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- •Introduction
- •Increasing Demand for Wireless QoS
- •Technical Approach
- •Outline
- •The Indoor Radio Channel
- •Time Variations of Channel Characteristics
- •Orthogonal Frequency Division Multiplexing
- •The 5 GHz Band
- •Interference Calculation
- •Error Probability Analysis
- •Results and Discussion
- •IEEE 802.11
- •IEEE 802.11 Reference Model
- •IEEE 802.11 Architecture and Services
- •Architecture
- •Services
- •802.11a Frame Format
- •Medium Access Control
- •Distributed Coordination Function
- •Collision Avoidance
- •Post-Backoff
- •Recovery Procedure and Retransmissions
- •Fragmentation
- •Hidden Stations and RTS/CTS
- •Synchronization and Beacons
- •Point Coordination Function
- •Contention Free Period and Superframes
- •QoS Support with PCF
- •The 802.11 Standards
- •IEEE 802.11
- •IEEE 802.11a
- •IEEE 802.11b
- •IEEE 802.11c
- •IEEE 802.11d
- •IEEE 802.11e
- •IEEE 802.11f
- •IEEE 802.11g
- •IEEE 802.11h
- •IEEE 802.11i
- •Overview and Introduction
- •Naming Conventions
- •Enhancements of the Legacy 802.11 MAC Protocol
- •Transmission Opportunity
- •Beacon Protection
- •Direct Link
- •Fragmentation
- •Traffic Differentiation, Access Categories, and Priorities
- •EDCF Parameter Sets per AC
- •Minimum Contention Window as Parameter per Access Category
- •Maximum TXOP Duration as Parameter per Access Category
- •Collisions of Frames
- •Other EDCF Parameters per AC that are not Part of 802.11e
- •Retry Counters as Parameter per Access Category
- •Persistence Factor as Parameter per Access Category
- •Traffic Streams
- •Default EDCF Parameter Set per Draft 4.0, Table 20.1
- •Hybrid Coordination Function, Controlled Channel Access
- •Controlled Access Period
- •Improved Efficiency
- •Throughput Improvement: Contention Free Bursts
- •Throughput Improvement: Block Acknowledgement
- •Delay Improvement: Controlled Contention
- •Maximum Achievable Throughput
- •System Saturation Throughput
- •Modifications of Bianchi’s Legacy 802.11 Model
- •Throughput Evaluation for Different EDCF Parameter Sets
- •Lower Priority AC Saturation Throughput
- •Higher Priority AC Saturation Throughput
- •Share of Capacity per Access Category
- •Calculation of Access Priorities from the EDCF Parameters
- •Markov Chain Analysis
- •The Priority Vector
- •Results and Discussion
- •QoS Support with EDCF Contending with Legacy DCF
- •1 EDCF Backoff Entity Against 1 DCF Station
- •Discussion
- •Summary
- •1 EDCF Backoff Entity Against 8 DCF Stations
- •Discussion
- •Summary
- •8 EDCF Backoff Entities Against 8 DCF Stations
- •Discussion
- •Summary
- •Contention Free Bursts
- •Contention Free Bursts and Link Adaptation
- •Simulation Scenario: two Overlapping QBSSs
- •Throughput Results with CFBs
- •Throughput Results with Static PHY mode 1
- •Delay Results with CFBs
- •Conclusion
- •Radio Resource Capture
- •Radio Resource Capture by Hidden Stations
- •Solution
- •Mutual Synchronization across QBSSs and Slotting
- •Evaluation
- •Simulation Results and Discussion
- •Conclusion
- •Prioritized Channel Access in Coexistence Scenarios
- •Saturation Throughput in Coexistence Scenarios
- •MSDU Delivery Delay in Coexistence Scenarios
- •Scenario
- •Simulation Results and Discussion
- •Conclusions about the HCF Controlled Channel Access
- •Summary and Conclusion
- •ETSI BRAN HiperLAN/2
- •Reference Model (Service Model)
- •System Architecture
- •Medium Access Control
- •Interworking Control of ETSI BRAN HiperLAN/2 and IEEE 802.11
- •CCHC Medium Access Control
- •CCHC Scenario
- •CCHC and Legacy 802.11
- •CCHC Working Principle
- •CCHC Frame Structure
- •Requirements for QoS Support
- •Coexistence Control of ETSI BRAN HiperLAN/2 and IEEE 802.11
- •Conventional Solutions to Support Coexistence of WLANs
- •Coexistence as a Game Problem
- •The Game Model
- •Overview
- •The Single Stage Game (SSG) Competition Model
- •The Superframe as SSG
- •Action, Action Space A, Requirements vs. Demands
- •Abstract Representation of QoS
- •Utility
- •Preference and Behavior
- •Payoff, Response and Equilibrium
- •The Multi Stage Game (MSG) Competition Model
- •Estimating the Demands of the Opponent Player
- •Description of the Estimation Method
- •Evaluation
- •Application and Improvements
- •Concluding Remark
- •The Superframe as Single Stage Game
- •The Markov Chain P
- •Illustration and Transition Probabilities
- •Definition of Corresponding States and Transitions
- •Solution of P
- •Collisions of Resource Allocation Attempts
- •Transition Probabilities Expressed with the QoS Demands
- •Average State Durations Expressed with the QoS Demands
- •Result
