexible, and intelligent. In this paper, we use Genetic Algorithms (GAs) and multi-objective optimization for QoS routing in Ad-hoc Networks. In order to reduce the search space of GA, we implemented a search space reduction algorithm, which reduces the search space for GAMAN (GA-based routing algorithm for Mobile Ad-hoc Networks) to find a new route. We evaluate the performance of GAMAN by computer simulations and show that GAMAN has better behaviour than GLBR (Genetic Load Balancing Routing).Peer ReviewedPostprint (published version

    2 P2P or Not 2 P2P?

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    In the hope of stimulating discussion, we present a heuristic decision tree that designers can use to judge the likely suitability of a P2P architecture for their applications. It is based on the characteristics of a wide range of P2P systems from the literature, both proposed and deployed.Comment: 6 pages, 1 figur

    Optimal configuration of active and backup servers for augmented reality cooperative games

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    Interactive applications as online games and mobile devices have become more and more popular in recent years. From their combination, new and interesting cooperative services could be generated. For instance, gamers endowed with Augmented Reality (AR) visors connected as wireless nodes in an ad-hoc network, can interact with each other while immersed in the game. To enable this vision, we discuss here a hybrid architecture enabling game play in ad-hoc mode instead of the traditional client-server setting. In our architecture, one of the player nodes also acts as the server of the game, whereas other backup server nodes are ready to become active servers in case of disconnection of the network i.e. due to low energy level of the currently active server. This allows to have a longer gaming session before incurring in disconnections or energy exhaustion. In this context, the server election strategy with the aim of maximizing network lifetime is not so straightforward. To this end, we have hence analyzed this issue through a Mixed Integer Linear Programming (MILP) model and both numerical and simulation-based analysis shows that the backup servers solution fulfills its design objective

    Joint multicast routing and channel assignment in multiradio multichannel wireless mesh networks using simulated annealing

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    This is the post-print version of the article - Copyright @ 2008 Springer-VerlagThis paper proposes a simulated annealing (SA) algorithm based optimization approach to search a minimum-interference multicast tree which satisfies the end-to-end delay constraint and optimizes the usage of the scarce radio network resource in wireless mesh networks. In the proposed SA multicast algorithm, the path-oriented encoding method is adopted and each candidate solution is represented by a tree data structure (i.e., a set of paths). Since we anticipate the multicast trees on which the minimum-interference channel assignment can be produced, a fitness function that returns the total channel conflict is devised. The techniques for controlling the annealing process are well developed. A simple yet effective channel assignment algorithm is proposed to reduce the channel conflict. Simulation results show that the proposed SA based multicast algorithm can produce the multicast trees which have better performance in terms of both the total channel conflict and the tree cost than that of a well known multicast algorithm in wireless mesh networks.This work was supported by the Engineering and Physical Sciences Research Council (EPSRC) of UK under Grant EP/E060722/1
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