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Incentivizing Cooperation in Mobile Ad Hoc Networks: An Experiment, A Coalition Game Theory Model, and OLSR Integration Amr E. Hilal Dissertation submitted to the Faculty of the Virginia Polytechnic Institute and State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Computer Engineering Allen B. MacKenzie, Chair Luiz A. DaSilva Yiwei Thomas Hou Sedki Mohamed Riad Hanif D. Sherali July 26, 2013 Blacksburg, Virginia Keywords: Mobile ad hoc networks, Cooperation, Mobility, Coalition Game Theory Copyright 2013, Amr E. Hilal

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Page 1: Incentivizing Cooperation in Mobile Ad Hoc Networks: An … · 2020-01-17 · Incentivizing Cooperation in Mobile Ad Hoc Networks: An Experiment, A Coalition Game Theory Model, and

Incentivizing Cooperation in Mobile Ad Hoc Networks: An

Experiment, A Coalition Game Theory Model, and OLSR

Integration

Amr E. Hilal

Dissertation submitted to the Faculty of the

Virginia Polytechnic Institute and State University

in partial fulfillment of the requirements for the degree of

Doctor of Philosophy

in

Computer Engineering

Allen B. MacKenzie, Chair

Luiz A. DaSilva

Yiwei Thomas Hou

Sedki Mohamed Riad

Hanif D. Sherali

July 26, 2013

Blacksburg, Virginia

Keywords: Mobile ad hoc networks, Cooperation, Mobility, Coalition Game Theory

Copyright 2013, Amr E. Hilal

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Incentivizing Cooperation in Mobile Ad Hoc Networks: An Experiment, A

Coalition Game Theory Model, and OLSR Integration

Amr E. Hilal

(ABSTRACT)

Although smart mobile devices have only come into prominence recently, they have

quickly become a necessity in the modern world. In 2012, more than 450 million new

smartphones are expected to be purchased around the world, exceeding, for the first time,

purchases of laptops and desktop PCs combined in a single year. That, in addition to the

increasing processing power and low cost of these emerging mobile devices, creates an in-

creasing demand for mobile applications that work in infrastructure-supported environments

like WiFi and cellular networks as well as infrastructure-less environments like ad hoc net-

works. Therefore, the behavior of mobile devices in such scenarios should be a continued

focus of research.

Several factors contribute to the observed behavior of nodes in Mobile Ad-hoc Networks

(MANETs). For example, nodes may act selfishly to preserve their limited energy resources.

This selfishness may be detrimental to network performance. Therefore, cooperation be-

tween peers is necessary to keep these MANETs operational. Beside the need for actively

encouraging cooperation by providing incentives, passive encouragement is also needed to

overcome the effect of factors that limit cooperation, including malicious behavior, environ-

mental obstruction, and mobility.

The contribution of this work is to provide a cooperation model in MANETs that is

capable of surviving topology distortions caused by mobility, and is operable in practical

distributed scenarios. Towards this goal, we first provide a study of the topology character-

istics of MANETs based on real experiments. We study the node degree, link stability, and

link symmetry of these networks, and, based on our observations, we suggest a two-state

Markov model to model link state in such networks, demonstrating the superiority of this

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model over the widely-used disk model with mobility. We conclude from this study that

both mobility and channel fluctuations have a significant influence on the network topology,

which makes it important to study cooperation in scenarios where the topology is changing

rapidly.

Based on experimental observations of a real network, we propose a coalition game model

for cooperation in MANETs that shows that stable, effective coalitions can be maintained,

even in the face of a dynamic network topology. We provide an initial evaluation of the model

using a centralized simulation approach. We use the notion of reachability to evaluate the

proposed model, and we simulate the model under different speeds and node densities. Our

simulations show that reachability can be sustained at stable levels despite the deterioration

caused by mobility. In addition, we show that our cumulative coalition formation approach

gives good results in terms of reachability level and computational complexity. We also show

that our proposed model achieves a fair payoff distribution among participating nodes.

Motivated by the promising results of our centralized simulation approach, we take a

further step towards more practical evaluation. We integrate the cooperation model with

an existing MANET routing protocol, OLSR, and evaluate it in this distributed environ-

ment. We modify and augment the OLSR messaging mechanism to enable the exchange of

the coalition information required to keep the model operating. Beside ensuring that the

reachability gain is still attained and the coalition structure is stable, we study the effect

of the extra control traffic overhead incurred by the model. We compare deliverability over

the network with and without the cooperation model. Although our results show that the

cooperation model incurs an average overhead exceeding 100% of that incurred by OLSR in

high density scenarios, it shows better reliability in delivering traffic especially among selfish

nodes in low and average density scenarios.

Counter to what is commonly assumed in the literature, this study shows that coop-

eration can be be maintained in a distributed manner without causing significant traffic

overhead to MANETs run by proactive routing protocols. Due to the simplicity, several

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extensions can be applied to enhance the performance of the proposed model and diversify

its usage. We propose these extensions at the end of this dissertation.

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Dedication

To humanity, may my work provide a little step towards a better life.

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Acknowledgments

At the first place, it is the grace of Allah (God), by which this work has been accomplished.

All praise is due to Allah, I thank him and seek his help, guidance, and forgiveness for the

coming steps in my life.

The road towards my Ph.D. degree started when I was in my beloved home country,

Egypt. So, I would like to thank my dear parents, who not only supported me through this

journey, but also suffered from missing me along these years. May I be the righteous son

they wish, though, I will never be able to fulfill my debt to them.

I would like to thank my dearest wife, who was so patient and tolerate, and never

complained about my long working days. She was always there for me and my kids, the

coolness of my eyes. May Allah help me to be a good husband and a good father.

In my opinion, a PhD degree is not only about being experienced in an area of research,

rather, it is about being a good thinker, hence the philosophy part. For that purpose, a

mindful mentor, who teaches how to think about a problem more than the tools to solve it,

is a must. I’d like express my gratitude to my faculty advisor Prof. Allen MacKenzie for his

help and guidance throughout my PhD journey, I did learned a lot from him. Besides, he

was always understanding for the balance required from a family man doing a Ph.D., and

the delays caused by the unpredictability of research work.

I’d like to thank my committee members for their insightful comments on my work, I did

benefitted from them. Special thanks to Prof. Sherali, who was always willing to help me

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and was always responsive to my questions and requests. My thanks also go to Prof. Luiz

DaSilva, Prof. Tom Hou, and Prof. Sedki Riad for agreeing to serve on my Ph.D. committee

and for devoting time to reviewing the manuscript.

Finally, a word of truth, I was really blessed by being in this great university, Virginia

Tech, in this wonderful town, Blacksburg, and within this friendly and helpful community.

An important thing that I am eager to take back to my people is to help them learn more

about themselves while they walk the way of life. I found many opportunities in Virginia

Tech and in the surrounding community that helped me discover things in my personality

that I did not know before. In academic terms, I got the dots connected and saw new

trends. However, I believe there is still more to discover, that was just a start. Thanks dear

community.

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Attribution

Some contributions helped in the research behind chapter 3 of this dissertation, A brief

description of these contributions is included here.

Michael S. Thompson, Ph.D., Electrical and Computer Engineering, Virginia Tech is

currently a professor of Electrical and Computer Engineering at Bucknell University. Dr.

Thompson assisted in the development of the software used in collecting data during the

MANIAC Challenge and participated in discussions regarding the analysis of this data.

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Contents

1 Introduction 1

1.1 Background and Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

1.2 Scope of Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

1.3 Contributions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

1.4 Future Extensions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

1.5 Outline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

2 Literature Review 8

2.1 MANETs Cooperation Schemes . . . . . . . . . . . . . . . . . . . . . . . . . 9

2.1.1 Credit-Based Cooperation Schemes . . . . . . . . . . . . . . . . . . . 9

2.1.2 Reputation Based Cooperation Schemes . . . . . . . . . . . . . . . . 10

2.1.3 Other Schemes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

2.2 Game Theory Cooperation Models . . . . . . . . . . . . . . . . . . . . . . . 12

2.2.1 Non-cooperative Models . . . . . . . . . . . . . . . . . . . . . . . . . 13

2.2.2 Cooperative Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

2.3 Coalition Game Theory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

2.3.1 The Core . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

2.3.2 Shapley Value . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

2.4 Coalition Game Models in MANETs . . . . . . . . . . . . . . . . . . . . . . 17

3 MANET Characterization 19

3.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

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3.2 Simulation vs. Experimentation . . . . . . . . . . . . . . . . . . . . . . . . . 21

3.3 The MANIAC Challenge - A Real MANET . . . . . . . . . . . . . . . . . . 23

3.4 Topology Characterization of an ExperimentalMANET . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

3.4.1 Reachability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

3.4.2 Node Degree . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

3.4.3 Link Symmetry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

3.4.4 Clustering Coefficient . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

3.5 Simulation Environment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

3.6 Experimental vs. Simulation Results . . . . . . . . . . . . . . . . . . . . . . 31

3.6.1 Node Degree . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

3.6.2 Link Stability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

3.6.3 Link Symmetry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

3.7 Markov Model for Link Status . . . . . . . . . . . . . . . . . . . . . . . . . . 36

3.7.1 Improved Link Model . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

3.7.2 More Real MANET Experiments . . . . . . . . . . . . . . . . . . . . 42

3.8 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43

4 A Coalition Game Model for Cooperation in MANETs 46

4.1 Effect of Mobility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

4.2 Introduction and Definitions . . . . . . . . . . . . . . . . . . . . . . . . . . . 47

4.3 Coalition Formation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49

4.4 Stability of Coalitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52

4.5 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53

5 Model Evaluation: A Centralized Approach 54

5.1 Simulation setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54

5.2 Simulation Scenario . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55

5.3 Simulation Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56

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5.3.1 Reachability Restoration . . . . . . . . . . . . . . . . . . . . . . . . . 57

5.3.2 Reachability Convergence . . . . . . . . . . . . . . . . . . . . . . . . 59

5.3.3 Fairness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67

5.3.4 Coalitional Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . 68

5.4 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69

6 A Distributed Approach: OLSR Integration 70

6.1 Preliminary Choices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70

6.1.1 Why proactive protocol? . . . . . . . . . . . . . . . . . . . . . . . . . 71

6.1.2 Why OLSR? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71

6.2 Requirements Specification . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72

6.2.1 Design Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . 72

6.2.2 Functional Requirements . . . . . . . . . . . . . . . . . . . . . . . . . 72

6.3 Implementation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73

6.3.1 Message Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73

6.3.1.1 Original structure of OLSR Messages . . . . . . . . . . . . . 73

6.3.1.2 Modified OLSR Messages . . . . . . . . . . . . . . . . . . . 75

6.3.1.3 New Message COOP . . . . . . . . . . . . . . . . . . . . . . 76

6.3.2 Stability Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77

6.3.2.1 Choosing Best Cooperation Deal . . . . . . . . . . . . . . . 77

6.3.2.2 Coalition Numbering . . . . . . . . . . . . . . . . . . . . . . 78

6.3.2.3 Merger Concurrency Control . . . . . . . . . . . . . . . . . 79

6.4 Simulation setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80

6.5 Simulation Scenario . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82

6.6 Simulation Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84

6.6.1 Reachability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84

6.6.2 Coalition Information Accuracy . . . . . . . . . . . . . . . . . . . . . 86

6.6.3 Control Traffic Overhead . . . . . . . . . . . . . . . . . . . . . . . . . 89

6.6.4 Reliability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92

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6.6.5 Summary of Simulation Observations . . . . . . . . . . . . . . . . . . 92

6.7 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93

7 Conclusions and Future Work 94

7.1 Conclusions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94

7.2 Publications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96

7.3 Future Extensions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97

7.3.1 Weighting Parameter for Benefit and Cost of Cooperation . . . . . . 97

7.3.2 OLSR Route Calculation Based on Coalition Information . . . . . . . 99

7.3.3 Control Overhead Reduction . . . . . . . . . . . . . . . . . . . . . . . 99

Bibliography 102

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List of Figures

2.1 A Mobile Ad hoc Network (MANET). . . . . . . . . . . . . . . . . . . . . . 8

3.1 Largest connected component in MANIAC competitions. . . . . . . . . . . . 26

3.2 Node Degree in MANIAC competitions. . . . . . . . . . . . . . . . . . . . . 27

3.3 Symmetric Links in MANIAC Competitions. . . . . . . . . . . . . . . . . . . 28

3.4 Node Degree - MANIAC vs. Simulation. . . . . . . . . . . . . . . . . . . . . 33

3.5 Link Stability - MANIAC vs. Simulation. . . . . . . . . . . . . . . . . . . . . 34

3.6 Histogram shapes for link up-time for increasing mobility speeds. . . . . . . 35

3.7 Two-state Markov model. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

3.8 Modified Markov model - MANIAC07 vs. Simulations. . . . . . . . . . . . . 40

3.9 Modified Markov model - MANIAC09 vs. Simulations. . . . . . . . . . . . . 41

3.10 Modified Markov model - STARA vs. Simulations. . . . . . . . . . . . . . . 44

4.1 Benefit coalition X gains by merging with coalition Y. . . . . . . . . . . . . . 50

5.1 Average reachability deterioration and improvement. . . . . . . . . . . . . . 57

5.2 Average reachability compared to average deterioration over all speeds. . . . 58

5.3 Average number of reachability convergence cycles. . . . . . . . . . . . . . . 61

5.4 Distribution of reachability convergence cycles - low node density (500 node/km2). 62

5.5 Distribution of reachability convergence cycles - high node density (2500node/km2). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63

5.6 Average reachability level at convergence. . . . . . . . . . . . . . . . . . . . . 64

5.7 Average reachability progression with time - low node density (250 node/km2). 65

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5.8 Average reachability progression with time - high node density (2500 node/km2). 66

5.9 Average reachability, maximum coalition size, and coverage - 4 m/s. . . . . . 68

6.1 OLSR HELLO message. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74

6.2 OLSR TC message. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74

6.3 Modified OLSR HELLO message. . . . . . . . . . . . . . . . . . . . . . . . . 76

6.4 Modified OLSR TC message. . . . . . . . . . . . . . . . . . . . . . . . . . . 76

6.5 New introduced message COOP. . . . . . . . . . . . . . . . . . . . . . . . . . 77

6.6 Simulated node structure. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81

6.7 Average reachability vs. node density for different network sizes, speeds, andtraffic loads. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85

6.8 Average accuracy of collected coalition information vs. node density at 2 m/sspeed and 0.2 packet/second traffic load. . . . . . . . . . . . . . . . . . . . . 87

6.9 Average completeness of collected coalition information vs. node density at 2m/s speed and 0.2 packet/second traffic load. . . . . . . . . . . . . . . . . . 87

6.10 Maximum coalition size vs. node density at 2 m/s speed and 0.2 packet/secondtraffic load. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88

6.11 Maximum coalition coverage vs. node density at 2 m/s speed and 0.2 packet/secondtraffic load. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88

6.12 Average traffic overhead vs. node density at 2 m/s speed and 0.2 packet/secondtraffic load. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90

6.13 Average packet delivery ratio vs. node density for different network sizes at 2m/s speed and 0.2 packet/second traffic load. . . . . . . . . . . . . . . . . . 91

7.1 Size of the cooperation model’s share of TC messages. . . . . . . . . . . . . . 100

7.2 Size of the TC messages share in overhead incurred by OLSR and Cooperationmodel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101

7.3 Optimized structure of the modified TC message. . . . . . . . . . . . . . . . 101

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List of Tables

3.1 Clustering Coefficient in MANIAC competitions - asymmetric links not included. 29

3.2 Clustering Coefficient in MANIAC competitions - asymmetric links included. 30

3.3 MANET Simulation parameters . . . . . . . . . . . . . . . . . . . . . . . . . 31

3.4 Estimated transition probabilities for the Markov model in the MANIAC sim-ulations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38

3.5 Parameters of the MANIAC simulations. . . . . . . . . . . . . . . . . . . . . 39

3.6 Mean Square Error values for simulated MANETs with and without Markovmodel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39

3.7 Summary of STARA simulation parameters. . . . . . . . . . . . . . . . . . . 43

5.1 Average dispersion of node’s reachability and average dispersion of every par-ticular node’s reachability. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67

6.1 Simulation setup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82

6.2 Simulation parameters and scenarios . . . . . . . . . . . . . . . . . . . . . . 83

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Chapter 1

Introduction

There is no doubt that mobile technology is changing the way we live and work. The

world is adopting mobile devices and mobile applications quickly, and the rate of adoption

is accelerating. There is a growing expectation that mobile services be available everywhere:

at home, at work, and on the go. This immense demand motivates further research effort to

study and improve quality of mobile service.

