- •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
200 |
9. Coexisting Wireless LANs as Multi Stage Game |
The payoffs indicated in Figure 9.11 show the advantage of the cooperative behavior about the persistent, as well as about the rational best response behavior, especially for player 2. By crossing the Pareto boundary, when playing cooperatively, the players achieve higher payoffs than before. However, the result that cooperation outperforms the rational behavior is valid in the analyzed example here, but it is not necessarily a valid assumption in general.
The left subfigure of Figure 9.12 shows the delays of resource allocations. The figure indicates that due to the shorter resource allocations of both players, the delays are smaller than before, which of course is beneficial in terms of observed resource allocation periods and observed share of capacity.
In contrast, Figure 9.12, right subfigure, clearly indicates that it cannot be generally stated, that it is always beneficial for a player to cooperate. As described already, only if the Nash equilibrium is not Pareto efficient, it is worth for the interacting players to cooperate. However, it depends on the requirements and utility functions if a Nash equilibrium is Pareto efficient. The fact that it is not always preferable for a player to cooperate can be seen in the right subfigure of Figure 9.12, where the results shown in the case of small requirements for share of capacity imply that mutual cooperation results in smaller payoffs compared to what can be achieved by rational behavior. The players achieve high payoffs by playing their best responses as part of the rational behavior, as discussed in the previous section, and as illustrated in Figure 9.9. A Nash equilibrium in such a game, may it be unique or not, is probably Pareto efficient, and in such a situation, rational behavior will be preferred over cooperation by a player.
9.2.2.3Conclusion
Three static strategies, the simple persistent STRAT-P, the payoff maximizing STRAT-B, and the cooperative STRAT-C have been compared with each other. In summary, the following conclusions can be drawn from the analysis. A player that does not meet its requirements because of the allocation process and the competition with another player shall not allocate resources as defined by the QoS requirements; it shall in contrast play rational and attempt to maximize its payoff:
U i( BEH−B ) ≥U i( BEH−P )
STRAT−B \i STRAT−P, i Ν.
The rational behavior weakly dominates the persistent behavior, however, only if resource allocations by the opponent player have implications on the resulting payoffs.
9.2 Static Strategies |
201 |
Cooperation is not always beneficial. Depending on the requirements, there may exist an action profile that is not a Nash equilibrium profile, but results in higher payoffs for at least one player. In such a game, where Nash equilibria are not Pareto efficient, cooperation is a desirable action profile:
U i( BEH−C ) ≥U i( BEH−B )
STRAT−C \i STRAT−B, i Ν.
In any other case, playing rational will lead to a Nash equilibrium point, which is Pareto efficient, and thus rational behavior is preferred.
The QoS requirements of opponents are not known to the players. Therefore, without any history of interactions, players cannot assess if an outcome of a game is Pareto efficient or not. Further, it is difficult for players to assess if their opponent players are cooperating or not. Once a player concludes that cooperative behavior results in better outcomes (in higher resulting payoffs) than rational behaviors, it has to ensure that the opponent player will cooperate as well in future stages of the MSG.
Dynamic strategies are discussed in Section 9.3. Dynamic strategies allow players to switch between behaviors dynamically, as part of the strategies. In dynamic games, i.e., in games where players apply dynamic strategies, payoffs and Nash equilibria are calculated as defined in Section 9.1 for the whole duration of the MSG. The defective behavior BEH-D is used by players to coordinate the actions, and to prevent the opponent from not playing cooperatively once cooperation has been reached, as is shown in the next section.
