971 research outputs found

    Random Access Game and Medium Access Control Design

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    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

    A Game-Theoretic Framework for Medium Access Control

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    In this paper, we generalize the random access game model, and show that it provides a general game-theoretic framework for designing contention based medium access control. We extend the random access game model to the network with multiple contention measure signals, study the design of random access games, and analyze different distributed algorithms achieving their equilibria. As examples, a series of utility functions is proposed for games achieving the maximum throughput in a network of homogeneous nodes. In a network with n traffic classes, an N-signal game model is proposed which achieves the maximum throughput under the fairness constraint among different traffic classes. In addition, the convergence of different dynamic algorithms such as best response, gradient play and Jacobi play under propagation delay and estimation error is established. Simulation results show that game model based protocols can achieve superior performance over the standard IEEE 802.11 DCF, and comparable performance as existing protocols with the best performance in literature

    Deep Reinforcement Learning-Based Channel Allocation for Wireless LANs with Graph Convolutional Networks

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    Last year, IEEE 802.11 Extremely High Throughput Study Group (EHT Study Group) was established to initiate discussions on new IEEE 802.11 features. Coordinated control methods of the access points (APs) in the wireless local area networks (WLANs) are discussed in EHT Study Group. The present study proposes a deep reinforcement learning-based channel allocation scheme using graph convolutional networks (GCNs). As a deep reinforcement learning method, we use a well-known method double deep Q-network. In densely deployed WLANs, the number of the available topologies of APs is extremely high, and thus we extract the features of the topological structures based on GCNs. We apply GCNs to a contention graph where APs within their carrier sensing ranges are connected to extract the features of carrier sensing relationships. Additionally, to improve the learning speed especially in an early stage of learning, we employ a game theory-based method to collect the training data independently of the neural network model. The simulation results indicate that the proposed method can appropriately control the channels when compared to extant methods

    Enhanced Collision Resolution for the IEEE 802.11 Distributed Coordination Function

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    The IEEE 802.11 standard relies on the Distributed Coordination Function (DCF) as the fundamental medium access control method. DCF uses the Binary Exponential Backoff (BEB) algorithm to regulate channel access. The backoff period determined by BEB depends on a contention window (CW) whose size is doubled if a station suffers a collision and reset to its minimum value after a successful transmission. BEB doubles the CW size upon collision to reduce the collision probability in retransmission. However, this CW increase reduces channel access time because stations will spend more time sensing the channel rather than accessing it. Although resetting the CW to its minimum value increases channel access, it negatively affects fairness because it favours successfully transmitting stations over stations suffering from collisions. Moreover, resetting CW leads to increasing the collision probability and therefore increases the number of collisions. % Quality control editor: Please ensure that the intended meaning has been maintained in the edits of the previous sentence. Since increasing channel access time and reducing the probability of collisions are important factors to improve the DCF performance, and they conflict with each other, improving one will have an adverse effect on the other and consequently will harm the DCF performance. We propose an algorithm, \gls{ECRA}, that solves collisions once they occur without instantly increasing the CW size. Our algorithm reduces the collision probability without affecting channel access time. We also propose an accurate analytical model that allows comparing the theoretical saturation and maximum throughputs of our algorithm with those of benchmark algorithms. Our model uses a collision probability that is dependent on the station transmission history and thus provides a precise estimation of the probability that a station transmits in a random timeslot, which results in a more accurate throughput analysis. We present extensive simulations for fixed and mobile scenarios. The results show that on average, our algorithm outperformed BEB in terms of throughput and fairness. Compared to other benchmark algorithms, our algorithm improved, on average, throughput and delay performance

    Decentralised Learning MACs for Collision-free Access in WLANs

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    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
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