- •Introduction
- •Increasing Demand for Wireless QoS
- •Technical Approach
- •Outline
- •The Indoor Radio Channel
- •Time Variations of Channel Characteristics
- •Orthogonal Frequency Division Multiplexing
- •The 5 GHz Band
- •Interference Calculation
- •Error Probability Analysis
- •Results and Discussion
- •IEEE 802.11
- •IEEE 802.11 Reference Model
- •IEEE 802.11 Architecture and Services
- •Architecture
- •Services
- •802.11a Frame Format
- •Medium Access Control
- •Distributed Coordination Function
- •Collision Avoidance
- •Post-Backoff
- •Recovery Procedure and Retransmissions
- •Fragmentation
- •Hidden Stations and RTS/CTS
- •Synchronization and Beacons
- •Point Coordination Function
- •Contention Free Period and Superframes
- •QoS Support with PCF
- •The 802.11 Standards
- •IEEE 802.11
- •IEEE 802.11a
- •IEEE 802.11b
- •IEEE 802.11c
- •IEEE 802.11d
- •IEEE 802.11e
- •IEEE 802.11f
- •IEEE 802.11g
- •IEEE 802.11h
- •IEEE 802.11i
- •Overview and Introduction
- •Naming Conventions
- •Enhancements of the Legacy 802.11 MAC Protocol
- •Transmission Opportunity
- •Beacon Protection
- •Direct Link
- •Fragmentation
- •Traffic Differentiation, Access Categories, and Priorities
- •EDCF Parameter Sets per AC
- •Minimum Contention Window as Parameter per Access Category
- •Maximum TXOP Duration as Parameter per Access Category
- •Collisions of Frames
- •Other EDCF Parameters per AC that are not Part of 802.11e
- •Retry Counters as Parameter per Access Category
- •Persistence Factor as Parameter per Access Category
- •Traffic Streams
- •Default EDCF Parameter Set per Draft 4.0, Table 20.1
- •Hybrid Coordination Function, Controlled Channel Access
- •Controlled Access Period
- •Improved Efficiency
- •Throughput Improvement: Contention Free Bursts
- •Throughput Improvement: Block Acknowledgement
- •Delay Improvement: Controlled Contention
- •Maximum Achievable Throughput
- •System Saturation Throughput
- •Modifications of Bianchi’s Legacy 802.11 Model
- •Throughput Evaluation for Different EDCF Parameter Sets
- •Lower Priority AC Saturation Throughput
- •Higher Priority AC Saturation Throughput
- •Share of Capacity per Access Category
- •Calculation of Access Priorities from the EDCF Parameters
- •Markov Chain Analysis
- •The Priority Vector
- •Results and Discussion
- •QoS Support with EDCF Contending with Legacy DCF
- •1 EDCF Backoff Entity Against 1 DCF Station
- •Discussion
- •Summary
- •1 EDCF Backoff Entity Against 8 DCF Stations
- •Discussion
- •Summary
- •8 EDCF Backoff Entities Against 8 DCF Stations
- •Discussion
- •Summary
- •Contention Free Bursts
- •Contention Free Bursts and Link Adaptation
- •Simulation Scenario: two Overlapping QBSSs
- •Throughput Results with CFBs
- •Throughput Results with Static PHY mode 1
- •Delay Results with CFBs
- •Conclusion
- •Radio Resource Capture
- •Radio Resource Capture by Hidden Stations
- •Solution
- •Mutual Synchronization across QBSSs and Slotting
- •Evaluation
- •Simulation Results and Discussion
- •Conclusion
- •Prioritized Channel Access in Coexistence Scenarios
- •Saturation Throughput in Coexistence Scenarios
- •MSDU Delivery Delay in Coexistence Scenarios
- •Scenario
- •Simulation Results and Discussion
- •Conclusions about the HCF Controlled Channel Access
- •Summary and Conclusion
- •ETSI BRAN HiperLAN/2
- •Reference Model (Service Model)
- •System Architecture
- •Medium Access Control
- •Interworking Control of ETSI BRAN HiperLAN/2 and IEEE 802.11
- •CCHC Medium Access Control
- •CCHC Scenario
- •CCHC and Legacy 802.11
- •CCHC Working Principle
- •CCHC Frame Structure
- •Requirements for QoS Support
- •Coexistence Control of ETSI BRAN HiperLAN/2 and IEEE 802.11
- •Conventional Solutions to Support Coexistence of WLANs
- •Coexistence as a Game Problem
- •The Game Model
- •Overview
- •The Single Stage Game (SSG) Competition Model
- •The Superframe as SSG
- •Action, Action Space A, Requirements vs. Demands
- •Abstract Representation of QoS
- •Utility
- •Preference and Behavior
- •Payoff, Response and Equilibrium
- •The Multi Stage Game (MSG) Competition Model
- •Estimating the Demands of the Opponent Player
- •Description of the Estimation Method
- •Evaluation
- •Application and Improvements
- •Concluding Remark
- •The Superframe as Single Stage Game
- •The Markov Chain P
- •Illustration and Transition Probabilities
- •Definition of Corresponding States and Transitions
- •Solution of P
- •Collisions of Resource Allocation Attempts
- •Transition Probabilities Expressed with the QoS Demands
- •Average State Durations Expressed with the QoS Demands
- •Result
- •Evaluation
- •Conclusion
- •Definition and Objective of the Nash Equilibrium
- •Bargaining Domain
- •Core Behaviors
- •Available Behaviors
- •Strategies in MSGs
- •Payoff Calculation in the MSGs, Discounting and Patience
- •Static Strategies
- •Definition of Static Resource Allocation Strategies
- •Experimental Results
- •Scenario
- •Discussion
- •Persistent Behavior
- •Rational Behavior
- •Cooperative Behavior
- •Conclusion
- •Dynamic Strategies
- •Cooperation and Punishment
- •Condition for Cooperation
- •Experimental Results
- •Conclusion
- •Conclusions
- •Problem and Selected Method
- •Summary of Results
- •Contributions of this Thesis
- •Further Development and Motivation
- •IEEE 802.11a/e Simulation Tool “WARP2”
- •Model of Offered Traffic and Requirements
- •Table of Symbols
- •List of Figures
- •List of Tables
- •Abbreviations
- •Bibliography
7.2 The Single Stage Game (SSG) Competition Model |
133 |
7.2The Single Stage Game (SSG) Competition Model
To study the coexistence between competing wireless networks, and specifically overlapping QoS-supporting QBSSs that are coordinated by CCHCs, a competition model approach is taken that is motivated by the theory of games (see Mangold 2000; Mangold et al. 2000; Mangold et al. 2001h; Mangold et al. 2002b). The problem is modeled as a strategic game. A game in a strategic form consists of a finite set of players, a set of actions for each player, a utility function that is common knowledge between the players, and individual requirements per player that parameterize the utility function, to allow the calculation of payoffs for each game stage. Competing CCHCs are modeled as rational players attempting to maximize their payoffs within the game. A payoff is a measurable quantity related to QoS a player observes after playing the game.