202 |
9. Coexisting Wireless LANs as Multi Stage Game |
9.2.2.4Results: Two Overlapping BSS Coordinated by CCHCs, Without Dynamic Behavior Adaptation: STRAT-P Against STRAT-P
1 |
simulated |
|
|
|
required |
|
1 |
|
|
required |
|
(solid line) |
|
|
|
observed |
|
|
simulated |
|
observed |
|
|
|
|
|
demanded |
|
|
(solid line) |
|
demanded |
0.6 |
|
|
|
|
|
|
0.6 |
|
|
|
Θ1 |
|
|
|
|
|
↑ |
Θ2 |
|
|
↑ |
|
analyt. apprx. |
some variations |
|
arrow indicates that |
|
|
|
|
|
|
|
(dashed line |
|
because of EDCF |
players generally |
|
|
|
|
|
|
|
not visible) |
|
|
|
attempt to maximize |
|
|
analyt. apprx. |
|
|
0 |
|
|
|
|
throughput |
|
0 |
(dashed line) |
|
|
0.1 |
simulated |
analyt. apprx. |
|
required |
|
0.1 |
simulated |
|
required |
|
|
(solid line) |
|
observed max |
|
|
|
observed max |
|||
|
(dashed line) |
|
|
|
analyt. apprx. |
|||||
|
|
|
|
(solid line) |
||||||
|
|
|
|
|
demanded |
|
|
|
(dashed line) |
demanded |
|
|
|
|
|
|
|
|
|
|
|
∆1 |
|
|
|
|
|
↓ |
∆2 |
|
|
↓ |
0.04 |
|
|
|
arrow indicates that |
|
|
|
|
|
|
|
|
|
|
|
0.023 |
|
|
|
||
|
|
|
|
players generally |
|
|
|
|
||
|
|
|
|
attempt to minimize |
|
|
|
|
|
|
0 |
|
|
|
delays |
|
0 |
|
|
|
0.2 |
1 |
1.8 |
2.6 |
3.4 |
4.2 |
5 |
5.8 |
6.6 |
7.4 |
0.2 |
1 |
1.8 |
2.6 |
3.4 |
4.2 |
5 |
5.8 |
6.6 |
7.4 |
|
|
|
time (s), SFDUR = 200ms |
|
|
|
|
|
time (s), SFDUR = 200ms |
|
|
solid lines: analytics, dashed lines: YouShi simulation results
Figure 9.4: Required, demanded, and observed QoS parameters for player 1 (left) and player 2 (right). Top figures show the Θ parameter, bottom figures show the ∆ parameters.
1 |
|
|
1,2 ∆ |
|
|
U |
required resource allocation intervals |
|
Utilities |
||
cannot be achieved, player 1 observes |
||
|
some advantages |
|
0 |
pl 1 |
|
pl 2 |
defect pl 1 pl 2
persist
both players demand coop requirements throughout
all stages (BEH−P)
best
0.2 |
1 |
1.8 |
2.6 |
3.4 |
4.2 |
5 |
5.8 |
6.6 |
7.4 |
|
|
|
time (s), SFDUR = 200ms |
|
|
|
1 |
player 1 achieves the |
|
|
|
|
pl 1 |
||
|
|
required share of capacity |
||
|
|
pl 2 |
||
1,2 |
Θ |
results vary because of |
||
|
||||
U |
random nature of EDCF |
|
||
Utilities |
|
|||
|
|
|||
|
|
player 2 does not |
|
|
|
0 |
achieve its requirements |
|
|
|
|
|
||
|
1 |
|
|
1,2 Θ∆ |
|
in total, player 1 observes a |
|
|
|
pl 1 |
|
||||||
U |
|
|
|
higher payoff than player 2 when |
|
|
pl 2 |
|
|||||
Utilities |
|
|
|
both demand their requirements |
|
|
|
|
|||||
|
0.4 |
|
|
|
|
|
|
|
|||||
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
0.2 |
|
|
|
|
|
|
|
|
|
|
|
|
|
0 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
0.2 |
1 |
1.8 |
2.6 |
3.4 |
4.2 |
5 |
5.8 |
6.6 |
7.4 |
|
||
|
|
|
|
|
time (s), SFDUR = 200ms |
|
|
|
|
Figure 9.5: Selected behaviors throughout the game (bottom left). Resulting payoffs
(=observed utilities) for player 1 and player 2: U i |
(top left) , |
U i |
(top right), and the total |
||
payoff V i =U i =U i |
U i |
∆ |
|
Θ |
|
(bottom right), i =1, 2 . |
|
|
|
||
Θ |
∆ |
|
|
|
|
9.2 Static Strategies
100
(CDF) |
|
Prob(delay>x) |
10−1 |
|
|
|
10−2 |
0 2
player 2 observes |
|
pl 1 |
larger delays because |
pl 2 |
|
of longer allocations |
|
EDCF |
by player 1 |
|
|
Θ1 |
= 0.60 |
|
obs |
|
|
Θ2 |
= 0.39 |
|
obs |
|
|
EDCF share = 0.00
4 |
6 |
8 |
10 |
203 |
x = resource allocation delay (TXOP delay) [ms]
Figure 9.6: Probabilities of delay of resource allocation attempts, TXOP delay (left), and throughput and payoff results for varying requirements (right).
