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Improving multiple broadcasting of multimedia traffic in wireless ad-hoc networks
The increasing use of multimedia streaming applications in addition with advent of internet television and radio, demands from today's wireless networks to handle with reliability multiple broadcasting and multicasting sources. However, the way that 802.11 standard, which is the primary technology in wireless networking, handle this type of traffic raises a series of problems mainly related to the lack of an effective feedback mechanism. This lack in turn, limits the capability of random backoff process to eliminate collisions and reduce reliability and fairness. This inherited drawback of the standard is affecting the way broadcast and multicast traffic is transmitted as well as the overall performance of the network. In this paper initially we are highlighting the drawback of the IEEE 802.11 MAC algorithm in handling multiple stations “media type” data broadcasting in an ad-hoc wireless network. Then, we propose two different approaches in alleviating these problems. The first approach is the simple linear increase of the contention window (CW) while the second propose a linear increase of the CW implementing an exclusive backoff number allocation (EBNA) algorithm. In addition we are modifying the 802.11 medium access control (MAC) algorithm to use the clear to send to self (CTS-to-Self) protection mechanism prior to every transmission. Both the above techniques are simulated and compared with the classic 802.11 MAC. The results show that the overall performance of the network can be improved using these alternative MAC methods
Applications of Repeated Games in Wireless Networks: A Survey
A repeated game is an effective tool to model interactions and conflicts for
players aiming to achieve their objectives in a long-term basis. Contrary to
static noncooperative games that model an interaction among players in only one
period, in repeated games, interactions of players repeat for multiple periods;
and thus the players become aware of other players' past behaviors and their
future benefits, and will adapt their behavior accordingly. In wireless
networks, conflicts among wireless nodes can lead to selfish behaviors,
resulting in poor network performances and detrimental individual payoffs. In
this paper, we survey the applications of repeated games in different wireless
networks. The main goal is to demonstrate the use of repeated games to
encourage wireless nodes to cooperate, thereby improving network performances
and avoiding network disruption due to selfish behaviors. Furthermore, various
problems in wireless networks and variations of repeated game models together
with the corresponding solutions are discussed in this survey. Finally, we
outline some open issues and future research directions.Comment: 32 pages, 15 figures, 5 tables, 168 reference
On Energy Efficient Hierarchical Cross-Layer Design: Joint Power Control and Routing for Ad Hoc Networks
In this paper, a hierarchical cross-layer design approach is proposed to
increase energy efficiency in ad hoc networks through joint adaptation of
nodes' transmitting powers and route selection. The design maintains the
advantages of the classic OSI model, while accounting for the cross-coupling
between layers, through information sharing. The proposed joint power control
and routing algorithm is shown to increase significantly the overall energy
efficiency of the network, at the expense of a moderate increase in complexity.
Performance enhancement of the joint design using multiuser detection is also
investigated, and it is shown that the use of multiuser detection can increase
the capacity of the ad hoc network significantly for a given level of energy
consumption.Comment: To appear in the EURASIP Journal on Wireless Communications and
Networking, Special Issue on Wireless Mobile Ad Hoc Network
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