In the following, deterministic decision-taking processes are assumed that select a single action out of the set of actions. A single action is also referred to as pure action. Often, game models allow nonsingle, so-called mixed actions to be taken by the decision-taking processes. A player that selects mixed actions relates probabilities to actions instead of selecting one single action. A decision taken by a player in this case is an allocation of a probability to each single action. The reason for the wide use of this type of action is that often games do not converge to stable operation points if mixed actions are not part of the set of actions. This thesis is limited to game models with pure actions, to reflect that the competing CCHCs attempt to guarantee QoS by setting fixed maximum tolerable QoS thresholds. Specifically for the scheduling of isochronous, time-bounded services, or coordinating HiperLAN/2 MAC frames, the points in time when the respective TXOPs start must be accurately defined, only small delays are tolerated. Therefore, in the SSG model of competition, an action taken corresponds to one choice of resource utilization after having some knowledge about the action the opponent player may select.
Sections 7.2.2-7.2.4 describe the details of the SSG, which is the mean to analyze the coexistence of CCHCs.
7.2.1The Superframe as SSG
A CCHC is modeled as player. Within the CCHC protocol stack, the SME includes a decision taking player entity. A CCHC’s utilization of the radio channel is motivated by the requirement of all stations within its QoS supporting BSS, i.e., QBSS. This utilization of the radio channel is attained through selected actions
134 7. The Game Model
and determines the player’s observed payoff. A successfully transmitted beacon marks the begin of each single stage of the game, where a superframe defines the duration of one single stage. Suppose that the beacon is successfully transmitted by one of the competing CCHCs. The length of the superframe, i.e., the period between two subsequent beacons (Superframe Duration, SFDUR), defines the capacity of the radio channel per stage of the game. The requirement for resource
allocations per CCHC i (per player i) |
determines the number Li ( n ) , dura- |
||||
tions d i |
( n ) and starting times t i |
( n ) |
of the TXOPs that players attempt to |
||
1..L |
1..L |
|
|
|
( n ) . In |
allocate. The starting times are determined by the allocation intervals Di |
|
||||
|
|
|
1..L |
|
|
these definitions, n is the superframe number and Li the number of |
resource |
allocations of player i.
Figure 7.1 illustrates an 802.11 superframe that is interpreted as the SSG of two players. Player 1 (CCHC 1) allocates three TXOPs within the nth superframe, and player 2 allocates two TXOPs. Note that in addition to the high priority TXOPs, additional TXOPs may be allocated through EDCF by all contending stations. The duration of those EDCF-TXOPs are limited by the TXOPlimit, which is typically smaller than 1 ms. They are not indicated in the figure.
As already discussed for the interworking approach in Chapter 6, the TXOPs that are considered are the TXOPs that are directly allocated by a CCHC with highest priority, i.e., without collision avoidance. These TXOPs are typically relatively long (2…10 ms) (Mangold et al., 2001d; ETSI, 2000c), and here particularly used to schedule HiperLAN/2 MAC frames, as well as delivering high priority MSDUs. However, there are other TXOPs offering limited QoS support that are allocated in contention under the rules of the EDCF. Those EDCF-TXOPs are not part of the analytical game model that is used to calculate stable operating points (equilibria).
SFDUR(n)[ms] |
nth CCHC superframe = the |
nth single-stage game |
|
D 1(n) [ms] |
D 1(n) [ms] |
|
|
D 1(n) = D |
1(n) [ms] |
||
|
1 |
2 |
|
|
L |
3 |
||
d |
1(n) [ms] |
d 1(n) [ms] |
|
d 1(n) [ms] |
|
|||
1 |
2 |
|
|
3 |
|
|
||
|
|
|
|
|
|
|
allocated |
|
|
|
|
|
|
|
|
by CCHC1 |
|
|
|
|
|
|
|
|
allocated by |
|
|
|
|
|
|
1...L1 |
|
CCHC2 |
|
t 1(n) |
t 1(n) |
t |
1(n) |
TXOPs allocated |
||||
by CCHC1 (here, L1=3) |
||||||||
1 |
|
2 |
3 |
|
TBTT |
the periodic beacon is successfully |
|
TBTT |
|
time |
||
|
transmitted by one of the CCHCs |
Figure 7.1: One superframe is modeled as single shot (i.e., single stage) strategic game of two players (two CCHCs).