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AdHoc Networks Beyond Unit Disk Graphs

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Title: AdHoc Networks Beyond Unit Disk Graphs


1
Ad-Hoc Networks Beyond Unit Disk Graphs
Fabian Kuhn Roger Wattenhofer Aaron Zollinger
2
Overview
  • Introduction
  • Graph Models for Mobile Ad-Hoc Networks
  • Quasi Unit Disk Graphs
  • Related Work
  • Volatile Memory Routing
  • Flooding
  • Lower Bound for Message Complexity
  • Topology for Optimal Flooding
  • Greedy Flooding
  • Volatile Memory Routing Algorithms
  • Combining Greedy and Flooding
  • Geometric Routing for
  • How to obtain a planar graph
  • Optimality of AFR/GOAFR

3
Mobile Ad-Hoc Networks
  • Mobile Devices communicating via radio
  • Network without centralized control (base
    station)
  • We consider the abstraction level of graphs

4
Graph Models for Ad-Hoc Networks
  • Simple Models
  • Unit Disk Graph is most widely applied model
  • Underlying assumptionAll nodes are in R2, have
    exactly the same transmission range (normalized
    to one), and there are no obstacles.
  • Far from realityBUT There are numerous
    theoretical results.
  • Realistic Models
  • We need more general graph models
  • However, arbitrary graphs are too general to
    obtain strong results for routing, etc.
  • We need something between UDG and arbitrary
    graphs
  • general enough to model reality as close as
    possible
  • restrictive enough to allow useful theoretical
    results

5
Quasi Unit Disk Graph
  • Definition Unit Disk Graph
  • Edge between u and v if u-v1
  • No edge between u and v if u-vgt1
  • Definition Quasi Unit Disk Graph
  • Edge between u and v if u-vd
  • No edge between u and v if u-vgt1
  • May have an edge if dltu-vlt1

6
Related Work
  • The Quasi Unit Disk Graph model is not
    newBarrière, Fraigniaud, and Narayanan have
    shown that correct geometric routing is possible
    if .Dial-M 2001 and Wireless
    Networks Journal Vol. 3(2) 2003
  • Other generalizations of the unit disk graph have
    been proposed, e.g. (r,s)-civilized graphs by
    Krumke, Marathe, and RaviDial-M 1998 and
    Wireless Networks Journal Vol. 7(6) 2001

7
Volatile Memory Routing
  • We want to consider routing without routing
    tables
  • We need to allow nodes to temporarily store some
    information
  • Volatile Memory Routing AlgorithmFor each
    message, each node is allowed to temporarily
    store O(log n) bits.(temporary while the
    message has not reached the destination)

8
Overview
  • Introduction
  • Graph Models for Mobile Ad-Hoc Networks
  • Quasi Unit Disk Graphs
  • Related Work
  • Volatile Memory Routing
  • Flooding
  • Lower Bound for Message Complexity
  • Topology for Optimal Flooding
  • Greedy Flooding
  • Volatile Memory Routing Algorithms
  • Combining Greedy and Flooding
  • Geometric Routing for
  • How to obtain a planar graph
  • Optimality of AFR/GOAFR

9
Message Complexity Lower Bound
  • Lower Bound Graph is a Quasi Unit Disk Graph
    (parameter d)
  • To find destination t, all vertical chains (all
    nodes) have to be visited
  • Length of one chain c
  • Optimal path has length O(c)
  • There are O(c2/d2) nodes! O(c2/d2) messages

10
Flooding
  • Flooding on the Quasi UDG gives unbounded message
    complexity
  • We need a subgraph on which flooding is efficient
    (a kind of topology control)
  • Desired properties
  • Nodes form a dominating set
  • O(A/d2) nodes per area A
  • O(A/d2) edges per area A
  • Optional spanner

