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Geographical Routing

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the routing protocols we discussed so far may not scale to large ... Right-hand rule results in the long detour x-u-z-w-u-x. 10. Removing Cross Edges. u. z ... – PowerPoint PPT presentation

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Title: Geographical Routing


1
Geographical Routing
2
Motivations
  • A need for geographical based distribution
  • e.g., sensornets and location-based services
  • Reducing state overhead
  • the routing protocols we discussed so far may not
    scale to large-scale networks
  • maintain (end-to-end) routing states for each
    destination
  • thus overhead proportional to network size

3
GeoRouting Greedy Distance
S
D
  • Find neighbors who are the closest to destination
    D
  • To make progress, the chosen neighbor should be
    closer to destination

4
Geographical Routing
  • Each node only needs to keep state for its
    neighbors
  • Beaconing mechanism
  • each node broadcasts its MAC and position
  • to minimize costs piggybacking

5
Greedy Routing Not Always Works
D
6
Greedy Routing Works Well in Dense Networks
D
  • If node density is high, it is a low probability
    event for the region to have no nodes

7
Dealing with Void Right-Hand Rule
Right-hand rule When arriving at node x from
node y, the next edge traversed is the next one
sequentially counterclockwise about x from edge
(x,y)
8
Right Hand Rule on Convex Subdivision
Applying the right hand rule to convex
subdivision (namely a planar graph where every
internal face is a polytope) first remove the
edges crossing the line from source to
destination, and then apply the right hand rule
If not convex subdivision, removing crossing
edges may not work
9
Right-Hand Rule Does Not Work Well with Cross
Edges
z
v
D
u
  • x originates a packet to u
  • Right-hand rule results in the long detour
    x-u-z-w-u-x

w
x
10
Removing Cross Edges
z
v
D
u
w
  • Remove (w,z) from the graph
  • Right-hand rule results in the route x-u-z-v-D

x
11
How to Make a Graph Planar?
  • Convert a connectivity graph to planar
    non-crossing graph by removing bad edges
  • make sure the original graph will not be
    disconnected
  • two types of planar graphs
  • Relative Neighborhood Graph (RNG)
  • Gabriel Graph (GG)

12
Relative Neighborhood Graph
  • Edge uv can exist only if there does not exist
    another node w inside the intersection of the
    two circles centered at u and v with radius d(u,
    v)
  • i.e., no w such that d(w, u) lt d(u, v) and d(w,
    v) lt d(u, v)
  • Or equivalently ?w ? u, v d(u,v)
    maxd(u,w),d(v,w)

not empty ? remove uv
13
Gabriel Graph
  • An edge (u,v) exists between vertices u and v if
    no other vertex w is present within or on the
    circle whose diameter is uv.
  • ?w ? u, v d2(u,v) lt d2(u,w) d2(v,w)

Not empty ? remove uv
14
Examples
Full graph
GG subset
RNG subset
  • 200 nodes
  • randomly placed on a 2000 x 2000 meter region
  • radio range of 250 m
  • Bonus remove redundant, competing path ? less
    collision

15
Properties of GG and RNG
RNG
  • RNG is a sub-graph of GG
  • because RNG removes more edges
  • GG is a planar graph
  • and thus RNG is also planar
  • Connectivity
  • if the original graph isconnected, RNG is also
    connected

GG
16
Connectedness of RNG Graph
  • Key observation
  • any edge on the minimumspanning tree of the
    originalgraph is not removed
  • Assume (u,v) is such an edge but removed in RNG
    due to w

u
v
17
Delaunay Triangulation
  • Let disk(u,v,w) be a disk defined by the three
    points u,v,w
  • The Delaunay Triangulation (Graph)
  • There is a triangle of edges between three nodes
    u,v,w iff the disk(u,v,w) contains no other
    points
  • Properties of the Delaunay Triangulation graph
  • it is the dual of the Voronoi diagram
  • DT graph is planar

18
Some Interesting Properties
  • Since the MST(V) is connected and the DT(V) is
    planar, all the planar graphs above are connected
    and planar

19
Final Algorithm Greedy Perimeter Stateless
Routing (GPSR)
  • Maintenance
  • all nodes maintain a single-hop neighbor table
  • Use RNG or GG to make the graph planar
  • Routing
  • use greedy forwarding whenever possible
  • resort to perimeter routing when greedy
    forwarding fails and record current location Lc
  • resume greedy forwarding when we are closer to
    destination than Lc

20
Example
d
d
D
D
e
e
c
c
a
a
f
S
S
b
For details about GPSR algorithm, please GPSR.
21
Evaluations
  • 50, 112, and 200 nodes with 802.11 WaveLAN radios
  • Maximum velocity of 20 m/s
  • 30 CBR traffic flows, originated by 22 sending
    nodes
  • Each CBR flows at 2 Kbps, and uses 64-byte
    packets