1.1 Background and Motivation

Mobile services can be provided in infrastructure-supported environments like WiFi and

cellular networks as well as infrastructureless environments like ad hoc networks. In both

cases, the behavior of mobile devices will greatly influence the quality of the provided ser-

vices. Several factors contribute to the observed characteristics of mobile environments. For

example, mobile nodes may act selfishly, by refraining from relaying a neighbor’s traffic, to

preserve their limited energy resources. This selfishness can have a devastating impact on

network performance, and potentially bring the whole network down [1] [2] [3]. On the other

hand, malicious nodes may deliberately disrupt the operation of the network by flooding,

1

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2

spoofing, or denying network services [4] [5]. Both selfish and malicious behavior can be a

serious threat for mobile networks, especially in infrastructureless environments where all

nodes share the responsibility of administering the network. Therefore, cooperation between

peers is necessary to keep such networks operational.

A primary goal of cooperation between mobile devices is to get traffic delivered to desti-

nations within time or quality constraints required by applications. In addition, cooperation

can help utilize resources (e.g. energy, bandwidth, and time) more efficiently so that service

can be extended to more users. In the research literature, cooperation in wireless mobile

environments has been studied from several different perspectives. From a physical layer per-

spective, mobile nodes may cooperate to enhance global or individual bit error rate (BER)

or data rate [6]. From a network layer perspective, cooperation may help improve packet

delivery ratio or packet delay [7] [8]. In this work, we focus on promoting cooperation in

mobile ad hoc networks (MANETs) from a network layer perspective, and we target selfish

(rather than malicious) behavior.

1.2 Scope of Work

A wireless ad hoc network is a network that forms between peers for a common purpose when

no infrastructure is available. Hence, data is exchanged by the sole effort of communicating

nodes, serving as routers to relay data for each other. The nature of infrastructureless

communication in ad hoc networks obligates participating nodes to work together in order

to accomplish network goals.

Although the promise of MANETs has been apparent for years, questions remain about

the viability of a commercially-deployed MANET comprising heterogeneous nodes. Several

factors may affect the characteristics of real MANETs. These include node mobility, obstruc-

tions in the deployment area, and policies followed by peers in dealing with others’ traffic. As

a result of these factors, there is uncertainty as to whether a large-scale distributed ad-hoc

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network comprising different platforms from different vendors and controlled by different

parties is even viable.

Much of the research on MANETs has used simulations and testbeds, while actual

deployment of large-scale MANETs has been limited primarily to military applications.

Moreover, most of these simulations are based on simplifying assumptions that do not reflect

actual MANET environments [9]. These assumptions include symmetric communication

links, free space propagation, and random mobility models [10].

We begin this work with a preliminary study of MANETs characteristics in real ex-

periments and compare the behavior with that predicted by simulations. We use network

traces obtained from two real experiments: The Mobile Ad-hoc Network Interoperability and

Cooperation (MANIAC) Challenge [11], an indoor experiment, and an experiment done at

Dartmouth University to compare four mobile ad hoc routing protocols [12]. In our prelimi-

nary study, we seek to answer the following questions: Do real MANETs characteristics differ

from those assumed in simulation? To what extent? What is the impact on the resulting

research? How can we improve that?

Motivated by our study of MANET characteristics, which found that both mobility and

channel fluctuations can have a significant influence on topology, we dedicate the rest of this

work to study how to establish and maintain cooperation in MANET scenarios where the

network topology is changing rapidly. Studying cooperation in ad hoc networks using game

theory provides a deep and comprehensive understanding [8] to the problem, but mobility

has not been thoroughly addressed in the literature. We use coalitional game theory to

model cooperation in MANETs. In coalitional game theory, players form alliances to act

cooperatively. As a formed coalition grows in size, it covers a larger area of the scene. This

helps to better accommodate topology changes as more coalition members will be available

around to help disconnected members to stay connected to the coalition. To be effective,

the formed coalitions should be stable and maintainable [13]. Along these line, we seek to

answer the following questions: Can coalitions in MANETs remain stable given the frequent

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topology changes observed in real scenarios? How much overhead will be required to maintain

the coalitional structure?

1.3 Contributions

The contributions of this work fall into two main parts, yet are connected. In the first part,

we provide a study of the topology characteristics of MANETs based on a real experiment

described in [11]. The contributions of this part include:

• We present a characterization of the network topology of an experimental MANET in

terms of reachability, average node degree, link symmetry, and clustering coefficient.

We use node degree, link stability, link symmetry, and clustering coefficient to compare

between real and simulated MANETs.

• We evaluate some differences between real and simulated MANETs through simulations

that mimic the environment of the experimental MANETs. We use node degree, link

stability, and link symmetry to compare between the real and simulated MANETs.

• We suggest a two-state Markov model of link state, and show that it can better simulate

MANETs than the widely-used disk model with mobility.

From this study we conclude that both mobility and channel fluctuations can have a

significant influence on topology, which makes it important to study cooperation in scenarios

where the network topology is changing rapidly. The research in this part of the dissertation

has been published in collaboration with the MANIAC challenge organizing team in [14] and

[15].

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In the second part of this dissertation, we propose a solution to mitigate the effect

of topology changes in MANETs. We do that by incentivizing group cooperation among

MANET nodes so that frequent disconnections caused by topology changes are mitigated

by the availability of surrounding peers that agreed to cooperate a priori based on expected

shared benefits. Our contributions in the second part can be summarized as follows:

• We propose a coalition game model for cooperation in MANETs that uses the notion

of reachability as a base for payoff evaluation. We show analytically that the model

satisfies the pairwise stability condition.

• We evaluate the proposed model in a centralized approach simulation. We show that

stable coalitions can be maintained even in the face of frequent topology changes. The

simulations also show that the model is capable of restoring reachability deteriora-

tion caused by topology changes with different node moving speeds, and with a fair

distribution of payoff.

• We integrate the cooperation model with an existing MANET routing protocol, OLSR,

to prove that it can be implemented in a distributed manner. We modify and augment

the OLSR messaging mechanism to support coalition formation and maintenance in

the cooperation model. We simulate the integrated system with random traffic and

show that the cooperation model improves traffic deliverability as compared to selfish

behavior, even though it incurs additional control traffic overhead.

Our study shows that the overhead incurred from incentivizing cooperation in MANETs

distributively can be tolerated in some scenarios for a higher reliability in delivering ex-

changed traffic. This centralized evaluation of the proposed model has been published in

[16]. The distributed integration with OLSR is under preparation for submission as a journal

article.

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1.4 Future Extensions

The presented work in this dissertation can be extended from two dimensions, the cooper-

ation model and the implementation. The cooperation model can be extended to accom-

modate different ways of evaluating cooperation benefit and cost within the confines of the

reachability definition. The model implementation can be extended to enhance quality of

routes and reduce traffic overhead. These extensions can be summarized as follows:

• Introduce a parameter to the cooperation model to weight the cost of cooperating with

one additional node with respect to the benefit of connecting to one additional node.

This parameter will give an additional degree of freedom to the model to better reflect

cooperation in different environments.

• Allow OLSR to use the available coalition information to build more reliable routes.

For example, OLSR can be modified to give priority in choosing MPRs to coalition

mates such that resulting routes involve more cooperative nodes.

• Further reduce control traffic overhead incurred by the cooperation model. This can be

achieved by using a reduced form of nodes’ information, for instance node’s addresses,

since this information has already been exchanged via OLSR. This can significantly

reduce overhead because nodes are main constituent of the exchanged coalitions infor-

mation.

1.5 Outline

This dissertation is organized in seven chapters. In the next chapter, we provide a literature

review. Chapter 3 provide details of our study of MANET topology characterization. This

chapter includes an overview of topology characterization of a real MANET, a comparison

to simulated MANETs, and a suggested Markovian link-state model for simulation. Chapter

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4 introduces the coalition formation game model of cooperation. An evaluation of the model

based on a centralized simulation is provided in Chapter 5, and a distributed implementation

with OLSR is described in Chapter 6. We conclude this study and suggest future work in

Chapter 7.

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Chapter 2

Literature Review

A wireless ad hoc network is a self-organized network that is formed by peer nodes for a

common purpose when no infrastructure is available to support such a network. Hence, data

is exchanged by the sole effort of communicating nodes, serving as routers to relay data for

each other. The nature of infrastructure-less communication in ad hoc networks requires

Figure 2.1: A Mobile Ad hoc Network (MANET).

8

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participating nodes to cooperate to keep the network operational. However, some nodes

may refrain from forwarding data packets for other nodes to preserve their limited energy

resources. Such selfish behavior can have a devastating impact on network performance,

and potentially bring the whole network down. In addition to selfishness, other factors can

degrade quality of cooperation. These factors include mobility and environmental obstruc-

tions.

In this chapter, we review the research work on encouraging cooperation in mobile ad hoc

networks (MANETs). We focus on research that aimed to overcome selfishness by providing

incentives for participants to cooperate. We review the different cooperation approaches

that have been proposed in the literature, and focus on game theory as the domain of our

contribution in this dissertation.

2.1 MANETs Cooperation Schemes

Most of the work in the literature on encouraging or enforcing cooperation in MANETs can

be divided into two major categories: credit-based (also known as price-based) [17] [18] [19]

[20] [21] [22] [23], and reputation-based [2] [3] [24] [25] [26] [27] [28] [29] [30] [31] [32] [1] [33].

The exchanged credit in credit-based systems and the distribution of reputation information

and the reliance (in some cases) on promiscuous listening in reputation-based systems raise

some doubts regarding scalability of these approaches [34].

2.1.1 Credit-Based Cooperation Schemes

In credit-based systems , nodes use virtual currency to pay for relay services, so nodes must

obtain sufficient credit by providing service to other nodes. The virtual currency can take

several forms ranging from points to actual money. For example, the authors in [20], [21]

use a security module at each node called the Nuglet counter. This module decreases the

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node’s Nuglet reserve when it sends out its own packets and increases it when it forwards a

packet for others. However, a node must manipulate its activity to maintain positive reserve

of Nuglets. The proposed credit system in [18] follows a similar logic except that a node can

gain more credits using real money, at a variable rate to the virtual money, based on the

current performance of the system.

A challenging issue is how to initially allocate credits to nodes. The authors in [17]

assume that a user receives an initial endowment of one unit when it enters the system. The

user’s credit balance is then adjusted by transferring credits equal to the congestion costs to

each of the downstream resources. Another concern is how to prevent credit manipulation.

The proposed system in [18] uses a central service that clears all the transactions and charges

a fine for fake or denial service requests.

Although credit-based systems provide a good stimulus for cooperation, they can be

sometimes unfair. Nodes that do receive few forwarding requests because of their location,

for instance on the boundary of the network, may starve for credit to satisfy their need to send

their own traffic. In addition, credit-based systems fail to enforce continuous cooperation

of wealthy nodes that accrue a lot of credits, then refrain from forwarding any more traffic

because they have enough credit for future. This applies also to nodes that do not need to

send packets for some time, even if not wealthy. These nodes can choose to refrain from

providing forwarding service for others, too.

2.1.2 Reputation Based Cooperation Schemes

In reputation-based systems, a node decides whether to respond to a forwarding request

based on how cooperative the requestor was to others. This decision is made by maintaining

reputation information about other nodes in the network by tracking their behavior towards

others. Reputation information is usually shared using periodically exchanged messages.

A node will be cooperative with nodes that have a good reputation, while nodes with a

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bad reputation will be punished. Reputation information can be collected on two levels of

trustworthiness: first-hand and second-hand.

In second-hand reputation systems [3] [2] [26] [31], nodes use direct and indirect obser-

vations to build their reputation information bases. Indirect observations are those conveyed

to a node via its neighbors, not collected by its own effort. Promiscuous listening to neigh-

bors’ behavior is sometimes used to collect indirect reputation information like in [3] and

[2]. However, reliance on information conveyed by others poses the threat of cheating. The

authors in [26] use a one-way hash chain [35] to ensure message integrity, and use a proce-

dure suggested in [36] for broadcast authentication. In [3], direct and indirect reputation

observations are not treated the same. Indirect observations can take only positive values,

hence malicious broadcasting of negative feedback is prevented. A validation mechanism is

employed, though, to ensure the accuracy of the indirect observations by comparing to ex-

pected values. Although second-hand systems incur the overhead of exchanging reputation

information, they can detect and report misbehavior faster than first-hand systems.

In first-hand systems [24] [27], a node relies only on its own observations to evaluate

the cooperation of other nodes. The objective of limiting reputation information exchange

is to avoid trust management overhead. In [27], an acknowledgement-based mechanism is

proposed to maintain reputation information in MANET source routing protocols like DSR

[37]. In this scheme, missing acknowledgements indicates misbehaving nodes, which triggers

the routing protocol to avoid the accused link in future routes calculations. The findings in

[27] and [24] show that, in many scenarios, they do as well as second-hand schemes.

2.1.3 Other Schemes

Recently, other research in the literature has tried to avoid the disadvantages of both credit-

based and reputation-based schemes. In [38], the authors use game theory to analyze co-

operation incentives provided by the types of cooperation schemes, and propose a hybrid

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system that provides strong incentives to encourage cooperation while ensuring quick and

effective detection of selfish nodes.

In other work, researchers focused on horizontal improvements by enhancing a feature

that is shared by most of the schemes in the literature. In [39], the proposed scheme tries to

avoid the need to maintain memory of past interactions. That is to avoid tracking available

credit and reputation information in credit-based and reputation-based systems, respectively.

The proposed model aims to tag cooperative nodes in the network. Since cooperative nodes

will gain higher payoffs than selfish ones, other nodes will tend to join the cooperative

group, assuming that nodes are rational. Subsequently, cooperative nodes will take over the

population.

In addition to the above schemes, game theory has been a useful tool to study cooperation

in MANETs. In the next sections, we provide an introduction to basic concepts in game

theory and their application to encouraging cooperation in wireless networks. We, then, shed

more light on coalition game theory, and review the research work in the area of cooperation

modeling in MANETs.

2.2 Game Theory Cooperation Models

Game theory is a branch of applied mathematics that studies mutual interactions of multiple

players who look for best strategies to maximize their gain in response to others’ strategies

[40] [41]. Studying cooperation in MANETs using game theory provides a more comprehen-

sive understanding of the process. In a game, a node decides whether to cooperate or not

based on its evaluation of the prospective benefits and costs of cooperation and the expected

strategies of other nodes in the network. A node’s preferences are expressed in the form of a

utility function that can include all the factors that contribute to its satisfaction. The utility

function reflects the node’s objectives as it selects an action in response to the actions of

other players.

