1,388 research outputs found

    Towards Optimal Distributed Node Scheduling in a Multihop Wireless Network through Local Voting

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    In a multihop wireless network, it is crucial but challenging to schedule transmissions in an efficient and fair manner. In this paper, a novel distributed node scheduling algorithm, called Local Voting, is proposed. This algorithm tries to semi-equalize the load (defined as the ratio of the queue length over the number of allocated slots) through slot reallocation based on local information exchange. The algorithm stems from the finding that the shortest delivery time or delay is obtained when the load is semi-equalized throughout the network. In addition, we prove that, with Local Voting, the network system converges asymptotically towards the optimal scheduling. Moreover, through extensive simulations, the performance of Local Voting is further investigated in comparison with several representative scheduling algorithms from the literature. Simulation results show that the proposed algorithm achieves better performance than the other distributed algorithms in terms of average delay, maximum delay, and fairness. Despite being distributed, the performance of Local Voting is also found to be very close to a centralized algorithm that is deemed to have the optimal performance

    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

    Local heuristic for the refinement of multi-path routing in wireless mesh networks

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    We consider wireless mesh networks and the problem of routing end-to-end traffic over multiple paths for the same origin-destination pair with minimal interference. We introduce a heuristic for path determination with two distinguishing characteristics. First, it works by refining an extant set of paths, determined previously by a single- or multi-path routing algorithm. Second, it is totally local, in the sense that it can be run by each of the origins on information that is available no farther than the node's immediate neighborhood. We have conducted extensive computational experiments with the new heuristic, using AODV and OLSR, as well as their multi-path variants, as underlying routing methods. For two different CSMA settings (as implemented by 802.11) and one TDMA setting running a path-oriented link scheduling algorithm, we have demonstrated that the new heuristic is capable of improving the average throughput network-wide. When working from the paths generated by the multi-path routing algorithms, the heuristic is also capable to provide a more evenly distributed traffic pattern

    Performance of TCP/UDP under Ad Hoc IEEE802.11

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    TCP is the De facto standard for connection oriented transport layer protocol, while UDP is the De facto standard for transport layer protocol, which is used with real time traffic for audio and video. Although there have been many attempts to measure and analyze the performance of the TCP protocol in wireless networks, very few research was done on the UDP or the interaction between TCP and UDP traffic over the wireless link. In this paper, we tudy the performance of TCP and UDP over IEEE802.11 ad hoc network. We used two topologies, a string and a mesh topology. Our work indicates that IEEE802.11 as a ad-hoc network is not very suitable for bulk transfer using TCP. It also indicates that it is much better for real-time audio. Although one has to be careful here since real-time audio does require much less bandwidth than the wireless link bandwidth. Careful and detailed studies are needed to further clarify that issue.Comment: 9 pages, 5 figures, ICT 2003 (10th International Conference on Telecommunication

    Channel Allocation in An Overlaid Mesh Network

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    In spite of recent advancement of Wireless Mesh Technology, a lot of research challenges remained to be solved to extract the full capacity of this modern technology. As 802.11a/b/g standards make available the use of multi radio multi channel in a wireless node, a lot of research activities are going on to efficiently allocate the channel of a Mesh Network to boost its overall performances. In this research, the prospect of dividing the total network area into two non-overlapping channels of a given Mesh Network is investigated and analyzed numerically. It is found that the throughput is doubled as well as the fairness improves considerably if we deploy two channels instead of single channel backbone. An extensive simulation study has been carried out to find the optimum coverage area between two channels. The study shows that at a particular point of allocation, the network gives the optimum response.fi=Opinnäytetyö kokotekstinä PDF-muodossa.|en=Thesis fulltext in PDF format.|sv=Lärdomsprov tillgängligt som fulltext i PDF-format

    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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