No Arabic abstract
In this paper we study mobile ad hoc wireless networks using the notion of evolving connectivity graphs. In such systems, the connectivity changes over time due to the intermittent contacts of mobile terminals. In particular, we are interested in studying the expected flooding time when full connectivity cannot be ensured at each point in time. Even in this case, due to finite contact times durations, connected components may appear in the connectivity graph. Hence, this represents the intermediate case between extreme cases of fully mobile ad hoc networks and fully static ad hoc networks. By using a generalization of edge-Markovian graphs, we extend the existing models based on sparse scenarios to this intermediate case and calculate the expected flooding time. We also propose bounds that have reduced computational complexity. Finally, numerical results validate our models.
With the proliferation of mobile computing devices, the demand for continuous network connectivity regardless of physical location has spurred interest in the use of mobile ad hoc networks. Since Transmission Control Protocol (TCP) is the standard network protocol for communication in the internet, any wireless network with Internet service need to be compatible with TCP. TCP is tuned to perform well in traditional wired networks, where packet losses occur mostly because of congestion. However, TCP connections in Ad-hoc mobile networks are plagued by problems such as high bit error rates, frequent route changes, multipath routing and temporary network partitions. The throughput of TCP over such connection is not satisfactory, because TCP misinterprets the packet loss or delay as congestion and invokes congestion control and avoidance algorithm. In this research, the performance of TCP in Adhoc mobile network with high Bit Error rate (BER) and mobility is studied and investigated. Simulation model is implemented and experiments are performed using the Network Simulatior 2 (NS2).
Network coding is a recently proposed method for transmitting data, which has been shown to have potential to improve wireless network performance. We study network coding for one specific case of multicast, broadcasting, from one source to all nodes of the network. We use network coding as a loss tolerant, energy-efficient, method for broadcast. Our emphasis is on mobile networks. Our contribution is the proposal of DRAGONCAST, a protocol to perform network coding in such a dynamically evolving environment. It is based on three building blocks: a method to permit real-time decoding of network coding, a method to adjust the network coding transmission rates, and a method for ensuring the termination of the broadcast. The performance and behavior of the method are explored experimentally by simulations; they illustrate the excellent performance of the protocol.
In this paper, critical global connectivity of mobile ad hoc communication networks (MAHCN) is investigated. We model the two-dimensional plane on which nodes move randomly with a triangular lattice. Demanding the best communication of the network, we account the global connectivity $eta$ as a function of occupancy $sigma$ of sites in the lattice by mobile nodes. Critical phenomena of the connectivity for different transmission ranges $r$ are revealed by numerical simulations, and these results fit well to the analysis based on the assumption of homogeneous mixing . Scaling behavior of the connectivity is found as $eta sim f(R^{beta}sigma)$, where $R=(r-r_{0})/r_{0}$, $r_{0}$ is the length unit of the triangular lattice and $beta$ is the scaling index in the universal function $f(x)$. The model serves as a sort of site percolation on dynamic complex networks relative to geometric distance. Moreover, near each critical $sigma_c(r)$ corresponding to certain transmission range $r$, there exists a cut-off degree $k_c$ below which the clustering coefficient of such self-organized networks keeps a constant while the averaged nearest neighbor degree exhibits a unique linear variation with the degree k, which may be useful to the designation of real MAHCN.
In the paradigm of mobile Ad hoc networks (MANET), forwarding packets originating from other nodes requires cooperation among nodes. However, as each node may not want to waste its energy, cooperative behavior can not be guaranteed. Therefore, it is necessary to implement some mechanism to avoid selfish behavior and to promote cooperation. In this paper, we propose a simple quid pro quo based reputation system, i.e., nodes that forward gain reputation, but lose more reputation if they do not forward packets from cooperative users (determined based on reputation), and lose less reputation when they chose to not forward packets from non-cooperative users. Under this framework, we model the behavior of users as an evolutionary game and provide conditions that result in cooperative behavior by studying the evolutionary stable states of the proposed game. Numerical analysis is provided to study the resulting equilibria and to illustrate how the proposed model performs compared to traditional models.
Multicasting is effective when its group members are sparse and the speed is low. On the other hand, broadcasting is effective when the group members dense and the speed are high. Since mobile ad hoc networks are highly dynamic in nature, either of the above two strategies can be adopted at different scenarios. In this paper, we propose an ant agent based adaptive, multicast protocol that exploits group members desire to simplify multicast routing and invoke broadcast operations in appropriate localized regimes. By reducing the number of group members that participate in the construction of the multicast structure and by providing robustness to mobility by performing broadcasts in densely clustered local regions, the proposed protocol achieves packet delivery statistics that are comparable to that with a pure multicast protocol but with significantly lower overheads. By our simulation results, we show that our proposed protocol achieves increased Packet Delivery Fraction (PDF) with reduced overhead and routing load.