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Several research works in the literature use game theory as a tool to model, analyze,

and evaluate existing cooperation models in MANETs [8] [38] [42] [43] [44] [45]. In game

theory-based schemes, the researchers model the cooperation process as a game where the

participants follow some strategy to exchange benefits with others. The ultimate goal of

these games is to reach an equilibrium point where every one is satisfied and no one desires

to change its cooperation strategy. However, these models need to accommodate the frequent

changes in network topology [16].

In the literature, game theory is used to model cooperation with two approaches: coop-

erative and non-cooperative games. In non-cooperative games [46] [47] [48] [49] [50], nodes

act unilaterally, while nodes in cooperative games may form coalitions and make decisions

based on collaborative strategies [51] [52] [53] [54]. All the nodes in a cooperative game may

end up gathering into a single coalition, denoted the grand coalition, but the grand coalition

is not always the best outcome for the game’s participants.

2.2.1 Non-cooperative Models

In non-cooperative games, nodes react individually to others’ actions based on the assessment

of their own benefit. A well-known strategy for non-cooperative cooperation is TIT-FOR-

TAT (TFT), which has been a winning strategy for the iterated prisoner’s dilemma [55].

TFT is a simple reciprocal strategy that basically relies on establishing an equivalent re-

lation with an opponent, in which a player starts by being cooperative, then replicates his

opponent’s previous action in terms of cooperativeness. A variation of the TFT strategy is

Generous TIT-FOR-TAT (GTFT), in which a player may give a chance to his opponent if

he misbehaves rather than directly replicating his actions, hence the generosity [56]. The

authors in [47], use a variant of TFT that avoids aggressive punishment to misbehaving

nodes, compared to previous work [57] [43].

Reaching a Nash equilibrium point in a non-cooperative game could be desirable because

it guarantees some stability among rational players [40]. A non-cooperative game is said to be

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in a Nash equilibrium state if no single player can be better off by changing its own strategy

while the others remain unchanged. However, if more than one player colluded, they might

be better off by changing their strategies, but this is outside the scope of non-cooperative

games. In [46], the authors investigate equilibrium conditions for packet forwarding strategies

in wireless ad hoc networks, but they restrict their study to static configurations, i.e., no

mobility.

2.2.2 Cooperative Models

In cooperative games, players from within the game cooperate to achieve common benefits.

The most common form of cooperative games is coalitional games, in which nodes form

coalitions that share benefits and follow common strategies. These coalitions compete with

each others as opposed to individuals in non-cooperative games. Since coalition members

follow agreed-on strategies to obtain shared benefits, there is an interest in the value of

a coalition as an entity, which is the total amount of utility it can obtain as a whole, as

compared to the payoff every member obtains by affiliating with a coalition [58]. The way

the coalition value is divided among coalition members distinguishes transferable utility

games (TU) from non-transferable utility games (NTU).

In TU games, there is no restriction on the way utility can be divided among coalition

members. The clearest example of a unit of transfer for utility is money. Resource allocation

in wireless networks is modeled as transferable utility game in [53], and grand coalition

is shown to be stable in many case. On the other hand, the payoff an individual player

obtains in an NTU game depends on some factors, among them coalition structure and

formation sequence. In [54], the authors model cooperative spectrum sensing in cognitive

radio networks as a non-transferable coalitional game, and use a simple merge and split

algorithm to optimize coalition formation.

We provide a more detailed discussion of features and solution concepts of coalitional

game problems in the next section.

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2.3 Coalition Game Theory

The most common form of coalition games is the characteristic form that was first intro-

duced by Von Neuman and Morgenstern in 1944 [59]. A coalition game is said to be in the

characteristic form, Γ = (N, v), if the utility value of any coalition C ⊆ N , is independent

of the coalitions/stucture formed among the players outside C, i.e., players in N \ C [58],

but depends only on the members of C. The characteristic function v associates with every

coalition C ⊆ N a real number quantifying the value of C.

After bringing individual players together to join a coalition, an important question will

be how to maintain that cooperation and prevent coalitions from dissolving. Maintaining

cooperation ties among rational players requires essentially satisfying two conditions:

• Stability: No individual or group of players will be better off by leaving the coailtion.

• Fairness: Every player obtains a fair payoff share according to the employed payoff

distribution criteria.

Studying stability and fairness properties of the coalitions is critical in coalitional game

theory. There are several solution concepts in literature that help studying these properties

[60] [61]. These concepts apply to games in which the grand coalition forms, and to sub-

games in cases where grand coalition is not achievable or desirable. Among these solution

concepts, the most common ones are the core and Shapley value, described below.

2.3.1 The Core

The concept of the core is probably the most important concept for studying coalitional

games. As the name indicates, the core gives stability to a game if it exists. In essence,

the core of a coalitional game is the set of payoff allocations that guarantees that no groups

of players (including individual nodes, i.e., singletons) will be better off by separating from

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their coalitions [58]. As mentioned before, this definition applies to the grand coalition or to

smaller coalitions by studying them as separate sub-games.

For a TU coalitional game in characteristic form, Γ = (N , v), the core of Γ is the set of

payoff vectors x:

C(Γ) =

{x ∈ RN :

∑i∈N

xi = v(N ) and∑i∈S

xi ≥ v(S),∀S ⊆ N

}(2.1)

According to the above definition, if such payoff allocation can be found, then the grand

coalition should to be stable and optimal solution for the game. However, if the core is empty,

that does not mean that the grand coalition can not be stable. In addition, even if the core

is proven not empty, it might not be easy to find it. Moreover, it might be challenging to

select a fair allocation if the core is huge. Therefore, despite its simplicity and popularity,

the core is not an appropriate solution concept for all coalitional games.

2.3.2 Shapley Value

The Shapley value is a solution concept introduced by Lloyd Shapely in 1953 [62] to deal

with TU games. This technique associates with every coalitional game Γ = (N , v) a unique

payoff vector, known as Shapley value φ(v) that is calculated based on a set of predefined ax-

ioms. These axioms represent desirable characteristics in the payoff distribution to guarantee

fairness. These axioms are [58]:

1. Efficiency:∑

i∈N φi(v) = v(N ).

2. Symmetry: If player i and player j are such that v(S ∪ {i}) = v(S ∪ {j}) for every

coalition S not containing player i or player j, then φi(v) = φj(v).

3. Dummy: If player i is such that v(S) = v(S ∪{i}) for every coalition S not containing

i, then φi(v) = 0.

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4. Additivity: If u and v are characteristic functions, then φ(u+ v) = φ(v + u) = φ(u) +

φ(v).

The efficiency axiom basically means group rationality. The symmetry and dummy

axioms are meant to ensure fairness, where two players should obtain the same payoff if they

both have the same marginal contribution, while a player who contributes nothing should

get nothing. The additivity axiom asserts the the uniqueness of the Shapley value over the

space of all coalitional games.

The unique payoff vector that satisfies these axioms for a coalitional game (N , v), φi(v),

is:

φi(v) =∑

S⊆N\{i}

|S|! (N − |S| − 1)!

N ![v(S ∪ {i} − v(S)] (2.2)

Although the Shapley value identifies a unique and fair payoff allocation in coalitional

games, it may be computationally expensive to compute it, especially in games with large

numbers of players.

2.4 Coalition Game Models in MANETs

There are several papers in the literature that use coalitional game theory to study cooper-

ation in wireless ad hoc networks, but mobility is given insufficient attention. The authors

in [63] seek to maximize the network lifetime by encouraging nodes to cooperate to optimize

transmission power to deliver packets over shared routes. They use the concept of Shapely

value to fairly allocate the cooperation payoff among coalition members such that forwarding

load is balanced over coalition members. Although the results of this work were promising,

the simulations had only stationary nodes. Hence, the results did not show the performance

in a MANET with mobile nodes.

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In [64], the authors study the incentives to form coalitions in MANETs based on coop-

erative game theory. They use the user’s desire to be connected to as many other users as

possible as the incentive to form coalitions and exchange forwarding services with coalition

peers. They measure the benefit of joining a coalition in terms of the number of newly

accessible users and the cost of joining as the cost for activating a link with the coalition.

Accordingly, the formed coalitions are trees of activated links, which are shown to be highly

stable. Although mobility is an inherent feature in MANETs, the authors explicitly consider

only purposeful deactivation of links, and do not allow links to fail arbitrarily via mobility

or changing channel conditions.

While relying on a credit-based approach to stimulate cooperation in MANETs, the

authors in [65] use the notion of core in coalitional game theory to find a stable payment

scheme for nodes that contribute to relaying packets on a cost efficient route. They define

a stable time slot as the duration of time in which the network topology does not change.

They assume that the duration of a stable time slot is enough for a node to discover the

complete graph of the network. Although this assumption could be valid in small networks

with short routes, the rate at which network topology changes due to the above mentioned

factors in actual MANETs can make this assumption infeasible in many real cases [14].

In this dissertation, we introduce a cooperation model in MANETs based on coalition

game theory that has a main goal of stimulating cooperation in the network while surviving

the observed high level of topology dynamism. We use the concept of reachability to measure

how cooperative the network is, and track the changes in the coalition structure with respect

to the topology change.

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Chapter 3

MANET Characterization 1

Several environmental and behavioral factors influence the characteristics observed in real

MANETs. Since deploying and running a real MANET is logistically difficult, researchers

often resort to simulations. However, simulating complex environments accurately is an-

other challenge. Therefore, simplified assumptions and models are usually applied to make

simulation easier.

In this chapter, we present a study of MANET characteristics that sheds light on the

qualitative differences between real-life and simulated MANETs. We use metrics including

node degree, link stability, and link symmetry to compare real and simulated MANETs.

We use data from two sources: The MANIAC Challenge [11] and an experiment run at

Dartmouth University to compare four mobile ad hoc routing protocols [12]. We use our

study results to suggest the use of a two-state Markov model of link status to better model

MANET characteristics.

1The work in this chapter is based on a manuscript in preparation for publication. The manuscript isco-authored by Amr E. Hilal, Michael S. Thompson, Allen B. MacKenzie, and Luiz A. DaSilva.

19

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3.1 Introduction

While there has been an interest in the research community in studying MANET charac-

teristics for many years, many of these studies have relied on using simulations to model

MANETs. Actual MANET experimental results are more complex than assumed in sim-

ulations because of factors including mobility, obstructions, and cooperation policies. For

instance, the impact of selfishness on MANET performance has been studied in [1], [2], [3].

Simulations usually rely on simplifying assumptions because realistic simulations are inher-

ently complex [9]. These assumptions include symmetric communication links, free space

propagation, and random mobility models [10]. Simulation-based MANET studies do not

closely resemble actual MANET environments, making them unreliable predictors of the

performance of real MANETs.

Motivated by the need for studying MANETs in more realistic scenarios, we created

a real MANET to compare the observed characteristics and behaviors to those predicted

by simulation. The Mobile Ad-hoc Network Interoperability and Cooperation (MANIAC)

Challenge [11] was an NSF-funded competition, in which we relinquished control of the

network, allowing participating teams from multiple academic institutions to employ custom

strategies to cooperate with others in the network. The first MANIAC Challenge was held in

conjunction with the IEEE Global Communication Conference (Globecom) in Washington,

DC in November 2007; the second was held in Galveston, Texas in March 2009 at the IEEE

International Conference on Pervasive Computing and Communications (Percom).

Unlike traditional simulations and testbeds where node position and direction as well as

forwarding and routing decisions are under the control of a common operator, participants in

the MANIAC experiments were free to move about and to choose their level of cooperation.

This gave us the opportunity to collect network traces that, we believe, can provide deeper

insights about the characteristics of real MANETs. Besides the MANIAC Challenge, we

sought to collect more data from actual MANET deployments to support our study. We

used data from an outdoor experiment run at Dartmouth University, in 2004, to compare

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four mobile ad hoc routing protocols [12]. We searched online data repositories, such as

CRAWDAD (http://crawdad.cs.dartmouth.edu/), for additional data on experimental

MANET topology data, but were able to find very little, reinforcing our claim that there is

insufficient experimental work in this area.

The main goal of the work presented in this chapter is to compare the characteristics of

a simulated MANET built with common simplifying assumptions with the characteristics of

a real MANET, and to suggest realistic alternative simulation assumptions. To do this, we

used data collected from the MANIAC competitions to characterize the underlying network

topology. We studied reachability, node degree, link stability, link symmetry, and clustering

coefficient. The network topology was not affected by the cooperation strategies employed

by the participating teams, as these teams were permitted to manipulate (i.e., drop or

redirect) data packets but not control packets. Then, we built a MANET simulation using

common simplifying assumptions and models, and compared the characteristics of the real

and simulated MANETs.

Our results show that node degree in the simulated MANET was close to what we

observed in the real network. However, significant differences were observed in link stability

and link symmetry statistics, which are directly influenced by the choice of connectivity and

mobility models used in the simulation. We suggest the use of a two-state Markov chain to

model link dynamics in MANETs in a modified way. Our simulations showed an improved

matching in the resulting histograms of node degree and link stability. However, due to the

lack of available experimental data, more work needs to be done to statistically confirm our

results.

3.2 Simulation vs. Experimentation

Although most of the published research on MANETs relies on simulation, there is also a

considerable body of work that describes experimental results on MANET performance. A

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survey of MANET implementations is provided in [66] and more recently reported results

include [11],[67]. Of particular relevance to this chapter are investigations that focus on

the realism of simulated MANET environments as compared to observations of MANET

testbeds.

The MANET research community is, arguably, overly reliant on simulation, and the

credibility of these simulations has been questioned in [9] and [68]. Particular points that

are criticized include: insufficiently rigorous experimental design, the lack of statistical sig-

nificance analysis, and poor repeatability. There can also be significant disagreement among

results obtained under equivalent system parameters on different network simulators, as

shown in [69].

Ultimately, however, the determination of the degree of realism of simulated MANET

environments should rely on a comparison of the results obtained from simulation to those

observed in real networks. This is the approach followed in [11],[67],[70],[71], and in this

work. The authors of [70] and [71] report a number of discrepancies between simulated and

observed MANET performance. For example, the simulation of MANET routing protocols

tends to overestimate the robustness of links, which are often asymmetric and less stable

than expected. This is also one of the conclusions from our data set, as reported in [11].

Unrealistic traffic patterns, mobility models, and propagation models (for instance, due to

the use of the simplified disk connectivity model) are other common causes of discrepancies

between simulation and reality.

Our contribution in this chapter is to quantify the differences in network characteris-

tics, primarily focusing on topology-related metrics, between a deployed MANET and one

simulated under assumptions typically made in the literature. Much prior published work

on experimental MANETs relies on tightly controlled testbeds. In contrast, our experimen-

tal data is collected from a network of heterogeneous nodes (different manufacturers and

models of laptops, different network interface cards and variations of IEEE 802.11) whose

operation, including mobility and packet forwarding policies, was not controlled by us. We

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believe this network to more closely reflect the performance that would be seen in a commer-

cially deployed MANET. From our results, we suggest guidelines to achieve more realistic

simulations.

3.3 The MANIAC Challenge - A Real MANET

The main goal of the MANIAC Challenge was to study the effect of the tension that may arise

in a real MANET between nodes that strive to maximize their own benefit. In particular,

a node may act selfishly by trying to limit the number of packets it forwards for others

to preserve its battery life; at the same time, nodes are expected to cooperate to keep the

network operational and get their packets delivered. Hence, nodes must apply strategies

that compromise between their own benefit and the benefit of other nodes in the network.