- •Evaluation
- •Conclusion
- •Definition and Objective of the Nash Equilibrium
- •Bargaining Domain
- •Core Behaviors
- •Available Behaviors
- •Strategies in MSGs
- •Payoff Calculation in the MSGs, Discounting and Patience
- •Static Strategies
- •Definition of Static Resource Allocation Strategies
- •Experimental Results
- •Scenario
- •Discussion
- •Persistent Behavior
- •Rational Behavior
- •Cooperative Behavior
- •Conclusion
- •Dynamic Strategies
- •Cooperation and Punishment
- •Condition for Cooperation
- •Experimental Results
- •Conclusion
- •Conclusions
- •Problem and Selected Method
- •Summary of Results
- •Contributions of this Thesis
- •Further Development and Motivation
- •IEEE 802.11a/e Simulation Tool “WARP2”
- •Model of Offered Traffic and Requirements
- •Table of Symbols
- •List of Figures
- •List of Tables
- •Abbreviations
- •Bibliography
160 |
8. The Superframe as Single Stage Game |
Whereas the model is simple enough to allow players to estimate the outcomes in a game in advance, this model is also used for the equilibrium analysis of the SSG, see Section 8.2. This equilibrium analysis will show the characteristics of the competition scenario of two CCHCs operating with the same radio resources.
Based on this analysis, various behaviors are defined in Section 8.3, where the efficiency of equilibria in the SSG is discussed. These behaviors are the base for the strategies that are investigated in Chapter 9.
8.1Approximation of the QoS Observations of the Single Stage Game
8.1.1The Markov Chain P
In this section, a model for the game of two players that allows an analytical approximation of the expected observations as functions of the demands is presented:
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Θ−i |
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Θi |
i, −i Ν ={1, 2} . |
(8.1) |
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dem , |
dem |
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obs , |
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−i |
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i |
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∆dem |
∆dem |
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∆obs |
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The approximation is calculated by means of a Markov chain with five states, which will be explained in the following sections. Note that in the rest of this chapter, the dependency of some game parameters on the game stage n is not indicated, since it is the SSG that is analyzed in this chapter.
8.1.1.1Illustration and Transition Probabilities
In an SSG of two players, the calculation of the QoS observations is performed using the discrete-time Markov chain P illustrated in Figure 8.1 and defined by Equation (8.2). The Markov chain P is the model of the stochastic process, which approximates the SSG of two players. This Markov chain P is irreducible, as each state communicates with each other (Bertsekas and Gallager 1992).
It is assumed that the single stage game is stationary. The longer the duration of an SSG and the higher the number of allocation attempts per stage, the more stationary the process becomes. In a short SSG with relatively long and few resource allocations, the stationary distribution may depend on the starting state, or may even not exist. Therefore, a minimum of 10 resource allocations per player is required, i.e., ∆demi ,−i < 0.1. With this restriction, stationary of the SSG can be generally assumed. Further, it is assumed that none of the states is periodic.
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8.1 Approximation of |
the QoS Observations of |
the Single Stage Game |
161 |
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P23 |
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P43 |
3 |
P30 |
P01 |
P12 |
2 |
4 |
0 |
1 |
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P34 |
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P03 |
P10 |
P21 |
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P41
Figure 8.1: Discrete-time Markov chain P with five states to model the game of two players that attempt to allocate common resources. The default state in which the channel is idle or an EDCF frame exchange is ongoing is denoted as state 0. In case of high offered traffic, P43→ 0, P21→ 0 , as explained in Section 8.1.2.
The aperiodic characteristic of P is a necessary condition for the game analysis, and cannot be assumed in general. The influence of the assumption that P is aperiodic is discussed in Section 8.1.3, when discussing the delay of resource allocations during an SSG, see Equation (8.12).
