F AIR MEDIUM ACCESS At any point in time, every node has then same probability to be the next to “activate”
F AIR MEDIUM ACCESS At any point in time, every node has then same probability to be the next to “activate”
F AIR MEDIUM ACCESS At any point in time, every node has then same probability to be the next to “activate”
F AIR MEDIUM ACCESS At any point in time, every node has then same probability to be the next to “activate”
F AIR MEDIUM ACCESS At any point in time, every node has then same probability to be the next to “activate”
F AIR MEDIUM ACCESS At any point in time, every node has then same probability to be the next to “activate”
F AIR MEDIUM ACCESS At any point in time, every node has then same probability to be the next to “activate”
F AIR MEDIUM ACCESS At any point in time, every node has then same probability to be the next to “activate”
F AIR MEDIUM ACCESS At any point in time, every node has then same probability to be the next to “activate” This assumption abstracts from different underlying collision handling techniques
CENTER-DISTANCE VS CENTER-DISTANCE-P
CENTER-DISTANCE VS CENTER-DISTANCE-P
CENTER-DISTANCE VS CENTER-DISTANCE-P I
CENTER-DISTANCE VS CENTER-DISTANCE-P I J
CENTER-DISTANCE VS CENTER-DISTANCE-P V I J
CENTER-DISTANCE VS CENTER-DISTANCE-P V M I J
CENTER-DISTANCE VS CENTER-DISTANCE-P V M I R J
CENTER-DISTANCE VS CENTER-DISTANCE-P CD&CD-P: V M I R J
CENTER-DISTANCE VS CENTER-DISTANCE-P CD&CD-P: V CDist ( v ) M d I R J
CENTER-DISTANCE VS CENTER-DISTANCE-P CD&CD-P: V CDist ( v ) M d I R J
CENTER-DISTANCE VS CENTER-DISTANCE-P CD: V M I R J
CENTER-DISTANCE VS CENTER-DISTANCE-P CD: V M I R J
CENTER-DISTANCE VS CENTER-DISTANCE-P CD: V M I R J
CENTER-DISTANCE VS CENTER-DISTANCE-P CD-P: V M I R J
CENTER-DISTANCE VS CENTER-DISTANCE-P CD-P: V CDist ( m ) M I R CDist ( j ) J
CENTER-DISTANCE VS CENTER-DISTANCE-P CD-P: V CDist ( m ) M I R CDist ( j ) J
OUR GOAL
OUR GOAL Analyze and compare heuristics
OUR GOAL Analyze and compare heuristics Develop theoretical model
OUR GOAL Analyze and compare heuristics Develop theoretical model • Quality measure: success rate and RecMess
OUR GOAL Analyze and compare heuristics Develop theoretical model • Quality measure: success rate and RecMess • Discrete time setting: packets sent in rounds
OUR GOAL Analyze and compare heuristics Develop theoretical model • Quality measure: success rate and RecMess • Discrete time setting: packets sent in rounds • Conflict resolution: fair medium access
OUR GOAL Analyze and compare heuristics Develop theoretical model • Quality measure: success rate and RecMess • Discrete time setting: packets sent in rounds • Conflict resolution: fair medium access Problem. Validate beaconless geocast heuristics within our model, and analyze success rate and RecMess under various scenarios.
T ODAY
T ODAY 2 scenarios in 1D: • Unbounded reach • Bounded reach
T ODAY 2 scenarios in 1D: • Unbounded reach Messages are sent from left to right, everybody can “hear” everybody. • Bounded reach
T ODAY 2 scenarios in 1D: • Unbounded reach Messages are sent from left to right, everybody can “hear” everybody. • Bounded reach Messages are sent from left to right. Each node can only hear from its r predecessors.
1D UNBOUNDED REACH SCENARIO
1D UNBOUNDED REACH SCENARIO
1D UNBOUNDED REACH SCENARIO
F LOODING IN 1D UNBOUNDED REACH SCENARIO 6 6 6 6 6 6 6
F LOODING IN 1D UNBOUNDED REACH SCENARIO 6 6 6 6 6 6 6
F LOODING IN 1D UNBOUNDED REACH SCENARIO 7 7 7 6 7 7 7
F LOODING IN 1D UNBOUNDED REACH SCENARIO 7 7 7 6 7 7 7
F LOODING IN 1D UNBOUNDED REACH SCENARIO 8 7 8 7 8 8 8
F LOODING IN 1D UNBOUNDED REACH SCENARIO 8 7 8 7 8 8 8
F LOODING IN 1D UNBOUNDED REACH SCENARIO 9 8 9 8 8 9 9
F LOODING IN 1D UNBOUNDED REACH SCENARIO 9 8 9 8 8 9 9
F LOODING IN 1D UNBOUNDED REACH SCENARIO 10 8 10 9 9 10 10
F LOODING IN 1D UNBOUNDED REACH SCENARIO success rate 100% RecMess = nk n nodes, k messages 10 8 10 9 9 10 10
1D BOUNDED REACH SCENARIO
1D BOUNDED REACH SCENARIO r
1D BOUNDED REACH SCENARIO r
F LOODING IN 1D BOUNDED REACH SCENARIO 6 6
F LOODING IN 1D BOUNDED REACH SCENARIO 6 6
F LOODING IN 1D BOUNDED REACH SCENARIO 7 6 1 1
F LOODING IN 1D BOUNDED REACH SCENARIO 7 6 1 1
F LOODING IN 1D BOUNDED REACH SCENARIO 7 7 2 1
F LOODING IN 1D BOUNDED REACH SCENARIO 7 7 2 1
F LOODING IN 1D BOUNDED REACH SCENARIO 8 8 2 2 1
F LOODING IN 1D BOUNDED REACH SCENARIO 8 8 2 2 1
F LOODING IN 1D BOUNDED REACH SCENARIO 8 9 3 2 1
F LOODING IN 1D BOUNDED REACH SCENARIO success rate 100% RecMess = O ( rk ) n nodes, k messages, range r 8 9 3 2 1
RESULTS: RecMess Unbounded reach Bounded reach scenario scenario Lower bound Flooding M-heuristic T-heuristic CD CD-P Delay-based
RESULTS: RecMess Unbounded reach Bounded reach scenario scenario Ω( k ) Ω( k ) Lower bound Flooding M-heuristic T-heuristic CD CD-P Delay-based
RESULTS: RecMess Unbounded reach Bounded reach scenario scenario Ω( k ) Ω( k ) Lower bound O ( rk ) Flooding nk M-heuristic T-heuristic CD CD-P Delay-based
RESULTS: RecMess Unbounded reach Bounded reach scenario scenario Ω( k ) Ω( k ) Lower bound O ( rk ) Flooding nk min { Mk, 2 rk } Mk M-heuristic T-heuristic CD CD-P Delay-based
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