To enable this level of realism, an Application Programming Interface (API) was pro-

vided to the participants in the MANIAC Challenge to give them the ability to manipulate

traffic by accepting, dropping, or redirecting packets that they were requested to forward.

However, nodes were not permitted to manipulate control packets generated by the under-

lying routing protocol and therefore topology information was not affected by participants’

strategies. The MANIAC Challege was set up as a competition, and nodes were incentivized

to cooperate and form a connected network, while also seeking to minimize the amount

of traffic they forwarded for others. In the competition, teams accrued points whenever a

packet destined to one of their nodes was correctly received and lost points whenever they

forwarded a data packet that did not belong to them.

Several teams from academic institutions from Europe, Africa, and the United States

participated in the competitions. Each team included two laptop nodes, each carried by a

participant who could move freely around the competition area. Nodes used network inter-

face cards (NICs) from different vendors and using different, but compatible, technologies

(IEEE 802.11b and 802.11g) operating in ad-hoc mode. Six teams participated in the first

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competition, while eight teams participated in the second. Each competition included three

runs of 20 minutes each and took place in an indoor environment.

Some nodes in the network were controlled by the MANIAC Challenge organizers and

served primarily as sources. The task of the source nodes was to generate realtime and non-

realtime traffic randomly and equally to all the participant nodes (destination nodes). The

realtime traffic had associated playback deadlines that packets must meet to be considered

on “time”. Source nodes were placed at the edges of the experiment area to ensure the exis-

tence of multi-hop routes to destinations. The Naval Research Laboratory implementation

of OLSR (NRL-OLSR) [72] was used as the underlying routing protocol in the MANIAC

network.

Three types of log files were created during each competition run in each node: routing

logs, API logs, and traffic logs. The routing logs contained snapshots of the node’s routing

table, collected once per second. These routing logs were later used to generate topology files

that provide snapshots of the whole network topology at each time instant. The API logs

stored every packet that passed through the API and what decision the user made regarding

this packet (accept, drop or redirect). The traffic logs stored information regarding the

realtime and non-realtime streams that were sent to every node. This information included

stream id, packet reception time at the destination node, and which stream packets were

received on time or late. The traffic logs were used in the MANIAC Challenge to decide the

winners of the competition based on the number of packets a team received of its own and

the number of packets a team forwarded to others.

More information about the MANIAC Challenge can be obtained from the official web

site at www.maniacchallenge.org.

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3.4 Topology Characterization of an Experimental

MANET

In this section, we characterize the network topology of the experimental MANET in terms

of reachability, average node degree, link symmetry, and clustering coefficient. In the MA-

NIAC Challenge, the source nodes served exclusively as traffic sources. As these nodes were

statically deployed at the edges of the network and did not have a role in forwarding packets,

we have excluded them from the topology metrics reported below.

3.4.1 Reachability

We define the reachability of a single node at a particular time instant as the percentage

of nodes in the network, with which that node has a two-way communication route. A

two-way communication route between two nodes means that both nodes can reach each

other, possibly through multiple hops. We use the percentage of nodes in the network that

belong to the largest connected component (i.e., the largest connected sub-graph) as the

network-wide metric of reachability. Figure 3.1 shows histograms of this percentage for the

two MANIAC competitions. The network was nearly completely connected most of the time

with more than 95% of the nodes were connected 60% to 80% of the time. We use notion of

reachability later in chapter 4 as a metric to measure cooperation in MANETs.

3.4.2 Node Degree

Node degree can be defined as the number of one-hop neighbors that a node can discover.

In proactive routing protocols, one-hop neighbors are usually discovered using exchanged

periodic messages (OLSR Hello messages in our case). Figure 3.2 shows histograms of node

degree for the MANIAC’07 and MANIAC’09 competitions. The figures show similar shapes,

but the MANIAC’09 histogram is slightly shifted to the right because of the existence of

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(a) MANIAC’07.

(b) MANIAC’09.

Figure 3.1: Largest connected component in MANIAC competitions.

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Figure 3.2: Node Degree in MANIAC competitions.

more teams in the second competition, which led to a larger average node degree. The

average node degree in MANIAC’07 was 8.7, and 12.3 in MANIAC’09.

3.4.3 Link Symmetry

A link is said to be symmetric if both nodes on the link can detect each other. Figure 3.3

shows a comparison of the percentage of symmetric links between the three runs on every

MANIAC competition. While over 60% of the links were symmetric, the figures show a

considerable presence of asymmetric links in the network.

3.4.4 Clustering Coefficient

We refer to clustering coefficient, as defined in [73], as the degree with which neighbors of

a node are connected to one another. Formally, if any node, k, has n neighbors then the

maximum number of edges among those n nodes is n(n− 1)/2. The clustering coefficient is

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(a) MANIAC’07.

(b) MANIAC’09.

Figure 3.3: Symmetric Links in MANIAC Competitions.

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Table 3.1: Clustering Coefficient in MANIAC competitions - asymmetric links not included.

Run 1 Run 2 Run 3

MANIAC’07 0.8677 0.8645 0.8141

MANIAC’09 0.8541 0.8836 0.8765

the fraction of the possible number of edges that actually exist. If there are l such actual

edges, the clustering coefficient for node k is expressed as Ck = ln(n−1)/2 . A clustering

coefficient near 1 indicates that the node has a densely connected neighborhood.

Table 3.1 shows the average clustering coefficient in each competition in MANIAC’07

and MANIAC’09. The clustering coefficients are averaged over all nodes and all time instants

of every competition run after excluding the source nodes. The table shows a high degree

and close level of clustering in both competitions.

The definition of clustering coefficient in [73] treats the network as an undirected graph.

Therefore, we had to disregard the links that were asymmetric to satisfy the definition.

However, since a non-negligible percentage of the links were asymmetric, as pointed out

before, we wanted to see the impact of including them in our calculation of the clustering

coefficient. To do that, we differentiated between the two directions of a link, and doubled

the number of possible edges. That is, if there are l′ such directional edges in an n-node

cluster, the clustering coefficient for node k will be expressed as Ck = l′

n(n−1) . If the clustering

coefficient remains the same, this means that all the links were originally symmetric. While

if the clustering coefficient increased, this means that some asymmetric links were newly

included. Table 3.2 shows the clustering coefficient after including the asymmetric links.

The table shows an increase in the clustering coefficient of nearly 3.5%. We believe that

link asymmetry has a considerable impact on characterizing MANETs that it should be

considered in future studies.

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Table 3.2: Clustering Coefficient in MANIAC competitions - asymmetric links included.

Run 1 Run 2 Run 3

MANIAC’07 0.8934 0.8940 0.8424

MANIAC’09 0.9004 0.9183 0.9153

3.5 Simulation Environment

In order to evaluate the differences between real world and simulated MANETs, we con-

ducted a MANET simulation to mimic the environment of the MANIAC Challenge. We

used the OMNET++ open source simulator. We selected simulation models representing

the most common simplifying assumptions adopted in the literature, and simulation param-

eters resembling the conditions in the MANIAC Challenge.

Among the most common MANET simulation models adopted in the literature are the

random waypoint mobility model (RWP) [10] [74] [75] [76], and the unit-disk connectivity

model [10] [77] [78]. We used the RWP model with zero pause time, and with speeds starting

from 2 m/s (an average pedestrian speed). We used the conventional unit-disk connectivity

model to determine the neighbors of each node with communication range values falling

between 37 and 54 meters. This means that a node will be able to communicate with only

neighbors that are located, at the time of communication, within a distance not greater than

that particular node’s communication range.

Other simulation parameters include the deployment area and number of nodes. En-

closed areas such as the interior of hotels, office buildings, and shopping centers are usually

irregularly shaped and contain obstructions. Simulations, on the other hand, typically as-

sume rectangular areas free of obstacles. Although the two MANIAC competitions were

held in different places (the first competition was run in the concourse level at the Hilton

Washington Hotel, and the second was run in the Galveston Island Convention Center), they

both had approximate dimensions of 61 m × 122 m which we used in our simulation setup.

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Table 3.3: MANET Simulation parameters

Simulation Parameter Value

Area 61 m × 122 m

Number of Nodes 16 and 20

Mobility Model Random Waypoint

Pause Time 0 seconds

Mobility Speed 2 – 14 m/s

Connectivity model unit-disk

Communication Range 37 – 54 m

Since the number of participating teams increased in the second competition, we ran

two sets of simulations; one using 16 nodes, and the other using 20 nodes. In both cases,

four of the nodes served as source nodes. Table 3.3 summarizes the simulation parameters.

During the MANIAC competitions, the source nodes were mostly stationary at positions

located on the boundaries of the deployment area, but some of them were moved from time

to time to obtain better reception from other nodes or to gain more hops inside the network.

Therefore, we made the source nodes move slowly in the simulation (0.1 - 0.2 m/s) as

compared to the other nodes.

3.6 Experimental vs. Simulation Results

In this section, we highlight major differences between the MANET characteristics observed

in the MANIAC experiment and our simulated MANETs.

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3.6.1 Node Degree

With the unit-disk propagation model, we tried different values for nodes communication

range falling between 37 to 54 meters. We compared the node degree distribution observed

in simulation and in the experimental MANIAC network qualitatively for the different com-

munication range values. We obtained close, yet not identical, histogram shapes for both

MANIAC competitions as shown in Figure 3.4. In MANIAC’07, we found the closest his-

togram shape at communication range of 46 m, while 48 m communication range provided

the best match for MANIAC’09. We tried different node speeds in the above simulations,

but there was no significant impact observed on the node degree plots, which is expected.

The communication ranges, at which simulation distributions of node degree matched

that of the MANIAC competitions, fall within the effective ranges that can be observed in

indoor wireless applications using 802.11b and 802.11g technologies, whereas the maximum

theoretical range is 92m (300 ft) [79].

3.6.2 Link Stability

As nodes move faster, we can expect less stable links. In other words, as nodes increase their

speed, links are susceptible more frequently to be torn down and brought up, hence higher

frequencies of link up/down time can be found. We define link up/down-time as a time

period during which a direct link between two nodes exists (up) or does not exist (down).

We studied link stability in terms of the distribution of link up-time for different simulation

runs with different speeds starting from the normal pedestrian speed (2 m/s), which best

approximates actual node speed in the MANIAC competitions, up to 14 m/s (an impossible

speed for pedestrians). We used the communication ranges that lead to the best matching

of node degree distribution (46m for MANIAC’07 and 48m for MANIAC’09) to compare the

simulation link up-time histograms to those of the MANIAC experiment.

At the normal pedestrian speed (2 m/s), a significant difference in the histogram shapes

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(a) 46 m communication range.

(b) 48 m communication range.

Figure 3.4: Node Degree - MANIAC vs. Simulation.

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(a) MANIAC’07 vs. Simulation.

(b) MANIAC’09 vs. Simulation.

Figure 3.5: Link Stability - MANIAC vs. Simulation.

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was observed between the real experiment and simulations as shown in Figure 3.5. To

investigate how inaccurate is the mobility model in comparison to the real experiment, we

looked at higher speeds. At speed 9 m/s, the histograms became closer, yet can not be

matched. Since a typical pedestrian speed ranges from 1 to 2 m/s [80], having link stability

only matched at simulation speeds greater than 8 m/s is a major discrepancy.

Looking at all the histograms for speeds ranging from 2 to 10 m/s together, we can

observe that as the speed increases, the mean link up-time decreases as shown in Figure

3.6. This coincides with the intuition that the network tends to have more unstable links as

nodes move faster. However, comparing simulation to the MANIAC experiment, for every

particular speed, links in the real experiment tend to be more unstable than in simulations.

Therefore, we believe that attributing link dynamics in real MANETs to mobility alone is a

mistake.

Figure 3.6: Histogram shapes for link up-time for increasing mobility speeds.

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3.6.3 Link Symmetry

We have seen that links in the MANIAC experiment exhibited a high degree of asymmetry.

Comparing this to simulations, a significant difference can be observed. As the simulation

follows the unit-disk propagation model to discover neighboring nodes, it follows — by defi-

nition — that 100% of the links will be symmetric, which is not the actual case. Asymmetric

links can impact not only the link status but also the behavior of the whole route [11].

3.7 Markov Model for Link Status

In Section 3.6 we showed that mobility alone should not be used to characterize link behavior

in MANETs. However, the question remains as to how to incorporate other factors into a

simple simulation link model. The two-state Markov model has been used in the literature

to model different aspects of MANETs. In [81], a two-state discrete-time Markov model

has been used to model packet drop rate of the communication channels in MANETs. A

two-state Markov model has been used in [82] to model the link life time in an effort to study

the effect of node mobility on the wireless links and protocol performance in MANETs. In

[83], a two-state Markov model is used to propose a mobility model that better models the

nature of human movements in MANETs. In [14], we showed that modeling link status as a

two-state Markov chain can provide a reasonable, though imperfect, model for wireless link

status in MANETs. The novelty of this work is that we verify the realism of the proposed

model through comparison to a real experiment, the MANIAC Challenge.

In our two-state Markov model of link status, the period of time a link stays up or down

should follows a geometric distribution with parameters p and q, respectively, as shown in

Figure 3.7. In this section, we improve our work in [11].

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Figure 3.7: Two-state Markov model.

3.7.1 Improved Link Model

Two main factors can cause link transitions in a mobile wireless network: mobility that re-

sults in a node moving outside radio communication range, and environmental obstructions

that cause effects like fading and shadowing that attenuate the radio signals. The effect of

mobility is limited only to the transition time at which a node crosses the communication

range of another (in or out). Likewise, the impact of the signal distortion caused by envi-

ronmental factors is only significant during the time period in which two nodes lie physically

in the communication range of each other. In other words, a link from node A to node B

should suffer from frequent intermission only if B is in the communication range of A. If

B is out of A’s range, then we consider the link down until they get back in range. We

differentiate between a link from A to B and a link from B to A because the communication

range of A is not necessarily the same as that of B.

To improve the model of link status described in Section 2.5, which was based only

on the disk connectivity model and the random waypoint mobility model, we modified our

MANET simulation to include the two-state Markov model to model the link dynamics

between pairs of nodes when they are are within range of one another. That is, we modify

the disk connectivity model such that once node B is in the range of node A, the link from

A to B will evolve according to the two-state Markov model in Figure 3.7. We chose to use

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a single Markov model for both directions because this is closer to reality (in which the two

link directions are highly correlated) than using separate models.

Table 3.4: Estimated transition probabilities for the Markov model in the MANIAC simula-tions.

p q

MANIAC’07 Simulation 0.0440 0.0180

MANIAC’09 Simulation 0.0510 0.0210

We tried different values for the transition probabilities p and q to achieve best results.

We used node degree and link stability to judge the matching level we reach. Table 3.4 shows

the values finally selected to give the closest match in both node degree and link stability

results.

Beside the Markov model transition probabilities, Table 3.5 shows the simulation pa-

rameters we used in the MANIAC simulation. During the MANIAC competitions, we gave

some guidelines for movement, however there was no hard rules imposed. In fact, one goal

was to let the participants move with minimal restrictions, as in reality. Therefore, we are

uncertain about some simulation parameters that best mimic the MANIAC experiments.

For instance, we do not have exact value of the speed at which the participants were moving,

so we tried a range of speeds that fit pedestrians (0.5 m/s to 2 m/s) and picked the one

that gave us the best results. Also, with the use of NICs from different vendors, we applied

communication ranges that fall within the accepted indoor ranges.

