- •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
190 9. Coexisting Wireless LANs as Multi Stage Game
BEH-B, BEH-C, BEH-D, as defined in the previous chapter, see Section 8.3.2, p. 184. Static strategies, where one behavior is selected continuously throughout the complete MSG are studied first and discussed in Section 9.2. Dynamic strategies allow a player to select different behaviors as response to the behavior of the opponent player throughout the course of the MSG. Dynamic strategies are discussed in Section 9.3. This section concludes this chapter by discussing the advantages and drawbacks of the game approach taken in this thesis.
Before introducing static and dynamic strategies, the payoff calculation in the MSG and the Nash equilibrium in the MSG are introduced in the following Section 9.1.
9.1Strategies in MSGs
In this thesis, strategies are defined as state machines that describe which behavior to select at what stage of the game. Payoffs in an MSG are calculated differently than payoffs in an SSG, which will be explained in Section 9.1.1. Further, Nash equilibria in the MSG are defined between strategies rather than between actions, as it was the case in the SSG. This is explained in Section 9.1.2.
9.1.1Payoff Calculation in the MSGs, Discounting and Patience
In every stage n of the MSG, players take the decision of which action to take (or, what behavior to select out of the set of available behaviors). When taking the decision, the influence of the behavior in the present stage on the observed payoffs of the following stages must be taken into account. This is done in an MSG by discounting future expected payoffs (Osborne and Rubinstein, 1994), as explained in the following.
Players give present payoffs a higher weight than payoffs of future stages, as future payoffs are potentially uncertain and are estimated in the present stage. A general approach to model this preference is to discount the payoffs for each stage of a game. A discounting factor δ , with 0 ≤δ ≤1 is used in the payoff calculation which reflects in the present stage the relative level of importance of the payoff of following stages.
As δ →1 , future payoffs have the same importance as the payoff of the present stage. A player that discounts with such a large discounting factor is referred to as being a patient player. On the other hand, with δ →0 , a player focuses on the present payoff only and pays no attention to potential future payoffs. Such a player is referred to as an impatient player.
9.1 Strategies in MSGs |
191 |
Table 9.1: Discounting factors of different QoS characteristics (Berlemann 2003)
application |
discounting factor δ |
|
|
data, best effort |
0.5 |
video, voice, CCHC (802.11 overlapping QBSS) |
0.9 |
Network Control, CCHC (802.11 - HiperLAN/2) |
1.0 |
|
|
The value of this discounting factor δ is determined with the help of the QoS requirements a player attempts to achieve throughout the MSG. As the QoS requirements remain constant during the course of the MSG, the discounting factor remains constant as well. Table 9.1 illustrates corresponding discounting factors for some typical applications.
The payoff a payer i observes in an infinitely often repeated SSG is then calculated with a discounting factor δ through
Vinfinitei |
∞ |
|
MSG =V i(0) +δV i(1) +δ2V i( 2) +…= ∑δtV i(n) . |
(9.1) |
n =0
With δ <1 , the later the stages the smaller the contribution of this stage to the payoff in the present stage. Future payoffs are worth less in the present stage. A MSG consists of a finite number of repeated SSGs with an existing end. Thus, the MSG is not infinitely repeated. The interaction of two CCHCs in the coexistence scenario has a typical duration of some seconds or minutes, but is clearly not infinite. However, the end of the interaction is unknown to the players, because of the unknown situation of the opponent player: players can only define a certain probability p that there will be no next stage after the present stage. Assuming that p is the probability that the MSG ends after each stage, the payoff is calculated as
V finitei MSG =V i(0) +(1 − p)V i(1) +(1 − p)2V i( 2)
N MSG |
(1 − p)tV i(n) |
= ∑ |
|
n =0 |
|
+…
,(9.2)
where N MSG is the unknown number of stages of the MSG. In literature of game theory, the probability p is often used as a measure for what is called the shadow of the future. The larger the value of p is, the more important the future stages are when taking a decision at a particular stage. Note that the payoff calculation by discounting in an infinite MSG, as shown in Equation (9.1), and the probability version of the payoff calculation in an finite MSG with unknown end, as shown in Equation (9.2), are very similar.