11
Topology Control I
  • Construct a Minimal Independent Set (MIS)!
    dominating set and O(A/d2) nodes per area A
  • If we make all 2- and 3-hop connections, we have
    a spanner, but too many nodes and edges
  • Solution Choose only a subset of the 2- and
    3-hop connections (virtual edges of length 3)

12
Topology Control II
Place grid over the nodes (cell size 6)
Add another grid shifted by (3,3)
Add another grid shifted by (3,0)
Add another grid shifted by (0,3)
Each virtual edge is completely covered by a
cell of at least one of the grids
13
Topology Control III
  • In each cell, we calculate a spanner of the nodes
    (MIS) and virtual edges lying completely inside
    the cell! Applying a randomized construction of
    Linial and Saks (SODA 91) yields a
    O(log(1/d2))-spanner with O(1/d2) virtual edges.
  • Combining all local spanners gives a
    O(log(1/d2))-spanner with O(A/d2) virtual edges
    per area A.! Backbone Graph

14
Flooding on the Backbone Graph
  • Flooding/Echo with exponentially growing TTL on
    the Backbone Graph gives
  • O(log(1/d2)c) time and O(c2/d2) message
    complexity in the synchronous model
  • O(log(1/d2)log3(c/d)c) time and
    O(log3(c/d)c2/d2) message complexity in the
    asynchronous model (using a synchronizer
    described by Awerbuch and Peleg, FOCS 90)
  • Geometric Flooding/Echo uses disks with
    exponentially growing radius instead of TTL
  • O(c2/d2) time and message complexity (synchronous
    and asynchronous)

15
Overview
  • Introduction
  • Graph Models for Mobile Ad-Hoc Networks
  • Quasi Unit Disk Graphs
  • Related Work
  • Volatile Memory Routing
  • Flooding
  • Lower Bound for Message Complexity
  • Topology for Optimal Flooding
  • Greedy Flooding
  • Geometric (Volatile Memory) Routing Algorithms
  • Combining Greedy and Flooding
  • Geometric Routing for
  • How to obtain a planar graph
  • Optimality of AFR/GOAFR

16
Geometric Routing
  • A.k.a. location-based, position-based,
    geographic, etc.
  • Each node knows its own position and position of
    neighbors
  • Source knows the position of the destination
  • No routing tables in the nodes, all routing
    information is in the message!
  • Volatile Geometric Routing
  • Geometric Routing O(log n) bits per message in
    each node (while message is on the way from s to
    t)

17
Geometric Routing
???
t
s
18
Greedy Routing
  • Each node forwards message to best neighbor

t
s
19
Greedy Routing
  • Each node forwards message to best neighbor
  • But greedy routing may fail message may get
    stuck in a dead end
  • Needed Correct geometric routing algorithm

t
?
s
20
Greedy Flooding
  • Straight-forward idea to make greedy routing
    correct(i.e. always find the destination)!
    combine greedy and flooding
  • We want to keep worst-case optimality
  • Apply geometric flooding with exponentially
    increasing radius and the right criterion to fall
    back from flooding to greedy

21
Greedy Flooding, Fall Back Criterion
  • Flooding phase with radii r0, r1, where rir02i
  • Flooding starts at node u, node vi is best
    (closest to destination t) node for radius ri
  • Go back to greedy if u-t - vi-t qri (q is
    a predefined constant)
  • Message and time complexity O(c2/d2)
  • Simulations on UDG suggest that the algorithm is
    efficient in the average case

22
Overview
  • Introduction
  • Graph Models for Mobile Ad-Hoc Networks
  • Quasi Unit Disk Graphs
  • Related Work
  • Volatile Memory Routing
  • Flooding
  • Lower Bound for Message Complexity
  • Topology for Optimal Flooding
  • Greedy Flooding
  • Geometric (Volatile Memory) Routing Algorithms
  • Combining Greedy and Flooding
  • Geometric Routing for
  • How to obtain a planar graph
  • Optimality of AFR/GOAFR

23
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  • ???
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