Figures 3.8 and 3.9 show the distribution of node degree and link up-time (the down-

time histograms exhibited similar results) obtained from the modified simulations compared

to MANIAC07 and MANIAC09. The figures show a better matching between the real and

simulated MANET under the Markov model. To provide a quantitative assessment, we

used the Mean Square Error metric (MSE) to assess the similarity between the simulated

MANET, with and without the Markov chain model, and MANIAC data as shown in Table

3.6. Using the Markov model transition probabilities shown in Table 3.4, the MSE values

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Table 3.5: Parameters of the MANIAC simulations.

Simulation Parameter MANIAC’07 Simulation MANIAC’09 Simulation

Area 61 m × 122 m 45 m × 90 m

Communication range 58 m 67 m

Speed 2 m/s 2 m/s

Number of runs 10 10

Duration of a run 20 minutes 20 minutes

for the link stability histograms were significantly reduced. The improvement in node degree

was not as significant as in link stability because they were already close as shown in Section

3.6.

Table 3.6: Mean Square Error values for simulated MANETs with and without Markovmodel.

MANIAC’07 MANIAC’09

Without With Without With

Markov Markov Markov Markov

Node Degree 8.01 2.12 3.11 3.25

Link Stability 59.05 3.31 63.81 2.20

It is worth pointing out here that the communication ranges used in these simulations

are larger than what were used in the simulations in Section 3.6 because of the addition of

the two-state Markov model. The goal of the results shown in Section 3.6 is to show the

differences between the characteristics of real MANETs and simulations when run using com-

mon models and simplifying assumptions. However, in both cases, the used communication

ranges are within typical indoor ranges.

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(a) Node degree.

(b) Link stability.

Figure 3.8: Modified Markov model - MANIAC07 vs. Simulations.

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(a) Node degree.

(b) Link stability.

Figure 3.9: Modified Markov model - MANIAC09 vs. Simulations.

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3.7.2 More Real MANET Experiments

To support our results, we looked in the literature for more real MANET experiments to

include in our study. Although we could find several publications that discuss real MANET

experiments, most of them did not provide access to their collected traces [84] [85] [86]. Even

for the few available experiments, it is difficult or impossible to extract topology information

because few experiments were run to study topology-related metrics.

Despite the lack of available data, we found one experiment that, although studying

routing behavior, provided sufficient log data to allow us to extract topology information.

The experiment was run by a team at Dartmouth University to compare the performance

of four different MANET routing algorithms. The results of this experiment is published in

[12], and the collected traces are available online [87]. Since the MANIAC Challenge was

held indoors, this experiment is of interest because it was held outdoors.

The experiment, conducted in 2004, compared four different MANET routing algo-

rithms: two reactive protocols, APRL [88] and AODV [89], and two proactive protocols,

ODMRP [90] and STARA [91]. The outdoor routing experiment took place on a rectangu-

lar athletic field measuring approximately 225 by 365 meters. The experiment was run on

top of thirty-three 802.11-enabled laptops moving randomly through an athletic field. The

comparison was intended to provide insight into the behavior of ad hoc routing algorithms

at larger real-world scales than had been considered previously. More information about the

experiment description and content of the collected logs can be found in [12] and [87].

We chose a proactive algorithm from the compared algorithms because proactive routing

algorithms usually exchange periodical messages to update their routing information. These

messages can provide regular topology updates by looking into their header data, if available.

From the two examined proactive protocols, we could extract topology data from only the

STARA routing logs. We used the extracted data to build topology files similar to those

created for the MANIAC experiment, and used these files to obtain node degree and link

stability plots corresponding to the STARA outdoor experiment.

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Table 3.7: Summary of STARA simulation parameters.

Simulation Paramter Value

Markov Model Parameters p = 0.09, q = 0.035

Area 225 m × 365 m

Communication range 105 m

Speed 2 m/s

Number of runs 10

Duration of a run 20 minutes

Using the experiment log description available online at [87], we did our best to ex-

tract topology information that we can use to generate similar statistics to those generated

for MANIAC. We ran MANET simulations to mimic the STARA experiment applying the

modified two-state Markov model. Table 3.7 summarizes the simulation parameters used in

the STARA simulation. Figure 3.10 shows the distribution of node degree and link up-time

obtained from the simulations compared to STARA experiment. The figures show similar

trends, though not perfect, between the simulation and STARA experiment.

3.8 Summary

In this chapter, we have examined major qualitative differences between topology character-

istics of real world and simulated MANET. Our study focused on the influence of the simpli-

fying assumptions and models that are widely adopted in MANET simulations like unit-disk

propagation and random mobility on the observed characteristics of simulated networks. We

compared topology characteristics of MANETs observed in the MANIAC Challenge to those

of a simulated MANET designed to mimic the environment in which the MANIAC Chal-

lenge was run. These characteristics include node degree, link stability and link symmetry.

Our preliminary results showed similarity between the node degree distribution of the real

and simulated MANET. However, a significant difference was observed in comparing link

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(a) Node degree.

(b) Link stability.

Figure 3.10: Modified Markov model - STARA vs. Simulations.

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stability and link symmetry. Links looked much more unstable and asymmetric in real life

than is anticipated in simulated MANETs.

To provide a better model of topology changes in MANETs, we suggested an improved

model for link status that uses a two-state Markov chain to model link transitions while

communicating nodes are in-range. We showed a better match to reality in terms of node

degree and link stability. Although our qualitative results could not be statistically confirmed

due to the lack of enough data from real MANET experiments, we believe that using the two-

state Markov chain to model link dynamics in MANETs can be more realistic than commonly

applied models, yet remain simple. We encourage more work to be done to provide a clearer

mapping between reality and simulation.

We conclude that current MANET simulations rely on several unrealistic simplifying

assumptions and models that need to be modified or changed in order to have accurate tools

to study MANETs. In the next chapter, we propose a cooperation model based on coalition

game theory that can accommodate frequent topology changes as observed in real MANETs.

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Chapter 4

A Coalition Game Model for

Cooperation in MANETs

In Chapter 3, we showed that actual MANET deployments may suffer from a significant rate

of topology changes due to several factors including environmental obstructions and mobility.

Coalition game theory has been used to model cooperation in ad hoc networks, yet the effect

of topology changes has not been studied thoroughly. In this chapter, we propose a coalition

game model for MANETs that uses reachability as an incentive for nodes to cooperate via

forming coalitions. We use the notion of reachability as a metric to assess the payoff a node

gains from cooperation, and show that formed coalitions sustain pairwise stability.

4.1 Effect of Mobility

When nodes in a MANET behave selfishly, routes start to become unreliable. Selfish nodes

contribute to route unreliability by introducing points of failure when they refrain from

relaying packets for other nodes. This behavior may limit reachability to the rest of the

network. (We refer to the definition of reachability provided in section 3.1.) Although much

46

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research has proposed providing incentives for nodes to cooperate, selfishness is not the only

factor that can limit reachability in MANETs. For instance, a route can become unreliable

when one of its links fails.

Link failure can be caused by either environmental or behavioral factors or by a combina-

tion of the two. Environmental factors include fading, shadowing, or environmental obstacles

that may cause a link to fail while the communicating nodes are still within the communica-

tion range of each other. Mobility, which is an inherent characteristic in MANETs, greatly

affects link status. As nodes move around in the network area, they move in and out of the

communication range of other nodes causing links to go up and down. This, in turn, changes

the network topology and routes, and thus affects reachability. The effect of mobility on link

status increases as nodes move with higher speeds. In prior work, we studied link stability in

a real MANET experiment in terms of the period of time links remained up or down before

transitioning to the other state [14]. This study showed that links in actual MANETs suffer

from high instability.

Despite the research on alleviating the effect of selfishness in ad hoc networks, most of

this work focused on cooperation in static environments where nodes are not mobile and the

topology remains static. In this work, we show that cooperation between selfish nodes in

a MANET can be accomplished through coalitions that are robust in the face of topology

changes. We propose a cooperation model that uses reachability to incentivize cooperation

and tries to restore average node reachability after topology changes caused by mobility.

4.2 Introduction and Definitions

We model cooperation in MANETs as a coalitional game in characteristic form Γ = (N , v),

where N is the set of nodes that seek to cooperate in the network, and v is the characteristic

function that associates with every coalition C ⊆ N a real number quantifying the value of

C.

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The model uses reachability as a measure of the benefits of cooperation and uses coalition

size as an estimate of the cooperation cost. Two nodes are defined to be reachable by one

another if a two-way communication path can be established between them. We express

both benefit and cost as a number of nodes and use the difference as the payoff a node gains

through cooperation with others.

We assume that being a member of a coalition obligates one to provide forwarding

service for any packet destined to or sourced by any other coalition member. The payoff

that a node i receives by being in coalition X is the number of nodes that i can reach through

cooperation with other coalition members minus the number of nodes it provides relaying

service for. Node j is said to be reachable by i if a two-way communication path can be

established between i and j that uses only members of coalition X as intermediate hops.

We define the border nodes of coalition X, denoted BX , as the nodes that lie outside the

coalition but can be reached in one hop by at least one coalition member. Accordingly, the

payoff node i receives by being a member in coalition X, ui(X), is the size of the coalition

plus the border nodes (Benefiti(X )) minus the size of the coalition (Costi(X )).

ui(X) = Benefiti(X)− Costi(X)

= [|X|+ |BX |]− |X|

= |BX |. (4.1)

Hence, the value of a coalition X, v(X), can be formulated as

v(X) =∑i∈X

ui(X) = |X| · |BX |. (4.2)

As discussed in the literature review, classifying a game as transferable or non-transferable

utility (TU or NTU, respectively) game depends on the way payoffs are distributed among

coalition members. In TU games, payoffs can be freely allocated and transferred between

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players. This happens when the utility is equally valued by all game participants and there

is some mechanism of exchange, such as money, that can be used to move value between

them. However, in some games, due to game-specific rules or regulations, not all allocation

patterns are permitted or feasible. Games where the allocation of coalition payoffs between

the nodes are constrained are known as NTU games. In NTU games, distribution patterns

or sequences may also change the payoff a coalition member obtains.

In spite of its simplicity, classifying the game in the proposed model is rather tricky.

From one side, although utility, measured in reachability, is equally valued by all nodes, it

is somewhat difficult to “reallocate” reachability between nodes. On the other hand, the

structure and sequence of coalition formation do not influence the payoff a coalition member

obtains. We think that our simple model lies on the border between transferable and non-

transferable utility games, however, we have primarily analyzed it as an NTU game.

In the next sections, we provide a description of the mechanism for coalition formation

followed by a coalition stability study.

4.3 Coalition Formation

Initially we assume that each individual node forms a singleton coalition. Two coalitions

can merge if a one-to-one bargain is successfully completed between them. The one-to-one

bargain can happen between any two representative nodes, one from each coalition, provided

that these two nodes are direct neighbors. A bargain is initiated when node i from coalition

X sends a cooperation offer to node j from coalition Y . Both nodes i and j evaluate the

cooperation offer based on the prospective benefit for their whole respective coalitions. For

simplicity, we assume that the benefit obtained from the merger of coalitions is equally

distributed over the coalition members, so they all get equal payoff. However, we plan to

remove this assumption in a future extension of this work.

A node evaluates the payoff it expects upon committing to a cooperation contract using

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Figure 4.1: Benefit coalition X gains by merging with coalition Y.

its utility function ui. This utility function is expressed in terms of expected benefit and

the incurred cost of that cooperation process. Node i cooperates with other members of

coalition X by relaying packets sourced from or destined to any member of the coalition.

We define the benefit coalition X receives by merging with coalition Y as the additional

number of nodes that will be reachable by the members of X upon fulfilling the cooperation

deal. According to our definition of reachability, nodes that are on the border of coalition

X are already reachable by any member of X. Figure 4.1 illustrates the benefit members of

coalition X gain by merging with coalition Y , denoted BenefitX (Y ).

According to our description to the coalition formation process, we can formulate the

benefit members of coalition X gain by merging with coalition Y as

BenefitX(Y ) = Benefiti(X ∪ Y )−Benefiti(X), i ∈ X

= |Y | − |Y ∩BX |+ |BY \ (X ∪BX)|.(4.3)

Similarly, we define the cost members of coalition X pay to merge with coalition Y as

the number of additional nodes for whom members of coalition X will commit to relay traffic.

This is simply the size of coalition Y .

CostX(Y ) = Costi(X ∪ Y )− Costi(X), i ∈ X

= |Y |(4.4)

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As a representative of coalition X, node i uses the utility function UX(Y ) to evaluate

the cooperation offer with coalition Y . Since all coalition members get equal payoff, UX(Y )

can be formulated as:

UX(Y ) = ui(X ∪ Y )− ui(X)

= |BX∪Y | − |BX |

= [Benefiti(X ∪ Y )− Costi(X ∪ Y )]− [Benefiti(X)− Costi(X)]

= [Benefiti(X ∪ Y )−Benefiti(X)]− [Costi(X ∪ Y )− Costi(X)]

= BenefitX(Y )− CostX(Y )

= [|Y | − |Y ∩BX |+ |BY \ (X ∪BX)|]− |Y |

= |BY \ (X ∪BX)| − |Y ∩BX | (4.5)

Similarly, the utility function UY (X) defines how node j evaluates a cooperation offer

with coalition X:

UY (X) = |BX \ (Y ∪BY )| − |X ∩BY | (4.6)

A one-to-one bargain is successful if both bargainers find the offer beneficial to their

coalitions. In other words, if both coalition representatives expect a reachability gain for

their respected coalitions if they fulfill the deal. Therefore, both utility functions UX(Y ) and

UY (X) should be greater than or equal to zero in order for nodes i and j to agree to fulfill

the cooperation deal. Hence, the conditions for coalitions X and Y to merge is to have:

|BY \ (X ∪BX)| ≥ |Y ∩BX | (4.7)

|BX \ (Y ∪BY )| ≥ |X ∩BY | (4.8)

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4.4 Stability of Coalitions

Two important concepts of coalition stability that have been studied in the literature are

pairwise stability and coalition stability [64], where the latter provides a stronger stability

guarantee.

• Pairwise stability : There is no node that would be better off by leaving its current

coalition.

• Coalitional stability : There is no subset of nodes belonging to a coalition that would

be better off by separating and forming a new coalition.

Although it is preferable to satisfy both stability conditions, coalitional stability is more

difficult to satisfy. Under a continuously changing topology, it may take a long time for a

subset of nodes to agree to separate from their coalition, which makes it impractical. In [14]

we showed that real mobile ad hoc networks suffer from a high level of link state change,

which reflects frequent topology changes. Therefore, we limit our discussion to the pairwise

stability concept.

Proposition 1. When two coalitions X and Y merge, the resulting coalition XY will have

a set of border nodes BXY larger than or equal in size of any of BX and BY .

Proof. The conditions for coalitions X and Y to merge is to have the utility functions UX(Y )

and UY (X) greater than or equal to zero. Since UX(Y ) represents the difference between

B(X∪Y ) and BX , and UY (X) represents the difference between B(X∪Y ) and BY , then the

coalition XY will have a set of border nodes BXY larger than or equal in size of any of BX

and BY .

Proposition 2. When the dynamics of coalition formation over a fixed topology reach a

steady state, the coalition structure will be pairwise stable.

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Proof. According to (4.1), the payoff node i receives when it joins coalition X is |BX |. If

node i separates from coalition X, the payoff it receives will be the number of nodes it

communicates directly with, which is its direct neighbors or border nodes |B{i}|. We need

to show that the payoff node i receives by being a member of coalition X is always greater

than or equal to what it gains by separating, i.e. |BX | ≥ |B{i}|. We prove this by induction.

When node i joined coalition C1 (C1 ⊆ X) for the first time, according to Proposition

1:

|BC1| ≥ |B{i}|.

