- •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
182 |
8. The Superframe as Single Stage Game |
Nash equilibria but Pareto efficient, a coordinated change of action among all players is necessary. How this coordination is established is discussed in the context of behaviors and strategies in the following.
8.3.1Bargaining Domain
The concept of Pareto efficiency can be illustrated in what is referred to as bargaining domain. In the bargaining domain of two players, the payoff of one player is drawn against the payoff of the other player for any action profile that may be demanded by the two players. The resulting figure is a pattern of payoffs that depends on the requirements of the players. Figure 8.5, p. 183, shows an example of a bargaining domain of the SSG, where resulting payoffs for both players are indicated for a number of action profiles. In this example, the game has one Nash equilibrium that is not Pareto efficient. This is the case because there are other action profiles that lead to higher payoffs for at least one of the players, compared to the payoffs in Nash equilibrium.
A helpful method to illustrate the efficiency of Nash equilibria is the set of payoffs in the bargaining domain with higher payoff results than in the Nash equilibria for one of the players, and the same payoff result as in the Nash equilibria for the other players. This is illustrated as a line in the bargaining domain that is referred to as Pareto boundary in the following. The payoffs observed in Nash equilibria in the SSG are located on this Pareto boundary. See Zbigniew and Mason (1996) for a discussion of Pareto boundaries.
The Pareto boundary in the example of Figure 8.5 indicates that there are action profiles that result in higher payoffs (outcomes) for both players than what is achieved in the Nash equilibrium. Any action profile that leads to payoffs outside that boundary, are more Pareto efficient than any Nash equilibrium that may exist in the game. However, these profiles are not Nash equilibria, they cannot be achieved through rational behavior. At least one player has the intention to unilaterally change its action as part of its rational behavior, when these Pareto efficient profiles have been selected before.
8.3 ParetoTP PT Efficiency Analysis, and Behaviors |
183 |
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Figure 8.5: Bargaining domain of an example of an SSG. Indicated are the resulting payoffs of both players for a number of action profiles, i.e., demands. This game has one Nash equilibrium that is not Pareto efficient: there are action profiles that result for both players in higher payoffs than what is achieved in the Nash equilibrium.
One Nash equilibrium exists in the shown example. When multiple Nash equilibria exist, the Pareto boundary is given as the combined set of all action profiles that lead to payoffs higher than the payoffs in any Nash equilibrium.
To achieve Pareto efficiency, it is required that players cross the Pareto boundary, for example as a result of mutual cooperation in case the Nash equilibrium itself is not Pareto efficient. Once that boundary is crossed, there may be still action profiles that lead to higher payoffs than others, i.e., some action profiles may be more Pareto efficient than others. The Figure 8.5 further shows the line where both players observe the same payoff, which is referred to as action profile that leads to a fair share of radio resources.
In such outcomes, both players achieve the same payoffs according to their individual requirements, but not necessarily the same QoS. It is said that the interacting players achieve the same level of satisfaction when the resulting outcome of a SSG lies at this line. In symmetric games, where both players have exactly the same QoS requirements, the Nash equilibrium lies on this line.
Any action profile that improves the outcome of the SSG in the sense that, compared to the payoffs in Nash equilibria, the total sum of the payoffs of all players