With P03=1-P01 , |
P10 =1-P12 |
and P30 =1-P34 , |
and |
by approximating |
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P21→0 |
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and P43 |
→0 , the corresponding transition probability matrix is denoted with |
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0 |
P01 |
0 |
P03 |
0 |
0 |
P01 |
0 |
1 −P01 |
0 |
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0 P12 |
0 |
0 |
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−P12 |
0 |
P12 |
0 |
0 |
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P10 |
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1 |
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P = |
0 |
P21 |
0 |
P23 |
0 |
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0 |
0 |
0 |
1 |
0 |
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. (8.2) |
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0 |
0 |
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−P34 |
0 |
0 |
0 |
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P30 |
0 P34 |
1 |
P34 |
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0 |
P |
0 |
P |
0 |
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0 |
1 |
0 |
0 |
0 |
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41 |
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43 |
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8.1.1.2 Definition of Corresponding States and Transitions
The five states the SSG process, which is modeled by P, can be in are:
0: |
The channel is idle or allocated by low priority EDCF-TXOPs |
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that are allocating the radio channel after successful contention. |
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It is not modeled which station is operating in this phase. |
1: |
Player 1 successfully allocates resources with highest priority, i.e., |
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after PIFS, without backoff. Player 2 does not attempt to allo- |
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cate resources, i.e., player 2 does not wait for the channel to be- |
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come idle again. |
2: |
Player 1 successfully allocates resources with highest priority, |
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player 2 waits for the channel to become idle, in order to allocate |
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resources immediately. |
162 |
8. The Superframe as Single Stage Game |
3: Player 2 successfully allocates resources with highest priority, player 1 does not attempt to allocate resources. This state is equivalent to state p1 that models the same situation for the opponent player 1.
4: Player 2 successfully allocates resources with highest priority, player 1 waits for the channel to get idle, to allocate resources immediately. This state is equivalent to state p2 that models the same situation for the opponent player 1.
Let
P {state (t +1)= i|state (t )= slot} = Pki , i,k = 0…4
be the transition probabilities of P.
The transition probabilities with Pki ≥ 0, i, k=0…4 are identified as:
P01: Probability that player 1 allocates resources while the channel is idle or allocated by low priority EDCF-TXOPs that allocate resources via contention.
P03: Probability that player 2 allocates resources while the channel is idle or allocated by low priority EDCF-TXOPs that allocate resources via contention. In a game with 2 players, P03=1-P01 .
P10: Probability that player 2 does not attempt to allocate resources during an ongoing resource allocation of player 1.
P12: Probability that player 2 does attempt to allocate resources during an ongoing resource allocation of player 1, thus, P12 =1-P10 .
P21: Probability that player 2 gives up its attempt to allocate resources before player 1 finishes its resource allocation.
P23: Probability that player 2 allocates resources right after player 1 finished its resource allocation, if it attempted to allocate resources during an ongoing allocation of player 1.
P30: Probability that player 1 does not attempt to allocate resources during resource allocation of player 2.
P34: Probability that player 1 does attempt to allocate resources during resource allocation of player 2, thus, P34=1-P30 .
P41: Probability that player 1 gives up its attempt to allocate resources before player 2 finishes its resource allocation.
8.1 Approximation of the QoS Observations of the Single Stage Game |
163 |
P43: Probability that player 1 allocates resources right after player 2 finished its resource allocation, if it attempted to allocate resources during an ongoing allocation of player 1.
8.1.1.3Solution of P
The stationary distributions of the Markov chain P are defined by
lim P {state = i} =: pi , i = 0…4 ,
t →∞
and can be calculated to
p0 =1 − p1 − p2 − p3 − p4 ,
p1 |
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1 |
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P34 + P01 (1 −P34 ) |
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2 |
1 + P34 + P01 (P12 −P34 ) |
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p2 |
= P12 p1 , |
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P12 +(1 −P01 ) (1 −P12 ) |
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1 + P12 +(1 −P01 ) (P34 −P12 ) |
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= P34 p3 . |
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Here, P23→1 and P41→1, assuming that players tolerate delays of their resource allocation attempts, which occur when the opponent player allocates resources. It is assumed that a player never gives up its attempt to allocate resources when it waits for the opponent player to finish its resource allocation. This implies the simplification that a player does not attempt to allocate more than one resource during one single ongoing resource allocation by the opponent player. The model actually fails to represent an SSG in situations where the two players demand very dissimilar resource allocation periods. On the other hands, numerical results show that even in such unlikely configurations, the observations are still qualitatively represented by P.
8.1.1.4Collisions of Resource Allocation Attempts
The two players may attempt to allocate a resource at nearly the same point in time, thus, the first MPDUs that are transmitted during resource allocation by each player may collide. It is obvious that the probability of collision does increase with decreasing ∆i ,−i . The smaller the resource allocation period of any player, the higher the probability of medium access and collision. Further, the TXOPlimit that defines the maximum duration of a resource allocation through contention-based medium access, i.e., under the rules of the EDCF, affects the