As C1 grows by merging with other coalitions/nodes, we will have:

|BCj+1| ≥ |BCj

|,

where Cj was formed before Cj+1.

Hence, as the dynamics of the coalition formation reaches a steady state, the border size

of the final coalition X that resulted from a series of merges will be greater than or equal to

that of node i, i.e. |BX | ≥ |B{i}|.

4.5 Summary

In this chapter, we have proposed a cooperation model in MANETs based on coalitional

game theory. The model aims to encourage nodes to cooperate by forming coalitions so that

cooperation survives topology changes. We used the notion of reachability to incentivize

coalition formation and showed that the formed coalitions sustain pairwise stability. In the

next chapter, we study the performance of the model under network dynamics.

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Chapter 5

Model Evaluation: A Centralized

Approach

In this chapter, we evaluate the performance of the proposed coalition structure in Chapter

4 under network dynamics. We show that the model responds to topology changes by

restructuring the formed coalitions to restore stability and reachability. We study two basic

features of the model: sustained reachability improvement and coalitions stability. The

study is conducted using a centralized simulation, and run under different speeds and node

densities.

5.1 Simulation setup

We conduct our simulations in two stages:

• Stage 1: We use OMNET++ [92] to run simple MANET simulations that consist of

only moving nodes without any information exchange. The nodes move according to

the random way point mobility model with 0 pause time. We use these simulations to

generate random topology scenarios with varying parameters like node speed, commu-

54

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nication ranges, and node densities. These topology scenarios are stored in topology

files that consist of a snapshot of the network topology at each instant of the simulation

time. We plan to test the proposed model against the MANIAC topology traces.

• Stage 2: We simulate the cooperation process in a custom C++ simulation using the

topology files obtained in stage 1.

There are two reasons we did our simulations in two stages. First, having topology files

eases the process of testing and verifying the implemented cooperation model by enabling

repeated execution of the same scenario. Second, having topology files allows us to rerun

the same simulation scenario and extract additional metrics without the need to recalculate

everything.

5.2 Simulation Scenario

Since the first simulation stage is simple, we focus here on details of the cooperation simu-

lation. The stage 2 simulation goes in cycles of topology and coalition updates. We chose

to make these cycles every 10 seconds to provide a clear view of the network’s response to

topology changes under the proposed cooperation model. We observe these measures over

a wide range of node densities. We used node densities ranging from 250 node/km2 to 2500

node/km2, with fixed network size of 100 nodes. We conduct simulations with speeds ranging

from 1 m/s to 4 m/s with 1 m/s steps, where nodes move at a fixed speed in each simulation.

We ran our simulations with different communication ranges, but results are only shown for

54 m range in this work; this represents a typical indoor environment.

The simulation starts with each individual node acting as a one-node coalition (i.e. a

singleton coalition). Every cycle in our simulation goes through four steps:

1. Update nodes’ neighbors based on the most recent topology change.

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2. Update coalitions membership based on topology updates. When a coalition becomes

disconnected, the coalition splits. Each of the connected components of the coalition

becomes a new, independent coalition, to which the next steps apply.

3. Update coalition memberships based on benefit re-evaluation. After a coalition splits

due to mobility, individual nodes may decide to leave the new, smaller coalition. We

previously showed that a coalition formed through a process of mergers will be weakly

stable. However, stability is not guaranteed after a coalition splits because of a topology

change.

4. Coalitions reform. After the divisions and separations of steps 2 and 3, coalitions start

to merge again to obtain maximum benefit of cooperation. This process happens in

random turns between the nodes. A coalition is allowed one merger turn at every

cycle, carried out by any of its member nodes as a representative. In a turn, a node

sends a cooperation offer to the best candidate neighboring coalition according to its

utility function. A recipient coalition may accept or reject a cooperation offer according

to its evaluation. However, a coalition is not allowed to wait for better offers before

responding, because this can cause deadlocks. At a particular cycle, a node is granted

one turn whether its offer was accepted or rejected, while a coalition is granted at most

one accepted offer, if available.

5.3 Simulation Results

As mentioned in the introduction of this chapter, these simulations study two basic features of

the proposed cooperation model: sustained reachability improvement and coalitions stability,

both against any deterioration caused by topology changes. To study the first, we measure

three metrics, reachability restoration, reachability convergence, and fairness. We show the

progression of coalition features with time to verify coalition stability.

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Figure 5.1: Average reachability deterioration and improvement.

5.3.1 Reachability Restoration

We measure the restoration of reachability following a topology change by comparing average

reachability deterioration caused by mobility after simulation step 3 to average reachability

improvement attained after coalitions reform in simulation step 4. To isolate the effect of the

proposed model, we exclude nodes that are physically disconnected from the network when

we compute reachability of each node. The reachability of node i is then defined as the ratio

between the number of nodes with which node i can establish a two-way communication path,

given the coalition to which i belongs and the forwarding rules, and the number of nodes

to which there exists a path in the communication graph. Hence, we measure reachability

deterioration after simulation step 3 as the difference between average reachability after step 3

at time t and average reachability after step 4 at time t−1. Similarly, we measure reachability

improvement after simulation step 4 as the difference between average reachability after step

4 at time t and average reachability after step 3 at time t.

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Figure 5.2: Average reachability compared to average deterioration over all speeds.

Figure 5.1 shows this comparison over different node densities and speeds. The figure

shows that mobility causes reachability to deteriorate more as speed increases, and that the

network was able to restore average reachability, especially in more dense networks. The 95%

confidence interval of the computed average reachability improvement and deterioration has

a maximum value of ±0.45% for all points on the curve. The figure also exhibits a low tail,

which means that the effect of mobility becomes lower in highly dense MANETs. This is

because in dense networks, nodes exhibit high node degree such that lost connections caused

by mobility are small compared to the still connected ones. In the same context, Figure 5.2

shows that average reachability (averaged over all examined speeds) follows an increasing

trend as the network becomes more dense, where reachability deterioration becomes very

small.

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5.3.2 Reachability Convergence

As described before, our simulation goes in regular cycles of topology and coalition updates

chosen to be every 10 seconds in our current setup. During the simulation cycles, coalition

membership updates, in addition to connectivity updates, result possibly in dissolving the

current coalitions into smaller ones. The resulting coalitions, then, exchange cooperation

offers to merge in bigger coalitions. Since coalitions mergers happen randomly with no

predetermined sequence, there may be a possibility for more mergers to happen, in the

same particular cycle, after all coalitions exhaust their chances for cooperation. Exploring

these extra cooperation opportunities may increase the attained reachability, but may add

computational and communication complexity to the model. In this section, we explore

this compromise by studying the possible reachability gain after reachability converges. The

state of reachability convergence is reached when there is no more chances for merge or split

to happen for any coalition in order to increase its reachability gain.

To study reachability convergence, we allow the coalition merge and split process con-

tinue until there is no change in each cycle. We consider three scenarios:

• Cumulative reachability convergence: The coalition update process starts in the

next cycle from the coalitional structure, at which convergence ends in the current

cycle.

• Non-cumulative reachability convergence: The coalition update process starts in

the next cycle from singleton coalitions as if the simulation just started.

• Cumulative reachability with no convergence: The default coalition update

model followed in the simulations. The coalitional structure accumulates from the

current cycle to the next, but with no convergence explored at any cycle.

We look at the second scenario to study reachability improvement and convergence at

each cycle independently and compare this to the cumulative approaches.

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We study first the average number of cycles required for reachability convergence. This

is the average number of coalition update cycles (as defined above) the network takes, under

a fixed topology, to reach a state of reachability convergence. Figures 5.3(a) and 5.3(b)

show that reachability converges in fewer cycles, on the average, in the cumulative approach

than in the non-cumulative approach. However, the difference between the two approaches

decreases in more dense networks.

A comparison between the distribution of the number of cycles required for reachability

convergence with cumulative and non-cumulative convergence approaches is provided in

Figures 5.4 and 5.5 for low and high node densities, respectively. We disregard the cycle

at which convergence is confirmed, this is when no coalition structure change is detected.

The observation that, in the cumulative approach, a considerable proportion of convergence

happens in the first cycle (0 convergence cycles) emphasizes the superiority of the cumulative

approach.

Figures 5.6(a) and 5.6(b) show the average reachability level at different node densi-

ties and different speeds. The figures, from one side, show that the coalitional structure

established through the cumulative approaches helps obtain an average reachability level far

superior to that attained in the non-cumulative approach. From the other side, the figures

show that the reachability level attained through the cumulative approaches are almost iden-

tical. These observation are also emphasized in Figures 5.7 and 5.8 that show an average

progression of reachability with time in our 20-minutes simulation. The figures show that

the cumulative approaches follow the same trend of increasing reachability while the non-

cumulative approach keeps an almost steady level of reachability throughout the simulation

time.

We conclude that the approach we use in our model (cumulative reachability with no

convergence) provides the best results in terms of attained reachability and computational

complexity in comparison to the two other approaches, namely the cumulative and non-

cumulative reachability convergence.

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(a) 1 m/s

(b) 4 m/s

Figure 5.3: Average number of reachability convergence cycles.

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(a) 1 m/s

(b) 4 m/s

Figure 5.4: Distribution of reachability convergence cycles - low node density (500node/km2).

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(a) 1 m/s

(b) 4 m/s

Figure 5.5: Distribution of reachability convergence cycles - high node density (2500node/km2).

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(a) 1 m/s

(b) 4 m/s

Figure 5.6: Average reachability level at convergence.

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(a) 1 m/s

(b) 4 m/s

Figure 5.7: Average reachability progression with time - low node density (250 node/km2).

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(a) 1 m/s

(b) 4 m/s

Figure 5.8: Average reachability progression with time - high node density (2500 node/km2).

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Table 5.1: Average dispersion of node’s reachability and average dispersion of every particularnode’s reachability.

Node Density 250 node/km2 1000 node/km2 2500 node/km2

Speed 1 m/s 4 m/s 1 m/s 4 m/s 1 m/s 4 m/s

Avg. dispersion ofnode reachability

8.21% 4.16% 6.48% 6.24% 5.28% 4.68%

Avg. dispersion ofevery node’s reach-ability

2.67% 2.89% 1.41% 1.57% 1.29% 1.30%

5.3.3 Fairness

Another question that logically follows in our study is how much does reachability vary

between nodes with respect to the average reachability gain over the whole network. To

answer this question, we look at two metrics: the average dispersion of node reachability

around the global average reachability, and the average dispersion of each particular node’s

reachability around its own average, as shown in Table 5.1. We use standard deviation as a

measure of dispersion.

The first metric measures how the average reachability of every node is close to the

others’. Table 5.1 shows that, on the average, nodes attained reachability levels close to each

others. For example, for 1 m/s speed, an average standard deviation of 8.21% was observed

at low node density decreasing to 5.28% at high density. The second metric examines how

a node’s reachability fluctuates throughout the experiment. The data show a slight average

change of reachability that also decreases with more dense network scenarios. These two

observations show that the participants in the network under the proposed cooperation

model acquired a close average reachability payoff throughout the experiment lifetime.

An important observation that needs more investigation pertains to the boundary nodes

problem in ad hoc networks [93]. In ad hoc networks, nodes may be tempted not to coop-

erate with those that lie on the network boundary because they are not able to offer much

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Figure 5.9: Average reachability, maximum coalition size, and coverage - 4 m/s.

help (because they have few connections to other nodes). So, boundary nodes may starve

for cooperation because of their location. The provided results above show that nodes in

MANETs may not suffer from this problem because of mobility.

5.3.4 Coalitional Structure

In this section, we look at how coalitions evolve under the proposed cooperation model. We

studied how the average size and coverage of the largest coalition change with different node

densities. We define coalition coverage as the maximum attainable reachability of a member

of that coalition, which is the total number of nodes that belong to the coalition or its

boundary. Our study shows a natural evolution of the coalitions as node density increases.

Figure 5.9 shows the above mentioned metrics for speed 4 m/s. The figure shows that the

size of the maximum coalition initially increases as node density increases until coverage

reaches near 100%. At this point, the maximum coalition size starts to decrease while the

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coverage saturates at the 100% level. This is due to the fact that in a more intense network,

nodes will be connected to more neighbors enabling a smaller coalition of connected nodes

to be enough to cover the whole network.

5.4 Summary

In this chapter, we evaluated two basic features of the cooperation model proposed in chap-

ter 4 using a centralized approach simulation. Our simulations show that the reachability

deterioration caused by the topology changes can be restored through a process of coalition

maintenance. We also show that the cumulative coalition formation approach we use gives

the best results in terms of attained reachability level and saved computational complexity.

Our results also show that our proposed model achieves an acceptably fair payoff distribution

among participating nodes. We also provided some insights into the evolution of the formed

coalitions in terms of size and coverage of the maximum coalition.

In the next chapter, we evaluate the applicability of the proposed cooperation model in

practice by implementing it in integration with an existing MANET routing routing protocol

OLSR.

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Chapter 6

A Distributed Approach: OLSR

Integration

In Chapter 5, we provided a study of the basic features of the cooperation model proposed

in Chapter 4, sustained reachability improvement and coalition stability in the existence of

topology changes. We used a centralized simulation approach to study those basic features.

In this chapter, we study the applicability of the proposed model as a software module that

works in a distributed manner. We implement the model as an integral part of an existing

MANET routing protocol. We study two main aspects, control traffic overhead and packet

deliverability under selfish behavior.

6.1 Preliminary Choices

MANET routing protocols can generally be divided into three categories [94]: proactive

(table-driven) [95] [96] [97] [97] [98], reactive (on-demand) [99] [37] [100] [101], and hybrid

[102] [103] [104]. In proactive routing protocols, routes to all destinations (or parts of the

network) are determined upon startup, continuously updated using periodic route update

70

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messages, and maintained in a table at each node. In reactive protocols, routes are deter-

mined when they are required by a sender using a route discovery process. Hybrid routing

protocols combine the basic properties of the first two classes of protocols into one. That is,

they switch between the proactive and reactive modes based on the network characteristics.

In this section we justify our choice of the MANET routing protocol, with which we integrate

our model.

6.1.1 Why proactive protocol?

The cooperation model proposed in Chapter 4 is based on forming coalitions. The process of

forming coalitions requires prior knowledge about the surrounding coalitions. This informa-

tion is used by bargaining coalitions to evaluate the prospective outcome of a merger process.

However, frequent topology changes (as we would expect, based on the results in Chapter 3)

makes this information change continuously causing an ongoing process of merge and split

between the coalitions. In addition, mobility makes all coalitions possible options for future

mergers. Therefore, implementing the proposed cooperation model in a distributed manner

requires exchanging periodic messages to update coalition information at each node. Hence,

we have integrated the model with a proactive MANET routing protocol.

6.1.2 Why OLSR?

Optimized link state routing protocol (OLSR) [95] is one of the most commonly used proac-

tive MANET routing protocols in the research community. Several studies have evaluated

its performance and compared it to reactive protocols (most commonly AODV) [105] [106]

[107] [108] [109]. Due its popularity among researchers, there is a wide support for OLSR

in MANET simulation tools. This includes stability, completeness, and optimization of the

available implementations, in addition to customer support. For these reasons, besides our

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familiarity with it through the MANIAC challenge [11], we chose to integrate the proposed

cooperation model with OLSR.

6.2 Requirements Specification

6.2.1 Design Requirements

Since OLSR, being a proactive routing protocol, relies on exchanging periodical messages,

the design requirements focused on having minimal disruption to the OLSR messaging mech-

anism. These requirements are:

1. Alignment: We wanted the information exchanged by the cooperation model to be

divided into categories that align in scope and frequency with the currently exchanged

OLSR messages, namely HELLO and TC messages.

