CMPE 252A : Computer Networks

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CMPE 252A : Computer Networks
Presentation transcript:

CMPE 252A : Computer Networks Chen Qian Computer Engineering UCSC Baskin Engineering Lecture 8 Slides revised from Brad Karp and Ben Leong

Motivation: Wireless Sensor networks

Motivation: Sensornets Many sensors, widely dispersed Sensor: radio, CPU, storage, battery Multiple wireless hops, forwarding sensor-to-sensor to a base station Typical protocol: 802.15.4 ZigBee What communication primitives will thousand- or million-node sensornets need?

“Scalability” in Sensor Networks Resource constraints drive metrics State per node: minimize Energy consumed: minimize Bandwidth consumed: minimize System scale in nodes: maximize Operation success rate: maximize

Outline Motivation Context Algorithm Evaluation in simulation Greedy forwarding Graph planarization Perimeter forwarding Evaluation in simulation Footnotes Open questions Foibles of simulation

The Routing Problem Each router has unique ID Packets stamped with destination node ID Router must choose next hop for received packet Routers communicate to accumulate state for use in forwarding decisions Routes change with topology Evaluation metrics: Routing protocol message cost Data delivery success rate Route length (hops) Per-router state (important to scalability) ? ? S

Why Are Topologies Dynamic? Node failure Battery depletion Hardware malfunction Physical damage (harsh environment) Link failure Changing RF interference sources Mobile obstacles change multi-path fading Node mobility In-range neighbor set constantly changing Extreme case for routing scalability Not commonly envisioned for sensor networks

Routing: Past Approaches, Scaling Wired, Intra-domain Internet routing: Link-state and Distance-vector: shortest paths in hops LS: push full topology map to all routers, O(L) state DV: push distances across network diameter, O(N) state Each link change must be communicated to all routers, or loops/disconnection result [Zaumen, Garcia-Luna, ’91] Dynamic Source Routing (DSR), ad hoc routing: Flood queries on-demand to learn source routes Cache replies

Scaling Routing (cont’d) Dominant factors in cost of DV, LS, DSR: rate of change of topology (bandwidth) number of routers in routing domain (b/w, state) Scaling strategies: Hierarchy: at AS boundaries (BGP) or on finer scale (OSPF) Goal: reduce number of routers in routing domain Assumption: address aggregation Caching: store source routes overheard (DSR) Goal: limit propagation of future queries Assumption: source route remains fixed while cached Today: Internet routing scales because of IP prefix aggregation; not easily applicable in sensornets Can we achieve per-node state independent of N? Can we reduce bandwidth spent communicating topology changes?

Greedy Perimeter Stateless Routing (GPSR) Central idea: Machines can know their geographic locations. Route using geography. Packet destination field: location of destination Nodes all know own positions, e.g., by GPS (outdoors) by surveyed position (for non-mobile nodes) by short-range localization (indoors, [AT&T Camb, 1997], [Priyantha et al., 2000]) &c. Assume an efficient node location registration/lookup system (e.g., GLS [Li et al., 2000]) to support host-centric addressing

Assumptions Bi-directional radio links (unidirectional links may be blacklisted) Network nodes placed roughly in a plane Radio propagation in free space; distance from transmitter determines signal strength at receiver Fixed, uniform radio transmitter power

Greedy Forwarding Nodes learn immediate neighbors’ positions from beaconing/piggybacking on data packets Locally optimal, greedy next hop choice: Neighbor geographically nearest destination Neighbor must be strictly closer to avoid loops D x y

In Praise of Geography Self-describing As node density increases, shortest path tends toward Euclidean straight line between source and destination Node’s state concerns only one-hop neighbors: Low per-node state: O(density) Low routing protocol overhead: state pushed only one hop

Greedy Forwarding Failure Greedy forwarding not always possible! Consider: D How can we circumnavigate voids (local minimum)? …based only on one-hop neighborhood? v z void w y x

Greedy routing: problems Not shortest-path Require location information Greedy forwarding fails at a local minimum Lots of assumptions destination No fully distributed solution to an arbitrary connected graph sender Require physical (localization). Not available in wired networks. local minimum 15

Node Density and Voids Voids more prevalent in sparser topologies

Void Traversal: The Right-hand Rule Well-known graph traversal: right-hand rule Requires only neighbors’ positions y z x

Right hand rule and traverse outside of the local minimum destination sender Require physical (localization). Not available in wired networks. local minimum 18

Planar vs. Non-planar Graphs On graphs with edges that cross (non-planar graphs), right-hand rule may not tour enclosed face boundary How to remove crossing edges without partitioning graph? And using only single-hop neighbors’ positions?

