Formation of Community-based Multi-hop Wireless Access Networks

Slides:



Advertisements
Similar presentations
Impact of Interference on Multi-hop Wireless Network Performance
Advertisements

Mesh Networking Emily Bates | Joe Garrow Andreas Gillberg | Al Godin.
Impact of Interference on Multi-hop Wireless Network Performance Kamal Jain, Jitu Padhye, Venkat Padmanabhan and Lili Qiu Microsoft Research Redmond.
1RD-CSY  LAN (Local Area Network) ◦ A group of computers and associated devices (printers, etc.) ◦ connected through a wired or wireless medium.
© 2007 Levente Buttyán and Jean-Pierre Hubaux Security and Cooperation in Wireless Networks Chapter 10: Selfishness in packet.
CSE 522 – Algorithmic and Economic Aspects of the Internet Instructors: Nicole Immorlica Mohammad Mahdian.
On Selfish Routing In Internet-like Environments Lili Qiu (Microsoft Research) Yang Richard Yang (Yale University) Yin Zhang (AT&T Labs – Research) Scott.
1 Algorithmic Game Theoretic Perspectives in Networking Dr. Liane Lewin-Eytan.
The Structure of Networks with emphasis on information and social networks T-214-SINE Summer 2011 Chapter 8 Ýmir Vigfússon.
Wireless Mesh Networks 1. Architecture 2 Wireless Mesh Network A wireless mesh network (WMN) is a multi-hop wireless network that consists of mesh clients.
Bottleneck Routing Games in Communication Networks Ron Banner and Ariel Orda Department of Electrical Engineering Technion- Israel Institute of Technology.
Mesh Networks A.k.a “ad-hoc”. Definition A local area network that employs either a full mesh topology or partial mesh topology Full mesh topology- each.
Selfish Caching in Distributed Systems: A Game-Theoretic Analysis By Byung-Gon Chun et al. UC Berkeley PODC’04.
1 Characterizing Selfishly Constructed Overlay Routing Networks March 11, 2004 Byung-Gon Chun, Rodrigo Fonseca, Ion Stoica, and John Kubiatowicz University.
1 Algorithms for Bandwidth Efficient Multicast Routing in Multi-channel Multi-radio Wireless Mesh Networks Hoang Lan Nguyen and Uyen Trang Nguyen Presenter:
Investigating Depth-Fanout Trade-Off in WiMAX Mesh Networks Salim Nahle Luigi Iannone Benoit Donnet Timur Friedman Laboratoire LIP6 – CNRS Université Pierre.
1 Network Creation Game A. Fabrikant, A. Luthra, E. Maneva, C. H. Papadimitriou, and S. Shenker, PODC 2003 (Part of the Slides are taken from Alex Fabrikant’s.
Capacity of Wireless Mesh Networks: Comparing Single- Radio, Dual-Radio, and Multi- Radio Networks By: Alan Applegate.
A novel approach of gateway selection and placement in cellular Wi-Fi system Presented By Rajesh Prasad.
A Routing Underlay for Overlay Networks Akihiro Nakao Larry Peterson Andy Bavier SIGCOMM’03 Reviewer: Jing lu.
On a Network Creation Game PoA Seminar Presenting: Oren Gilon Based on an article by Fabrikant et al 1.
1RD-CSY  LAN (Local Area Network) ◦ A group of computers and associated devices (printers, etc.) ◦ connected through a wired or wireless medium.
6 December On Selfish Routing in Internet-like Environments paper by Lili Qiu, Yang Richard Yang, Yin Zhang, Scott Shenker presentation by Ed Spitznagel.
