- •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
206 |
9. Coexisting Wireless LANs as Multi Stage Game |
Prob(delay>x) (CDF)
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delays as in NE |
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before (best) |
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x = resource allocation delay (TXOP delay) [ms]
shares (thrp.) and payoffs per player
1 highest payoffs
in cooperation
0.8cooperation is not beneficial here
share pl.1 0.6 share pl.2
share EDCF payoff pl.1
payoff pl.2
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req. Θ per player
Figure 9.12: Probabilities of delay of resource allocation attempts, TXOP delay (left), and throughput and payoff results for varying requirements (right).
9.3Dynamic Strategies
The analysis in the last section has shown that there are games in the CCHC coexistence scenario where one player requires the cooperation of the opponent player, to improve the achievable payoff for this player. Further, there are games in the CCHC coexistence scenario where both players benefit from cooperation. What has to be solved for such games are mechanisms to establish cooperation, once a player has concluded that cooperation will beneficial for all involved players. To establish cooperation, both players are required to cross the Pareto boundary. To motivate an opponent player to cooperate, punishments can be used as part of dynamic strategies. Dynamic strategies, where a player adaptively changes its behavior during the course of the MSG are discussed in the following. Dynamic strategies are also referred to as trigger strategies (Osborne and Rubinstein, 1994; Berlemann, 2003).
It is analyzed in the following under which condition deviating from cooperation will result in a higher payoff than not deviating, under the assumption that deviation will be punished as part of the dynamic strategy.
In the rest of this chapter, a scenario is assumed where cooperation is beneficial for all involved players.
9.3.1Cooperation and Punishment
Players adopt their behavior for different purposes. In an MSG, the rational behind the decisions taken at the stages about what behavior to select is not the payoff per stage, but the discounted MSG payoff for the current and any following stages. It depends on the discounting factor if a player considers future stages, or if it attempts to optimize the instantaneous payoff of this stage.
9.3 Dynamic Strategies |
207 |
Any behavior other than cooperation (denoted as BEH-C) is in the following interpreted as a defection. Defection may be the selection of punishments by playing BEH-D, but also the selection of BEH-B, the best response behavior. Playing the best response when the opponent is cooperating is a deviation from cooperation that is maximizing the payoff, but at the cost of the observed payoff of the opponent. Hence, it is interpreted as defection in the following.
It was defined in Section 9.1.2 that the MSG payoff is calculated with the help of the discounting factor, given by
∞
VMSGi = ∑δnV i(n) . n =0
Any player i cooperates during the MSG if it expects to observe a higher payoff with cooperation than without cooperation:
VMSGi ( STRAT−C ) ≥VMSGi ( any other strategy )
STRAT−C \i any other strategy, i Ν.
9.3.2Condition for Cooperation
Let VCCi be the payoff player i observes at any stage when both interacting players cooperate, and let VCDi be the payoff when player i cooperates and at the same time player -i defects. Further, let VDCi be the payoff when only the opponent player cooperates, and VDDi be the payoff when neither player cooperates.
At any stage n, player i can expect the following discounted MSG payoff if it continues to cooperate, assuming that the opponent player will not deviate from cooperation:
VMSGi = ∑∞ (δi )k VCCi .
k =n
This payoff gain must outweigh the payoff gain that results from a one-time defection, including the expected payoffs that follow when the opponent punishes this defection. As part of a dynamic strategy that seeks to establish cooperation, the payoff gain of defecting must be compensated through punishment over one or several following stages.
At any stage n, player i can expect the following discounted MSG payoff if it unilaterally deviates from cooperation to defection, assuming that the opponent player will punish this defection for the n’ following stages:
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9. Coexisting Wireless LANs as Multi Stage Game |
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VMSGi |
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Comparing the last two equations, it can be defined under which condition player i does not deviate from established cooperation. The condition is
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The worst-case punishment is a game wide punishment, i.e., n' → ∞, which would for example mean the end of cooperation because of the deviation. For a game wide punishment, Equation (9.6) can be solved to
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With this condition, it is visible that it depends on the discounting factor if deviation from cooperation at one stage is preferred over cooperation, regardless of how long the punishment will take place. In conclusion, the condition that cooperation is preferred over defection is given by
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9.3.3Experimental Results
In the following, a dynamic strategy that allows players to achieve cooperation under some conditions is discussed as an example. Let player -i play according to the dynamic strategy STRAT-CnP, which is illustrated as machine in Figure 9.13. Player i plays cooperates at any time (STRAT-C). At a stage n, it considers deviating to the best response for a single stage. The question to be answered is if it is worth to continue the cooperation or not.
Figure 9.14 shows the results obtained from the analysis as described here, as well as taken from simulation. A typical CCHC coexistence scenario is analyzed. Results are given for different discounting factors, i.e., different QoS requirements. The MSG outcomes of player i are shown in the figure.
9.3 Dynamic Strategies |
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PUNISH(n’):
BEH-D
Figure 9.13: Strategy STRAT-CnP as machine. A player initially cooperates (state “COOPERATE”), and punishes for a number of stages (states PUNISH(1)...PUNISH(n’)) upon defection of the opponent player.
All results are normalized to the cooperation payoff VCOOPi ( δi ) . The lines mark the expected payoffs, determined at stage n when the player’s decision which
behavior to select is taken. Player i deviates for a single stage and is consequently punished by the opponent player -i. Depending on the intensity of the punishment, i.e. the number of stages, the discounted MSG payoff for player -i from this single deviation is higher than the payoff that results when continuing cooperation, as can be seen in all four subfigures. If the cooperation payoff that is in
the figure denoted as VCOOPi ( δi ) , is higher than the deviation payoff, cooperation can be established.
For low values of δi , i.e., if the future is not very much considered compared to the current stage, the player i gives the short-term payoff gain through the deviation at this stage a higher value than the long-term payoff from cooperation, see Figure 9.14(d). In this case, cooperation cannot be established.
In this example, the player prefers cooperation to defection for discounting factors that are larger than 0.7 . This is indicated in Figure 9.14(a-c). The larger the discounting factor, the smaller the number of stages during which punishment takes place, until the single deviation from cooperation will be compensated.
9.3.4Conclusion
Cooperation is more likely to be established, and maintained, if players consider the outcomes of future stages, when taking the decision about what behaviors to select. This confirms the empirical study in Axelrod (1984). As a consequence for the CCHC coexistence, cooperation is indeed a realistic assumption likely to be achieved in scenarios where the offered traffic is high, because of the CCHC characteristics. CCHCs will operate with larger discounting factors when they attempt to support multiple different MACs.
210 |
9. Coexisting Wireless LANs as Multi Stage Game |
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(d) mainly the current, instantaneous QoS is |
(δi = 0.75 ) |
important to player i (δi = 0.6 ) |
lines: analytical results; markers: YouShi simulation results
Figure 9.14: MSG payoffs of player i, normalized to the payoff in cooperation. Results are given for various discounting factors. Player i deviates for a single stage and is consequently punished by the opponent. If the MSG payoff in cooperation is larger than the MSG payoff when deviating, cooperation can be established.