Planarized Graphs Euclidean MST (so connected) RNG GG Relative Neighborhood Graph (RNG) [Toussaint, ’80] and Gabriel Graph (GG) [Gabriel, ’69]: long-known planar graphs Assume edge exists between any pair of nodes separated by less than threshold distance (i.e., nominal radio range) RNG and GG can be constructed from only neighbors’ positions, and can be shown not to partition network! Euclidean MST (so connected) RNG GG Delaunay Triangulation (so planar) w w u v u v ? ? RNG GG

Planarized Graphs: Example 200 nodes, placed uniformly at random on 2000-by-2000-meter region; 250-meter radio range Full Graph GG Subgraph RNG Subgraph

Full Greedy Perimeter Stateless Routing All packets begin in greedy mode Greedy mode uses full graph Upon greedy failure, node marks its location in packet, marks packet in perimeter mode Perimeter mode packets follow simple planar graph traversal: Forward along successively closer faces by right-hand rule, until reaching destination Packets return to greedy mode upon reaching node closer to destination than perimeter mode entry point

Perimeter Mode Forwarding Example Small question: how to determine whether two line segments intersect? x Traverse face closer to D along xD by right-hand rule, until crossing xD Repeat with next-closer face, &c.

One more question: how to compute the orientation of three points?

Outline Motivation Context Algorithm Evaluation in simulation Greedy forwarding Graph planarization Perimeter forwarding Evaluation in simulation Footnotes Open questions Foibles of simulation

Evaluation: Simulations ns-2 with wireless extensions [Broch et al., ’98]; full 802.11 MAC, free space physical propagation Topologies: 30 2-Kbps CBR flows; 64-byte data packets Random Waypoint Mobility in [1, 20 m/s]; Pause Time [0, 30, 60, 120s]; 1.5s GPSR beacons Nodes Region Density 50 1500 m x 300 m 1 node / 9000 m2 200 3000 m x 600 m 1340 m x 1340 m 1 node / 35912 m2

Packet Delivery Success Rate (50, 200; Dense)

Routing Protocol Overhead (50, 200; Dense)

Path Length (50; Dense)

Path Length (200; Dense) Why does DSR find shorter paths more of the time when mobility rate increases?

State Size (200; Dense) How would you expect GPSR’s state size to change the number of nodes in the network increases? Why does DSR hold state for more nodes than there are in the network?

Outline Motivation Context Algorithm Evaluation in simulation Greedy forwarding Graph planarization Perimeter forwarding Evaluation in simulation Footnotes Open questions Foibles of simulation

Recap: Scalability via Geography with GPSR Key scalability properties: Small state per router: O(D), not O(N) or O(L) as for shortest-path routing, where D = density (neighbors), N = total nodes, L = total links Low routing protocol overhead: each node merely single-hop broadcasts own position periodically Approximates shortest paths on dense networks Delivers more packets successfully on dynamic topologies than shortest-paths routing protocols

Geographic Routing without Planarization Ben Leong, Barbara Liskov & Robert Morris MIT CSAIL NSDI 2006

Problem of GPSR It assumes a unit disk model: All nodes have identical communication range R. Every pair of nodes within distance R must be connected. Not true in real wireless networks. Why? Communication range of a node is not (far from!) a disk! Antenna has its direction. Obstacles somewhere in signal propagation paths. Some unreasonable reasons (seriously!) Without unit disk model, there is no GG nor RNG. No planarization!

CLDP (Sensys 2005) More complicated Planarization algorithms. More communication cost

GDSTR (this work) Greedy Distributed Spanning Tree Routing (GDSTR) Route on a spanning tree Use convex hulls to “summarize” the area covered by a subtree – convex hulls tells us what points are possibly reachable – reduces the subtree that must be traversed (smaller search problem)

Small question: how to compute a convex hull given a set of points?

Time complexity to compute a convex hull? O(nlogn)

Routing algorithm Try greedy forwarding • Local minimum: – choose tree – record start node – traverse subtree • If possible, revert to greedy forwarding • Back to start node: packet undeliverable

Simulation Results Measured 2 routing metrics: – Path Stretch – Hop Stretch • Topologies – range of network densities (average node degree) – larger networks up to 5,000 nodes • low/high density • low/high obstacle density

Simulation Results • Compare with – GPSR (Karp, 2001), – GOAFR+ (Kuhn, 2003) and – GPVFR (Leong et al., 2005) under CLDP planarization (Kim et al., 2005) • Measured costs and compared with CLDP: – storage – bandwidth

Hop Stretch

Messages for Startup

Summary Sparse networks – GDSTR chooses correct forwarding direction more often than face routing • Moderately dense networks – Faces are small, forwarding direction is inconsequential – Trees do not “approximate” small voids well • Ultra-dense networks – Greedy forwarding works all the time!

Next problems GDSTR is not fully distributed, there is still a centralized structure. Some nodes need large storage cost for routing state How to use geographic in 3d? More in my paper MDT (paper 6).