9.2.2.5Results: Two Overlapping BSS Coordinated by CCHCs, Playing the Best Response: STRAT-B against STRAT-B
1
0.6
Θ1
0
required |
as both players play their |
1 |
observed |
|
|
demanded |
best responses, the demands |
|
|
converge into Nash equilibrium (NE) |
0.6 |
|
↑ |
|
|
Θ2 |
|
sim. |
apprx. |
|
|
|
|
observed thrp. decreases, because now the |
|
|
opponent player 2 plays its best response |
0 |
|
|
|
now demanding high thrp. when converging into NE
|
this player gains from playing |
||
|
the best response |
|
|
|
|
↑ |
|
|
sim. |
required |
|
apprx. |
observed |
||
|
|||
|
|
demanded |
0.1 |
|
|
|
|
|
|
required |
|
|
0.1 |
|
|
|
|
|
|
required |
|
||
|
|
|
|
|
|
|
observed max |
|
|
|
|
|
|
|
|
observed max |
||||
|
|
|
|
|
|
|
demanded |
|
|
|
apprx. |
|
|
|
demanded |
|||||
|
|
|
|
|
|
|
|
|
|
|
|
sim. |
|
|
|
|
|
|
||
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
∆1 |
|
|
|
|
|
|
|
|
↓ |
∆2 |
|
|
|
|
|
|
|
|
|
↓ |
0.04 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
sim. |
|
apprx. |
demanding NE |
|
0.023 |
|
|
|
|
|
|
|
|
|
||
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
demanding NE |
||||
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|||
0 |
|
|
|
|
|
|
|
|
|
|
0 |
|
|
|
|
|
|
|
|
|
0.2 |
1 |
1.8 |
2.6 |
3.4 |
4.2 |
5 |
5.8 |
6.6 |
7.4 |
|
0.2 |
1 |
1.8 |
2.6 |
3.4 |
4.2 |
5 |
5.8 |
6.6 |
7.4 |
|
|
|
time (s), SFDUR = 200ms |
|
|
|
|
|
|
time (s), SFDUR = 200ms |
|
|
solid lines: analytics, dashed lines: YouShi simulation results
Figure 9.7: Required, demanded, and observed QoS parameters for player 1 (left) and player 2 (right). Top figures show the Θ parameter, bottom figures show the ∆ parameters.
204 |
9. Coexisting Wireless LANs as Multi Stage Game |
1
Utilities U∆1,2
0
defect
persist
coop
best
0.2 1
in NE, the required resource allocation intervals are sufficiently met in this game
pl 1 pl 2
pl 1 pl 2
after 2s, both players change their behavior from BEH−P to BEH−B independently, then attempting to improve their individual payoffs
1.8 |
2.6 |
3.4 |
4.2 |
5 |
5.8 |
6.6 |
7.4 |
|
time (s), SFDUR = 200ms |
|
|
|
1 |
|
|
|
1,2 Θ |
|
|
|
U |
|
|
|
Utilities |
player 1 and 2 now equally share capacity |
|
|
|
and suffer both from the allocation process |
|
|
|
pl 1 |
|
|
0 |
pl 2 |
|
|
1 |
pl 1 |
|
|
|
pl 2 |
|
1,2 Θ∆ |
in total, player 2 gains and player 1 |
||
suffers from playing the best responses |
|||
U |
|
||
Utilities |
0.4 |
neither player is able to improve its outcome |
|
|
|
0.2by unilaterally changing its behavior from what
is demanded after the process converged into NE
0
0.2 |
1 |
1.8 |
2.6 |
3.4 |
4.2 |
5 |
5.8 |
6.6 |
7.4 |
time (s), SFDUR = 200ms
Figure 9.8: Selected behaviors throughout the game (bottom left). Resulting payoffs
(=observed utilities) for player 1 and player 2: U i |
(top left) , |
U i |
(top right), and the total |
||
payoff V i =U i =U i |
U i |
∆ |
|
Θ |
|
(bottom right), i =1, 2 . |
|
|
|
||
Θ |
∆ |
|
|
|
|
Prob(delay>x) (CDF)
100 |
|
|
|
|
|
|
|
both players now |
pl 1 |
|
|
|
|
pl 2 |
|
||
|
|
attempt to improve |
|
||
|
|
EDCF |
|
||
|
|
their payoffs |
|
|
|
|
|
|
|
|
|
10−1 |
before |
|
Θobs1 |
= 0.47 |
|
|
(persist) |
|
Θ2 |
= 0.51 |
|
|
|
|
|
||
|
|
|
obs |
|
|
|
|
|
EDCF share = 0.01 |
|
|
10−2 |
2 |
4 |
6 |
8 |
10 |
0 |
x = resource allocation delay (TXOP delay) [ms]
shares (thrp.) and payoffs per player
1
best payoff in the presense
of rational opp.
