3,495 research outputs found

    PACE: Simple Multi-hop Scheduling for Single-radio 802.11-based Stub Wireless Mesh Networks

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    IEEE 802.11-based Stub Wireless Mesh Networks (WMNs) are a cost-effective and flexible solution to extend wired network infrastructures. Yet, they suffer from two major problems: inefficiency and unfairness. A number of approaches have been proposed to tackle these problems, but they are too restrictive, highly complex, or require time synchronization and modifications to the IEEE 802.11 MAC. PACE is a simple multi-hop scheduling mechanism for Stub WMNs overlaid on the IEEE 802.11 MAC that jointly addresses the inefficiency and unfairness problems. It limits transmissions to a single mesh node at each time and ensures that each node has the opportunity to transmit a packet in each network-wide transmission round. Simulation results demonstrate that PACE can achieve optimal network capacity utilization and greatly outperforms state of the art CSMA/CA-based solutions as far as goodput, delay, and fairness are concerned

    Uncoordinated access schemes for the IoT: approaches, regulations, and performance

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    Internet of Things (IoT) devices communicate using a variety of protocols, differing in many aspects, with the channel access method being one of the most important. Most of the transmission technologies explicitly designed for IoT and Machine-to-Machine (M2M) communication use either an ALOHA-based channel access or some type of Listen Before Talk (LBT) strategy, based on carrier sensing. In this paper, we provide a comparative overview of the uncoordinated channel access methods for IoT technologies, namely ALOHA-based and LBT schemes, in relation with the ETSI and FCC regulatory frameworks. Furthermore, we provide a performance comparison of these access schemes, both in terms of successful transmissions and energy efficiency, in a typical IoT deployment. Results show that LBT is effective in reducing inter-node interference even for long-range transmissions, though the energy efficiency can be lower than that provided by ALOHA methods. The adoption of rate-adaptation schemes, furthermore, lowers the energy consumption while improving the fairness among nodes at different distances from the receiver. Coexistence issues are also investigated, showing that in massive deployments LBT is severely affected by the presence of ALOHA devices in the same area

    A testbed for MANETs: Implementation, experiences and learned lessons

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    In this paper, we present the implementation, experiences and lessons learned of our tesbed for Ad-hoc networks and Mobile Ad hoc Networks (MANETs). We used OLSR protocol for real experimental evaluation. We investigate the effect of mobility and topology changing in the throughput of a MANET. We study the impact of best-effort traffic for Mesh Topology and Linear Topology. In this work, we consider eight experimental models and we assess the performance of our testbed in terms of throughput, round trip time and packet loss. We found that some of the OLSR's problems can be solved, for instance the routing loop, but this protocol still has the self-interference problem. Also, there is an intricate interdependence between MAC layer and routing layer. We carried out the experiments considering stationary nodes of an Ad-hoc network and the node mobility of MANETs. We found that throughput of TCP was improved by reducing Link Quality Window Size (LQWS). For TCP data flow, we got better results when the LQWS value was 10. Moreover, we found that the node join and leave operations increase the packet loss. The OLSR protocol has a good performance when the source node is moving. However, the performance is not good when the relay nodes are moving.Peer ReviewedPostprint (published version

    Applications of Repeated Games in Wireless Networks: A Survey

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    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
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