22
Packet Delivery Success Rate
Very dense network 20 neighbors
23
Routing Protocol Overhead
24
Routing State
  • State per router for 200-node
  • GPSR node stores state for 26 nodes on average in
    pause time-0

25
Path Length
26
Worst Case of GeoRouting in Terms of Hop Count
  • A worst case scenario
  • destination is central node
  • source is any node on ring
  • any spine can go to middle
  • O(c) nodes along ring and O(c) nodes along each
    spine
  • Best path length O(c)O(c)
  • Geographic routing
  • Test O(c) spines of length O(c)
  • Cost O(c2) instead of O(c)

27
Geographic Routing
28
Pros and Cons of GPSR
  • Pros
  • low routing state and control traffic
  • scalable
  • handles mobility well
  • Cons
  • planarized graph is hard to guarantee under
    mobility
  • location might not be available everywhere (we
    will see the problem next week)
  • geographic distance does not correlate well with
    network proximity

29
Why Geographic Routing Without Location?
  • Location is hard to get
  • GPS takes power, doesnt work indoors, difficult
    to incorporate in small sensors
  • the network localization problem is difficult
  • True location may not be useful if there are
    obstacles

In the connectivity space, B is closer to
destination!!
30
Overview
  • Objective assign virtual coordinates to nodes
    so that
  • the coordinates are computed efficiently,
  • routing works well using the computed coordinates
  • Progress in three steps
  • the perimeter nodes and their locations are known
  • the perimeter nodes are known but not their
    coordinates are not known
  • nothing is known
  • We cover the first two steps

31
The Perimeter Nodes and Their Locations Are Known
  • Image a rubber band from each node to each
    (connected) neighbor
  • The force of a rubber band is proportional to
    its length, directedto the neighbor

32
The Perimeter Nodes and Their Locations Are Known
  • The equilibrium is achievedwhen the position p
    of a node is equal to the average of its
    neighbors
  • where n is number of neighbors
  • Algorithm
  • each node sends its position to its neighbors
  • a node updates its new position to be the average
    of those of its neighbors

33
Perimeter Nodes Are Known (True Positions)
3200 nodes 64 perimeter nodes on the boundary
34
Perimeter Nodes Are Known (10 iterations)
Internal nodes initialized as the center of the
square
35
Perimeter Nodes Are Known (100 iterations)
Internal nodes initialized as the center of the
square
36
Perimeter Nodes Are Known (1000 iterations)
Internal nodes initialized as the center of the
square
37
Routing Performance
  • 32000 packets with random source-destination pairs

Success rate using (distance) greedy routing
38
Two More Scenarios
Success rate 0.981 Avg. path length 17.3
Success rate 0.99 Avg. path length 17.1
39
Weird Shapes
40
The Perimeter Nodes Are Known But Their Locations
Are Not Known
  • Assume the distance between two nodes is the
    (minimum) number of hops to go from one to the
    other
  • Distances can be derived by flooding the network
  • each perimeter node sends a HELLO message with a
    hop counter of 0
  • when seeing a message from a perimeter node with
    a lower hop counter, a node increases the counter
    by 1 and forwards it

41
Virtual Coordinates by Triangulation
  • Each perimeter node solves the minimization
    problem
  • Detail

42
Convergence and Performance
One iteration success rate 0.992 avg. path
length 17.2 Ten iterations success rate
0.994 avg. path length 17.2
43
Backup Slides
44
Improving Resiliency
  • If perimeter vector is inaccurate, it results in
    inconsistent information
  • Augment with two beaconing nodes which provide
    two coordinate axes
  • special perimeter nodes or run leader election to
    select the two nodes
  • Origin is chosen as the center of gravity of all
    perimeter nodes
  • more robust to lost information

45
Selecting Perimeter Nodes
  • Rule A node is a perimeter node if
  • It is farthest away from the first beacon node
    among all its one-hop neighbors

46
Perimeter Node Detection
47
Convergence and Performance
Ten iterations success rate 0.996 avg. path
length 17.3
48
Projecting on Circle After First Computation
  • Circle center is center of gravity radius is
    average of distance of the perimeter nodes to the
    CG
  • Motivation maintain a consistent coordinate
    space

49
Virtual Polar Coordinate Space
  • Each node is assigned a label
  • label is number of hops to root and virtual angle
    range

Discussion how to do routing?
50
Build the Tree
  • Root node
  • starts as root
  • broadcasts level 0
  • A non-root node
  • receives message level n marks parent
  • broadcasts message saying level n1
  • All subtrees report size back to parent.
  • Root does assignment of virtual angles.

Question what about the issues of the described
algorithm?
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