0.8 share pl.1
share pl.2 share EDCF
0.6 payoff pl.1 payoff pl.2
0.4
0.2
no EDCF because of lower priority
0 |
0.2 |
0.3 |
0.4 |
0.5 |
0.6 |
0.7 |
0.8 |
0.1 |
req. Θ per player
Figure 9.9: Probabilities of delay of resource allocation attempts, TXOP delay (left), and throughput and payoff results for varying requirements (right).
9.2 Static Strategies |
205 |
9.2.2.6Results: Two Overlapping BSS Coordinated by CCHCs, Playing both Cooperatively: STRAT-C against STRAT-C
1 |
required |
|
1 |
|
required |
apprx. |
|
|
|
||
(not visible) |
observed |
|
|
|
observed |
sim. |
demanded |
|
|
|
demanded |
|
|
0.6 |
|
|
|
0.6 |
|
|
|
|
|
Θ1 |
|
↑ |
Θ2 |
|
↑ |
|
|
|
sim. |
apprx. |
|
|
|
|
|
|
|
0 |
|
|
0 |
|
|
0.1 |
required |
|
0.1 |
|
required |
|
observed max |
|
|
|
observed max |
sim. |
demanded |
|
|
apprx. |
demanded |
apprx. |
|
↓ |
∆2 |
sim. |
↓ |
∆1 |
|
|
|||
0.04 |
|
|
|
|
|
|
|
|
0.023 |
|
|
0 |
|
|
|
|
|
|
|
|
|
|
0 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
0.2 |
1 |
1.8 |
2.6 |
3.4 |
4.2 |
5 |
5.8 |
6.6 |
7.4 |
0.2 |
1 |
1.8 |
2.6 |
3.4 |
4.2 |
5 |
5.8 |
6.6 |
7.4 |
||
|
|
|
|
time (s), SFDUR = 200ms |
|
|
|
|
|
|
time (s), SFDUR = 200ms |
|
|
solid lines: analytics, dashed lines: YouShi simulation results
Figure 9.10: Required, demanded, and observed QoS parameters for player 1 (left) and player 2 (right). Top figures show the Θ parameter, bottom figures show the ∆ parameters.
1 |
|
|
required resource alloction |
1,2 ∆ |
intervals are achieved by |
both players when cooperating |
|
Utilities U |
|
|
pl 1 |
0 |
pl 2 |
defect |
pl 1 |
|
pl 2 |
persist
coop
both players cooperate after 2s
best
0.2 |
1 |
1.8 |
2.6 |
3.4 |
4.2 |
5 |
5.8 |
6.6 |
7.4 |
|
|
|
time (s), SFDUR = 200ms |
|
|
|
1 |
|
1,2 |
|
requirements for thrp are |
Θ |
nearly met in cooperation |
|
Utilities U |
|
|
|
|
pl 1 |
|
0 |
pl 2 |
|
1 |
|
1,2 Θ∆ |
|
|
in total, payoffs are higher in cooperation |
||||||||||
U |
|
|
|
|
than in NE, therefor the NE is not Pareto |
||||||||
Utilities |
|
|
|
|
efficient in this example |
|
|
|
|
|
|||
|
|
|
|
|
|
|
|
|
|
||||
|
0.4 |
|
|
|
|
|
|
|
|
|
|
|
|
|
0.2 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
pl 1 |
|
|
0 |
|
|
|
|
|
|
|
|
|
|
pl 2 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
0.2 |
1 |
1.8 |
2.6 |
3.4 |
4.2 |
5 |
5.8 |
6.6 |
7.4 |
|
||
|
|
|
|
|
time (s), SFDUR = 200ms |
|
|
|
|
Figure 9.11: Selected behaviors throughout the game (bottom left). Resulting payoffs
(=observed utilities) for player 1 and player 2: U i |
(top left) , |
U i |
(top right), and the total |
||
payoff V i =U i =U i |
U i |
∆ |
|
Θ |
|
(bottom right), i =1, 2 . |
|
|
|
||
Θ |
∆ |
|
|
|
|