- •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
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9. Coexisting Wireless LANs as Multi Stage Game |
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BEH-C |
Figure 9.2: Strategy STRAT-B as machine. The state is labeled with BEST RESPONSE and the behavior is BEH-B as defined in Section 8.3.2.2, p. 184.
Figure 9.3: Strategy STRAT-C as machine. The state is labeled with COOPERATE and the behavior is BEH-C as defined in Section 8.3.2.3, p. 185.
9.2.2Experimental Results
In the following, the static strategies STRAT-P, STRAT-B, and STRAT-C are analyzed and compared with each other.
9.2.2.1Scenario
A game with the following requirements is analyzed: |
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Player 1 attempts to allocate resources for a longer duration than player 2. Hence, as a result of the analysis in Section 8.3.2.3, p. 185, player 2 can be considered as the weaker player. The Nash equilibrium of this game is unique and given by the action profile
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and the resulting payoff in Nash equilibrium is |
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Numerical searches indicate that this Nash equilibrium is not Pareto efficient, which means that in this particular game it may be beneficial for both players to cooperate rather than attempting to maximize the individual payoffs per SSG. This will be discussed in the following Section 9.2.2.2. In this section, the results given in Section 9.2.2.4–9.2.2.6 are reviewed. Results for three different approaches of the CCHC coexistence game of two overlapping BSSs are presented. Section 9.2.2.4, p. 202, shows the simulation and analytical results for the simplest
9.2 Static Strategies |
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approach where both players take actions without dynamic behavior adaptation, according to the static strategy STRAT-P. This scenario represents two overlapping BSSs that follow their requirements when allocating resources, without taking into account the mutual influences between the competing BSSs. It is the scenario against which all other scenarios are evaluated and compared, because it represents behaviors that occur when players do not follow any game approach. Section 9.2.2.5, p. 203, shows the simulation and analytical results for the approach where both players take actions that attempt to maximize the individual payoffs, based on the history of their observations. This is referred to as best response, according to the static strategy STRAT-B. Finally, Section 9.2.2.6, p. 204, shows the simulation and analytical results for the approach where both players take actions cooperatively, according to the static strategy STRAT-C.
Three figures are given per section, each figure being comprised by some subfigures. The first figure at the beginning of each section illustrates the required, demanded, and observed QoS parameters (see for example for the first section, Figure 9.4, p. 202) as a result of the repeated interactions of the players. The second figure in each section indicates the behaviors that are selected by the players per stage, and the observed utilities and payoffs (see for example in Figure 9.5, p. 202). The third figure in each section illustrates in its left subfigure the probabilities of resource allocation delays that result if the respective static strategies are selected for a long duration (see for example Figure 9.6, p. 203, left subfigure). Finally, this third figure in each section illustrates in its right subfigure the throughput and payoff results that are typically found when the requirements for share of capacity of both players are varied. Note that in the latter figure the required resource allocation intervals remain as they have been defined in this section, but the required share of capacities are varied between 0.1 and 0.8:
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with Θ1req = Θreq2 = 0.1…0.8 . In all games analyzed here, the EDCF background simulates an offered traffic of 5 Mbit/s, which is modeled through an Ethernet
traffic trace file (see Appendix B for an explanation of the simulation environment). The TXOPlimit that defines the maximum duration of resource allocations of the EDCF is set to 300µs , which is relatively small and therefore limits the influence of the EDF on the results. All results are discussed in the next section, each approach independently.