2. Overhead reduction: Along the same line, we wanted to reduce the number of new

messages and make use of information that is already included in the OLSR messages,

thus reducing overhead traffic.

6.2.2 Functional Requirements

There are three main requirements that had to be implemented to make the cooperation

model functional:

1. Coalition formation: Coalitions are formed through negotiations. These negotiations

need a messaging mechanism that supports sending and responding to cooperation

offers. Cooperation offers are created periodically based on the reachability information

available at each node about surrounding coalitions.

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2. Coalition maintenance: To guarantee the availability of updated reachability infor-

mation at each node, a messaging mechanism is required to disseminate two types of

coalition-related information:

(a) Connectivity updates: Changes in the coalition structure caused by connectivity

changes, which in turn are caused by topology changes.

(b) Membership updates: Changes in the coalition structure that follow any merge

or split processes.

3. Stability control: A mechanism that allows coalition formation to happen at a slow

enough rate for all nodes to maintain similar coalition information, after merger pro-

cesses, through periodic update messages. The mechanism should reduce the likelihood

of having several coalition merger processes happening at the same time for the same

coalition. This should reduce control overhead as well.

6.3 Implementation

6.3.1 Message Structure

To satisfy the functional requirements 1 and 2 while the maintaining design requirements, we

modified the OLSR messaging mechanism by extending the the HELLO and TC messages

to carry necessary information to deliver coalition information updates. We also added a

new message COOP that is used to manage coalition formation bargains.

6.3.1.1 Original structure of OLSR Messages

In OLSR [95], HELLO messages perform the task of link sensing, neighbor detection, and

multipoint reply (MPR) signaling. A node, therefore, includes information about the quality

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of links towards its direct neighbors in its HELLO messages. This information is used mainly

to select nodes’ MPRs.

Topology control (TC) messages perform the task of topology discovery and advertise-

ment of link states. A node’s TC message contains information about the set of neighbors

that have selected it as MPR. This set is called the MPR selector set of a node. Nodes, then,

use this information, collected from other nodes’ TCs, to build their routing table. Figures

6.1 and 6.2 show the structure of HELLO and TC messages.

There is a third type of OLSR messages called multiple interface declaration (MID)

messages. MID messages are used to declare the presence of multiple network interfaces on

a node, but this is beyond the scope of our implementation.

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6.3.1.2 Modified OLSR Messages

From the utility function in equation (4.5), the goal of extending the OLSR messages is to

periodically harvest information about existing coalition membership and border nodes. We

structure our modifications to align with OLSR’s mechanism, where HELLO messages are

used to select MPR and TC messages are used to spread this information. In the integrated

system, a node uses HELLO messages to identify border nodes of the coalition it belongs to.

TC messages are used, then, to spread the border information so that every node can build

its own coalition information base.

We modified the HELLO message by adding only a COALITION ID field to the message

header. As described above, this field is added so that every a node can identify the coalition

affiliation of its neighbors through their HELLO messages. A node uses the collected infor-

mation from neighboring nodes to identify which of them lies on the border of the coalition

it belongs to. In fact, HELLO information identifies only a portion of the border nodes,

those that are directly connected to a node.

We modified the TC message by first adding a COALITION ID field to the message

header. This field, similar to that added to the HELLO message, reflects current node’s

coalition affiliation. Second, to track border nodes, a node includes in its TC message

border node information collected from received HELLO messages. For example, a node

that lies at the heart of a coalition with no connection to any outside-of-coalition nodes may

not include any. The way border nodes are included in a TC message is by marking the

border nodes among those that are already included in the MPR selector set using their

COALITION ID, while the rest are included separately at the end of the message.

A database is maintained at each node that contains for every node its COALITION ID

and share of border nodes. This database is updates every time a HELLO or TC messages

is received. Upon every update, coalition information is regenerated including member and

border nodes. The current implementation is not optimal in terms of space optimization,

and we propose a better design in the future extensions in Chapter 7.

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Figure 6.4: Modified OLSR TC message.

Figures 6.3 and 6.4 show the modified OLSR messages.

6.3.1.3 New Message COOP

To enable the coalition formation process, we introduce a new message, COOP, to carry

merger offers and responses from one coalition to the other through their representatives as

in the model in Chapter 4. Every node periodically tries to initiate a merger process on

behalf of its coalition by sending a COOP message to one of its surrounding neighboring

coalitions that provides the best the best cooperation deal, if any. Like HELLOs, COOP

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77

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messages are sent only to direct neighbors. However since all OLSR messages are broadcast

and we want to align with the OLSR messaging mechanism, we include the destination

address in the message so that only the destination node processes it. Beside the destination

address, we include the COALITION ID and message type. There are four types of COOP

messages, one for offers and three for responses.

1. OFFER: A node sends a merger offer on behalf of its coalition.

2. ACCEPT: A node accepts a merger offer based on evaluating the offer.

3. REJECT: A nodes rejects a merger offer based on evaluating the offer.

4. IGNORE: A node is not willing to process cooperation offers because it just finished

processing a merger offer.

Figure 6.5 depicts the structure of the COOP message.

6.3.2 Stability Control

To support stability of the coalitional structure, functional requirement 3, we use following

techniques:

6.3.2.1 Choosing Best Cooperation Deal

When a nodes takes its turn to initiate a merger process, it needs to choose the best coop-

eration deal available. To guarantee a stable connection between the merging coalitions, a

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node looks for the best deal among its current MPR selector set. By definition, an eligible

member of the MRP selector set must not be a member of the same coalition and must

provide a positive utility value as in equation (4.7). However, in case of a tie, a node chooses

the node that has the longest remaining expiration time among the MPR selector set, besides

providing the highest positive utility.

6.3.2.2 Coalition Numbering

When a merger process is completed, all nodes that belong to the new formed coalition must

have the same unique COALITION ID. However, changing the COALITION ID of all the

nodes can slow down stability of the new coalition. So, the challenge is to ensure uniqueness

of the new COALITION ID while reducing the number of updates required. To do that, we

use the following rules assuming all nodes belong to the same subnetwork:

1. Singleton coalitions are numbered using the host id part of the IP address. In our

simulations we used the IP address’s fourth octet.

2. New coalitions that are formed upon the merger of two singletons are numbered using

the following equation:

COALITIONIDnew = COALTIONID1×COALITIONID2 +MAXNUMBER

, where MAXNUMBER is the largest number a singleton coalition can take. (6.1)

3. A non-singleton coalition keeps its number when it merges with a singleton. The

singleton changes to the non-singleton coalition number.

4. In case of two non-singletons, the receiver changes its number to that of the offerer.

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6.3.2.3 Merger Concurrency Control

As indicated in functional requirement 3, the pace of coalition expansion should be controlled

to maintain the stability of the coalition structure. Therefore, we need a mechanism to

reduce the likelihood of having multiple expansions happening concurrently or in close time

proximity. At the same time, we need to reduce the likelihood of temporary disconnections

resulting from mobility. These temporary disconnections can cause a node to separate from

its coalition. To achieve these goals, we introduce a set of timers, intervals, and flags that

are used the following way:

1. stopMsgTimer, idleInterval, and stopMsgFlag:

stopMsgTimer is set for a time period equal to idleInterval upon sending or accept-

ing a merger offer to leave enough time for new coalition information to disseminate

throughout the network. Besides expiration, the timer is released and flag is reset when

a node receives a REJECT or IGNORED message for a previously sent offer.

2. offerTimer, offerInterval, and missedOfferFlag:

At startup, offerTimer is set for time period equal to offerInterval to allow nodes

to periodically send cooperation offers to other coalitions so that coalitions contin-

uously grow. The missedOfferFlag is raised if the offerTimer expires while the

stopMsgFlag is raised, where a node cannot process any merger offers (sending or

accepting) until the stopMsgFlag is released. In this case, when the stopMsgTimer

expires or gets released, the node sends a merger offer to make up for its missed turn.

A node re-evaluate the benefit of being a member in a coalition upon the expiration

of the offerTimer according to equation (4.7).

3. separationTimer, separationInterval, and separationFlag:

separationTimer is set for time period equal to separationInterval to detect phys-

ical connectivity of a node from the coalition it belongs to. A node will be considered

disconnected from a coalition if it stays disconnected from all of its coalition members

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for a time period equal to separationInterval. Connections with coalition mem-

bers are checked upon receiving Hello messages. A node is said to be connected to its

coalition if at least one coalition member exists in its neighbor table. This can check

individual connections to a coalition, but does not check group disconnections.

Upon the first encounter of node disconnection, the separationTimer is set for a

time period of separationInterval and the separationFlag is raised. The timer

is canceled and flag is reset if a connection is detected before the timer expires. The

timer and flag are also reset, if already activated, if a node decides to leave its current

coalition after re-evaluating the benefit of being a member of the coalition it currently

belongs to as described above.

6.4 Simulation setup

We use OMENT [92] to simulate the integrated COOP-OLSR protocol. Network nodes

were simulated with a complete network stack up to the application layer where traffic is

generated (traffic generation is discussed in the next section). As shown in Figure 6.6, each

node consists of the following modules in the network stack:

• wlan: A network interface card module (NIC) that simulates basic functionalities of

the PHY and 802.11 MAC layers, in addition to ad hoc management. We simulated a

free space propagation model at the physical layer, so the effect of interference at the

receiving nodes was simulated.

• networkLayer: A module that simulates IP protocol with related functions such as

ARP and ICMP .

• manetRouting: A module that simulates the OLSR protocol and feeds the IP module

with the resulting MANET routing table.

• udp: Simulates a UDP protocol in the transport layer..

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Figure 6.6: Simulated node structure.

• udpApp: A module that simulates an program in the application layer that sends

random UDP traffic across the network.

In addition to the network stack, nodes were moving according to a random waypoint

mobility model (RWP module) [110] with 0 pause time. Table 6.1 shows values of the most

important setup parameters.

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Table 6.1: Simulation setup.

Scope Simulation Parameter Value

Communication ChannelPropagation Model Free Space

Carrier Frequency 2.4 GHz

RadioCommunication Range 92 m (300 ft)

Bit Rate 54 Mbps

MAC

Standard 802.11

RTS Threshold 3000 B

Retry Limit 7

MobilityModel Random Waypoint

Pause Time 0 seconds

ARP

Retry Count 3

Retry Timeout 1 second

Cache Timeout 100 seconds

OLSRHELLO Interval 2 seconds

TC Interval 5 seconds

6.5 Simulation Scenario

Similar to the centralized simulation evaluation of the model, we simulated the integrated

system under different node densities and different mobility speeds. However, we also simu-

lated different network size scenarios to give a more complete view, especially of the overhead.

To study the reliability of the integrated system in the face of selfish behavior, we ran random

traffic across the network and studied the packet delivery ratio (PDR) under selfish behavior.

To simulate a realistic traffic generation pattern, every node generated UDP packets accord-

ing to a Poisson process (implemented in the simulation using an exponential distribution

with different packet rates). The destination of each packet was randomly selected from all

other nodes.

We simulate selfish behavior by having a node randomly drop packets requested to be

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Table 6.2: Simulation parameters and scenarios

Scope Simulation Parameter Value

Selfishness Dropping Probability (DP) 0 and 0.5

COOP

offerInterval 7 seconds

idleInterval 2 seconds

separationInterval 1 second

Traffic Generation

Type UDP

Packet Size 1 KB (1024 B)

PatternExponential(µ),

µ = 0.2, 0.33, 1, 2, 10 pkt/second

Scenarios

Case 1 No COOP - 0 DP

Case 2 COOP - 0.5 DP

Case 3 No Coop - 0.5 DP

Run Duration 20 minutes

Node Densities 250, 500, 750, 1000, 1250, 1500, 1750 node/km2

Network Size 25, 50, 75, 100 nodes

Speed 1, 2, 3, 4 m/s

forwarded according to a predefined probability. According the model description in Chapter

4, being a member of a coalition, a node may behave selfishly only if neither the source nor

the destination of the packet belong to its coalition. Finally, for every combination of node

density, network size, and speed, we simulate three cases:

• Case 1: Ideal and original case where only OLSR is running without the cooperation

model, and there is no selfish behavior. This case is used as a benchmark for the PDR

of the second cases to compare to.

• Case 2: Cooperation model is employed with existing selfish behavior. This is the

actual case we are interested in, in which we study how the coalitional cooperation

mitigates the selfish behavior.

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• Case 3: Bottom line scenario where only OLSR is running with existing selfish behavior.

This is situation that case 2 seeks to improve.

Table 6.2 summarizes parameters of the simulated scenarios.

6.6 Simulation Results

We evaluate the integrated system using four metrics: reachability, accuracy of coalition

information, control traffic overhead, and reliability. We simulate the three scenarios de-

scribed in the last section under different node densities, network sizes, speeds, and UDP

traffic loads. However, for some metrics, the resulting figures are very similar under one

or more of the before-mentioned aspects. In such cases, we point to this similarity, and

show only the different figures. All curves in this section are generated at a 95% confidence

interval.

6.6.1 Reachability

The first thing we look at is the main metric of the cooperation model, reachability. We study

average reachability under the integrated system, where the cooperation model is functioning

in parallel to modules of the network stack. Some of these modules in the network stack are

already exchanging messages like (e.g., MAC, ARP, ICMP) which can affect the functionality

of the cooperation model. This is as compared to the simulation study in Chapter 5, where

only the cooperation mechanism was running, all information was completely and accurately

available at a central management module, and no actual message exchange was simulated.

So, the goal of re-studying reachability is to ensure that cooperation operates well in more

realistic scenarios.

To ensure a complete view, we study reachability over different node densities from three

angles: different network size, different mobility speeds, and different levels of traffic load.

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(c) 50 nodes and 2 m/s speed.

Figure 6.7: Average reachability vs. node density for different network sizes, speeds, andtraffic loads.

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Figures 6.7(a), 6.7(b), and 6.7(c) show the three angles respectively. Simulation scenario

Case 2 is used in all the plotted points. The figures exhibit the same trend regardless of

network size, speed, and network load. We can observe that node density is the major factor

in all the cases, where reachability follows node density and stabilizes at large densities.

However, we expect that changing the communication range contributes to shaping this

behavior as well.

6.6.2 Coalition Information Accuracy

Since we are simulating a distributed approach, the time needed to disseminate coalition

information can cause inaccurate information to persist at each node due to latency. In fact,

this kind of discrepancy has been spotted in OLSR [111] based on the MANIAC challenge [11]

experimental data. Therefore, we wanted to study accuracy and completeness of coalition

information at each node based on our implementation.

We measure accuracy of coalition information at a node at time t by comparing accumu-

lated information at that node to the actual coalition affiliation information collected from

each node at the same time. We calculate the accuracy at a node at time t as the percentage

of nodes with coalition correctly identified out of the total number of nodes that the node

has coalition information on. We also measure completeness of the accumulated coalition

information at a node at time t simply as the percentage of nodes in the network (network

size) on which the node has coalition information.

Accuracy(t) =Number of correctly collected nodes

Total number of collected nodes(6.2)

Completeness(t) =Total number of collected nodes

Network size(6.3)

Figures 6.8 and 6.9 show the average accuracy and completeness of the collected coalition

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Figure 6.8: Average accuracy of collected coalition information vs. node density at 2 m/sspeed and 0.2 packet/second traffic load.

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Figure 6.9: Average completeness of collected coalition information vs. node density at 2m/s speed and 0.2 packet/second traffic load.