Intro Wireless vs. wire-based communication –Costs –Mobility Wireless multi hop networks Ad Hoc networking Agenda: –Technology background –Applications.
Mobility Increases the Connectivity of K-hop Clustered Wireless Networks Qingsi Wang, Xinbing Wang and Xiaojun Lin.
1 Low Latency Multimedia Broadcast in Multi-Rate Wireless Meshes Chun Tung Chou, Archan Misra Proc. 1st IEEE Workshop on Wireless Mesh Networks (WIMESH),
Network Formation Games. NFGs model distinct ways in which selfish agents might create and evaluate networks We’ll see two models: Global Connection Game.
Network Formation Games. NFGs model distinct ways in which selfish agents might create and evaluate networks We’ll see two models: Global Connection Game.
Maximizing Ad-Hoc network lifetime Yael Ochbaum Orit Varsano Supervised by Michael Segal.
1 Wireless Networking Understanding the departure from wired networks, Case study: IEEE (WiFi)
Network Topologies.
(Worldwide Interoperability for Microwave Access)
Impact of Interference on Multi-hop Wireless Network Performance
On a Network Creation Game
IMPROVING OF WIRELESS MESH NETWORKS.
Link-Level Internet Structures
Architecture and Algorithms for an IEEE 802
Computer Network Collection of computers and devices connected by communications channels that facilitates communications among users and allows users.
Nuno Salta Supervisor: Manuel Ricardo Supervisor: Ricardo Morla
Presented by Tae-Seok Kim
Ad-hoc Networks.
The Underlying Technologies
Computer Network Topologies
Abdul Kader Kabbani (Stanford University)
Impact of Neighbor Selection on Performance and Resilience of Structured P2P Networks Sushma Maramreddy.
Wide Area Network.
Network Topologies.
Local Connection Game.
Wireless Mesh Networks
Ad Hoc and Sensor Networks
GPRS GPRS stands for General Packet Radio System. GPRS provides packet radio access for mobile Global System for Mobile Communications (GSM) and time-division.
Networking Computer network A collection of computing devices that are connected in various ways in order to communicate and share resources Usually,
Network Topologies CS 1202.
Network Creation Game A. Fabrikant, A. Luthra, E. Maneva,
A New Multipath Routing Protocol for Ad Hoc Wireless Networks
Tools for the Analysis and Design of Complex Multi-Scale Networks: Dynamics; Security; Uncertainty MURI Annual Review Columbus OH, October 14, 2010 J.
Network Topologies CS 1202.
Computer communications
Introduction Wireless Ad-Hoc Network
Network Formation Games
Authentication and handoff protocols for wireless mesh networks
Oliver Schulte Petra Berenbrink Simon Fraser University
Cashing In On the Caching Game
Xiuzhen Cheng Csci332 MAS Networks – Challenges and State-of-the-Art Research – Wireless Mesh Networks Xiuzhen Cheng
Dhruv Gupta EEC 273 class project Prof. Chen-Nee Chuah
Dynamic Replica Placement for Scalable Content Delivery
Party of Five Brandon Hoffman Kelly Koenig Azam Masood Phil Nwafor
Local Connection Game.
Wide Area Networks (WANs), Routing, and Shortest Paths
Horizon: Balancing TCP over multiple paths in wireless mesh networks
Presentation transcript:

Formation of Community-based Multi-hop Wireless Access Networks Gap Nattavude Thirathon EE228A Spring 2006 Prof. Jean Walrand

Outline Motivation and the problem Background Model and result Conclusion

Motivation Emerging results in network formation research (for overlay, P2P, social) Does it work for other types of networks, in particular, wireless mesh? Many cities are deploying community-based wireless networks.

Characterization of Wireless Access Networks Architecture Hotspot: not scalable Cellular: orders of magnitude slower than WiFi. Mesh: cost-effective, scalable Directional or omni-directional antennas Who deploys the system? Centrally planned and deployed, e.g. by companies, municipal government, state, etc. Unplanned deployment by residents. Hotspot is not scalable. 3G is in order of 100 kbps Mesh uses WiFi but extends the range by mutihop.

Problems How does game theory predict the outcome of this community-based wireless network? Can the network be totally autonomous, i.e. without any central authority that deploys the wired gateway. Develop a simple model to answer these questions.

Community-based Multi-hop Wireless Mesh Network Everyone contributes resources: relay for others. Problems to be solved Range and capacity Multi-hop, selfish routing Fairness Privacy and security Business model This project looks at the topology of the network and its formation.

Network Formation Networks are formed by utility-maximizing nodes. Utilities depend on the network topologies. Existing works are mostly on overlay logical network. Choices are which links to build or remove. Utilities/costs are routing delay, throughput, maintenance, etc.

Overlay Network Formation Examples of overlay: P2P, distributed lookup service, VPN. Nodes are connected in physical network by links and form logical overlay network on the top. We can model the underlying network as a complete graph. Some edges have infinite cost. Choices for each node is which other nodes to connect to.

Overlay Network Formation(2) Total shortest distance cost model (Fabrikant et al, Chun et al.): Links are two-way and are paid for by either or both of the two end nodes. The cost for each node is α * # links built by the node + sum of shortest distances to all other nodes. (routing cost if shortest path routing is used) Result: α<2: SO is a clique. NE is a star. POA = 4/3. α>2: SO is a star. NE is yet unclear. POA = O(√α) Tree conjecture: There is A s.t. for all α>A, all non-transient NE are trees.

Overlay Network Formation(3) Another cost model (Christin & Chuang): Also assume shortest path routing. Items are distributed among nodes. Other nodes request for items. (Think P2P.) Cost(u) = latency + serving + routing + maintenance = l*E[tu,v] + s/N + r*E[Χv,w(u)] + m*deg(u) tu,v = # hops (u,v) s = cost of serving a request. Assume items are uniform. Χv,w(u) = 1{u on path from v to w} Result: A clique is both SO and NE for m < l/N (Maintenance cost is relatively low.) A star is both SO and NE for m > l/N + r/N^2 For l/N < m < l/N + r/N^2, a clique is SO and a star is NE.

Model for Wireless Mesh Nodes (houses) are placed 1 unit apart, from 1 to N. The range of wireless connection is 1. Route to the nearest gateway. Nodes obey routing protocol (always relay the traffic), assuming some payment structure.

Model (2) The gateway can collect some payment from connecting nodes. Nodes choose between being gateways and wireless relays. Each node knows the entire network structure (complete information). Consider only recurring cost and ignore fixed cost of hardware installation. Assume utilities do not increase beyond cable speed.

Model (3) Utility for gateway: Utility for relays: = U1 + αx U1 = utility from connection less the cost of wired connection x = number of connecting relays α = payment per connecting relay Utility for relays: UR = U2 - f(m,n) U2 = utility from connection less price paid m = number of nodes to relay for n = number of hops to the nearest gateway

Model (4) f(m,n) is a reduction in utility. f(m,n) increases with m and with n Use f(m,n) = β1m+β2-β2/n Data from Bicket et al

Social Optimum Structure If we fix # GW, the structure is as below. Each GW gets the same number of connecting nodes. So we just need to find the best # GW.

Nash Equilibrium Structure We have probably heard of “concession stands on a beach” problem. The NE is all in the middle. This problem is different. Moving a GW is not a unilateral move. People do not just move their houses. There are many NE: GW cannot be too far. Otherwise, some relays in the middle will change to GW. NE depends on initial condition and action order. If view the game as multiple-stage, first mover has an advantage.

Nash Equilibrium Structure (2)

Numerical Results Gateways: Relays: Getting connected is like getting cable  $40 value. Cost for T1 = $450  U1=-410, or U1=0 for cable. Charge $10 for each connected node  α=10, or charge cable price α=40. Relays: Being connected to the internet at high speed give $40 value, less the price charged by GW  U2=40-α=30) Β1=1. β2=20. As # hops increases, the utility reduces to those of dialup $10.

Numerical Results (2) Scenario (100 nodes) U1 α U2 β1 β2 SO (#GW/U) NE GW uses T1 -410 10 30 1 20 1 / 700 2 / 490 GW uses cable 20 / 2760 26 / 2683 T1GW, charge cable price 40 1 / 3550 7 / 1075 T1GW, low charge 5 35 3 / 380 1 / 350

Conclusions If residents can provide gateways and charge prices, we will reach NE, which can be inefficient. If gateways cannot charge prices, nobody wants to be the first gateway. Initial condition and action order determine the NE. Planned positioning of the gateways leads to better NE. Need to study if routing protocols and more complicated payment schemes affect the structure.