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Figure 6.10: Maximum coalition size vs. node density at 2 m/s speed and 0.2 packet/secondtraffic load.

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Figure 6.11: Maximum coalition coverage vs. node density at 2 m/s speed and 0.2packet/second traffic load.

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information across the whole network over the simulation time for different network sizes.

Different speeds and traffic loads exhibit similar behavior, so we omit them. The figures show

that the average accuracy was always above 96% for all densities, speeds, traffic loads, and

network sizes. However, we can notice that the completeness of the information deteriorates

in small size networks especially in high densities. The reason for that is because in small and

dense network, reachability is close to 100% with a node’s sole communication capabilities.

In other words, every node is reachable in only one hop. This not only translates to less and

smaller formed coalitions, but also influences the OLSR behavior.

Figures 6.10 and 6.11 show that the size of the maximum coalition shrinks significantly

as the network gets smaller and denser until it reaches 1 in network size 25 and density 1750

node/km2, while maintaining full coverage. In OLSR, TC messages are sent only if the set

of MPR selectors is not empty. As the network gets smaller and denser, a node will need

few or no MPRs to extend its reachability. This directly translates to fewer TC messages

being broadcast, which is shown in Figure 6.12 in the next subsection. This, in turn, leads

to less coalition information distribution in the network.

6.6.3 Control Traffic Overhead

Control traffic overhead has always been a concern in evaluating the performance of proactive

MANET routing protocols and their extensions [94]. In OLSR, control traffic overhead is

caused by HELLO and TC messages (MID messages are beyond the scope of this study).

Although HELLO messages are transmitted more often than TCs, it is TC messages that

is responsible for most of the incurred overhead [112]. This is because TC messages are

broadcast to the whole network, while HELLOs are broadcast only to direct neighbors.

We study the traffic overhead the cooperation model incurs by comparing it to the

overhead OLSR incurs when it is running alone. We compute a ratio between the total

overhead of the cooperation model and OLSR working together and the overhead of OLSR

alone. For TC messages, overhead is increased every time the message is re-broadcasted.

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90

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Figure 6.12: Average traffic overhead vs. node density at 2 m/s speed and 0.2 packet/secondtraffic load.

OverheadRatio =COOP + TCCooperation +HELLOCooperation

TCOLSR +HELLOOLSR

(6.4)

Figure 6.12 shows the average overhead for different network sizes over a range of node

densities. Different speeds and traffic loads exhibit similar shapes, so we omit them. The

figure shows that the overhead increases dramatically when the network size increase even

with a similar node density. This may be due to the flooding nature of the TC messages,

which makes the overhead caused by re-broadcasting the TC messages increase non-linearly

as more nodes need to receive the broadcast message. However, this non-linear effect is not so

apparent here because of the flooding optimization of OLSR caused by the MPR algorithm.

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91

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Figure 6.13: Average packet delivery ratio vs. node density for different network sizes at 2m/s speed and 0.2 packet/second traffic load.

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6.6.4 Reliability

Finally, we evaluate the reliability of the integrated system by looking at the packet delivery

ratio (PDR). Random UDP traffic is generated by every node to every node according to an

exponential distribution with a packet rate ranging from 0.2 to 10 packet per second. We

study the packet delivery ratio for the 3 cases described in the simulation scenario section.

Figure 6.13 shows the packet delivery ratio for the three cases. We did not include

different speeds and traffic loads because they exhibited similar shapes expect for a decreased

PDR for higher speeds, as can be expected. The figure shows that, in all simulated network

sizes, the highest improvement in PDR of the integrated system, in the existence of selfish

behavior, happens at low network densities. This is because more routes longer than 1-

hop exist in low density networks. This gives a chance for the cooperation model to show

effectiveness in multi-hop traffic flows.

6.6.5 Summary of Simulation Observations

We can summarize the observations from the simulation results as follows:

1. Performance of OLSR solely in terms of PDR, with no cooperation nor selfish behavior,

is poor in large size networks.

2. The cooperation model is not so effective in dense network scenarios because short

routes are dominating, therefore selfish behavior does not significantly influence traffic

deliverability. Hence, there is not much need for cooperation.

3. The cooperation model incurs an overhead more than double that incurred by OLSR

in big size networks (more than 50 nodes), while it goes below double in small-medium

size networks (less than 50 nodes) with similar average PDR improvement and better

OLSR performance.

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Based on the summarized observations, the proposed coalition formation protocol would

be appropriate for use in small-medium size networks (less than 50 nodes) and for low

density networks (less than 750 node/km2). The recommendation would need to be scaled

appropriately, though, for different communication ranges.

6.7 Summary

In this chapter, we provided a more realistic evaluation of the proposed cooperation model

from chapter 4. We simulated the cooperation model as an integral module in the OLSR

routing protocol. The simulated nodes had fully functional network stack modules. We

simulated the integrated system under different node densities, network sizes, speeds, and

traffic loads. The simulations showed that the formed coalitions achieved and maintained

high reachability and coalitional stability as was concluded in the preliminary study in Chap-

ter 5. In addition, we studied the control overhead and reliability of the integrated system

measured in packet delivery ratio. Our simulations showed a considerable improvement in

the packet delivery ratio in low and medium node densities, with a rather high overhead ratio

at the same node density. We suggested that the proposed coalition cooperation protocol

would be appropriate for use in small-medium size networks, and for low density scenarios.

In the next chapter, we conclude this work and propose future extensions that include

alleviating some drawbacks of the current implementation, especially the high overhead.

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Chapter 7

Conclusions and Future Work

7.1 Conclusions

In this dissertation, we have explored the problem of incentivizing cooperation in mobile ad

hoc networks. In a mobile ad hoc network, there is no infrastructure to support information

exchange like dedicated routers or access points. Rather, nodes have to play the role of relays

to help deliver traffic across the network. With this responsibility, selfish behavior may arise

to preserve nodes’ energy. Cooperation among members of such networks is essential to keep

them operational in the face of selfish behavior.

Throughout our exploration of this problem, we shed light on important topology char-

acteristics of real MANETs as compared to simulated ones. These include node degree, link

stability, and link symmetry. We used data from the MANIAC challenge as a source for real

MANET traces in our study. We showed similarity between the node degree distribution

of the real and simulated MANET, while links were much more unstable and asymmetric

in real life than was anticipated in simulated MANETs. To alleviate this discrepancy, we

suggested modeling link status in a MANET using a two-state Markov chain model. Due

to lack of available traces from real MANET experiments, we could not statistically confirm

94

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these qualitative results. However, with more analytical work, we believe that this study

can produce promising models to better simulate link status in MANETs.

Inspired by our study, we focus on one MANET characteristic that hinders cooperation

and has not been thoroughly studied in the literature: mobility. We showed the effect of

mobility on making cooperation bonds short-lasting in MANET, and proposed a coopera-

tion model based coalition game theory that aims to build a stronger cooperation structure

that withstands the topology changes caused by mobility. The model uses the notion of

reachability as a cooperation incentive. We, analytically, showed that the formed coalitional

structure maintains pairwise stability.

We evaluated the proposed cooperation model using centralized and distributed ap-

proaches. The centralized approach evaluation aimed to verify basic features of the model:

sustained reachability improvement and coalitions stability. We conducted simulations of

the cooperation model running on randomly generated MANET topologies. Our simula-

tions showed that the formed coalition structures restored reachability after different levels

of deterioration caused by topology changes at different mobility speeds. In addition, we

showed that the model achieves an acceptably fair payoff distribution among the all network

nodes.

Finally, we went a step further to evaluate the operability of the proposed model in

realistic scenarios. We integrated the model with a proactive MANET routing protocol,

OLSR. The integrated module has been inserted in the TCP/IP network stack, and full

functionality has been simulated on MANET nodes. We simulated MANET scenarios with

different node densities, network sizes, traffic loads, and mobility speeds. The simulation

confirmed our results from the centralized simulation study. In addition, we studied the

overhead caused by the model beyond that caused by OLSR alone, along with achieved

packet deliverability. We showed a considerable improvement in the packet delivery ratio in

low and medium node densities, with a rather high overhead ratio at the same node density.

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We suggested the use of the integrated system in small-medium size networks and for low

density scenarios.

7.2 Publications

The following list summarizes the publications resulting from this dissertation:

• Journal Articles:

– Amr E. Hilal and Allen B. MacKenzie, “A Distributed Coalition Game Modelfor Cooperation in MANETs and Its Implementation,” submitted to IEEE Trans-actions on Mobile Computing.

– Amr E. Hilal, Michael S. Thompson, Allen B. MacKenzie and Luiz A. DaSaliva,“Qualitative Differences between Real World and Simulated MANET Character-istics,” in preparation.

• Conference Papers:

– Amr E. Hilal and Allen B. MacKenzie, “A Coalition Game Model of Cooperationin Ad Hoc Networks with Mobility,” The 8th IEEE International Conferenceon Wireless and Mobile Computing, Networking and Communications (WiMob2012), Barcelona, Spain, October 8, 2012. Student best paper award.

– Michael S. Thompson, Amr E. Hilal, Luiz A. DaSaliva and Allen B. MacKen-zie, “The MANIAC Challenge: Exploring MANETs Through Competition,” In-ternational Workshop on Wireless Networks: Communication, Cooperation andCompetition (WNC3 2010), Avignon, France, May 31, 2010.

– V. Srivastava, A. E. Hilal, M. S. Thompson, J. N. Chattha, A. B. MacKenzie,and L. A. DaSilva, “Characterizing Mobile Ad Hoc Networks - The MANIACChallenge Experiment,” The Third ACM International Workshop on WirelessNetwork Testbeds, Experimental Evaluation and Characterization (WiNTECH2008), San Francisco, CA, Sept. 19, 2008.

• Demonstrations:

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97

– A. E. Hilal, J. N. Chattha, V. Srivastava, M. S. Thompson, A. B. MacKenzie,and L. A. DaSilva, “Interactions between Cooperation Strategies in Mobile AdHoc Networks,” The Third ACM International Workshop on Wireless NetworkTestbeds, Experimental Evaluation and Characterization (WiNTECH 2008), SanFrancisco, CA, Sept. 19, 2008.

7.3 Future Extensions

7.3.1 Weighting Parameter for Benefit and Cost of Cooperation

In the current formulation of our cooperation model, when coalition X negotiates a possible

merger with coalition Y , node i, a representative of coalition X uses the utility function

UX(Y ) (4.5) to evaluate the cooperation opportunity. This utility represents the difference

between the benefit members of coalition X gain by merging with coalition Y (4.3), which

is measured by the number of additional nodes that will be reachable in the newly merged

coalition, and the cost they pay to merge with coalition Y (4.4), which is measured by the

number of additional nodes for which packet relaying service will be provided (that is the

additional nodes in the merge coalition), with equal weights for both.

UX(Y ) = ui(X ∪ Y )− ui(X)

...

= BenefitX(Y )− CostX(Y )

Although the benefit and cost in (4.3) and (4.4) are computed in terms of number-

of-nodes that should provide or receive forwarding services for node i, respectively, some

situations may require giving a higher weight to either benefit or cost. For instance, in delay

tolerant networks (DTNs) that may lack continuous network connectivity [113], nodes may

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98

value the benefit of cooperating with an additional node more than the cost of supporting

it, to mitigate the connectivity problem. On the other hand, in a dense network, the coop-

eration benefit may be overlooked to avoid the load of serving others. Therefore, we propose

adding a weighting parameter, namely α, to the utility function UX(Y ) to accommodate such

scenarios, where α > 1 means that the cost of supporting an additional coalition member

is greater than the benefit associated with reaching an additional node, and α < 1 means

that the benefit of reaching an additional node is greater than the cost of supporting an

additional coalition member. Hence, UX(Y ) will be formulated as:

UX(Y ) = ui(X ∪ Y )− ui(X)

= |BX∪Y | − |BX |

= [Benefiti(X ∪ Y )− α · Costi(X ∪ Y )]− [Benefiti(X)− α · Costi(X)]

= [Benefiti(X ∪ Y )−Benefiti(X)]− α · [Costi(X ∪ Y )− Costi(X)]

= BenefitX(Y )− α · CostX(Y )

= [|Y | − |Y ∩BX |+ |BY \ (X ∪BX)|]− α · |Y |

= ((1− α) · |Y |) + |BY \ (X ∪BX)| − |Y ∩BX |

In addition to the use of the weighting parameter α to control the relative valuation of

benefit and cost for the whole network, the concept can be further extended to achieve a

more fair payoff distribution among members of the same coalition. For example, although

all members of a coalition obtain same reachability benefit, some of them will pay a higher

cost by receiving more packet forwarding requests because of their topological position in the

network. These nodes provide a greater marginal contribution to the network than others.

This effect may be mitigated on the long run because of mobility, as we showed in Chapter

5, however it could be unfair in the short run.

In such cases, reachability gain can be proportional to the marginal contribution of a

node to the coalition it belongs to. The marginal contribution of a node can be expressed

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99

in terms of the likelihood of receiving a forwarding request for the benefit of other coalition

members, which in turns depends on the node’s position within the coalition and the entire

network. With that description, a node may not be guaranteed reachability to the complete

scope of the coalition in the short term, but can restore it as it moves around within its

coalition. Although this modification can provide a more fair payoff distribution, it will

require a more sophisticated communication mechanism to compute and disseminate the

node’s marginal contribution information.

Studying stability of the cooperation model and the impact on the coalitional structure

for different values of α and for the extended payoff distribution model would be a valuable

extension of this work.

7.3.2 OLSR Route Calculation Based on Coalition Information

The way the cooperation model is currently integrated with OLSR helps fight selfish be-

havior through the cooperation agreement: Do not drop packets sent from or destined to

coalition members. However, this can be more effective if OLSR proactively uses the coali-

tion information available at each node to build its routing table. For example, OLSR could

be modified to give priority in choosing MPRs to coalition mates such that resulting routes

involve more cooperative nodes, hence achieving more reliable routes. This could greatly

enhance the packet delivery ratio of the network under the integrated system. We believe

this could be a promising extension of the current work.

7.3.3 Control Overhead Reduction

In our discussion of the simulation results in Chapter 6, we observed that the control overhead

incurred by the cooperation model can reach as high as double that incurred by OLSR alone

at a network size of 100 nodes, as shown in Figure 6.12. The overhead, however, stays as

high as in OLSR in medium-size network (50 nodes) as shown in the same figure.

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100

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Figure 7.1: Size of the cooperation model’s share of TC messages.

In reality, most of the control overhead observed in OLSR-routed networks is due to the

TC messages [112]. However, there is a fundamental difference that makes the size of the

cooperation model’s share of the modified TC message grow as node density increase, as

shown in Figure 7.1. Namely, the size of the set of border nodes scales up as the network

become denser, while the size of the MPR selector set that OLSR injects into the TC message

may not be affected as much by increasing node density. Accordingly, in OLSR, the share

of TC messages in the total overhead scales down as the network becomes denser (and the

size of HELLO messages becomes dominant in high densities), while TC messages remain

the dominant component of overhead in the cooperation model, as shown in Figure 7.2.

Therefore, optimizing the size of the TC messages for the cooperation model can significantly

reduce the total overhead incurred by the model.

A suggested optimization that can be studied in future work is to exploit the fact that all

node information exchanged by the model, namely IP address, has already been exchanged

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in previous OLSR communications. Therefore, the model can use a reduced form of this

information that can be uniquely mapped to its original form. For example, a node can

be represented by only the host-id part of its IP address given that all nodes are on the

same subnetwork. In this case the TC message can be re-structured as shown in Figure 7.3,

leading to a reduction of 60% - 70% of the message size, and hence the total model overhead.

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