SELMA: A middleware platform for self- organizing distributed applications in mobile multi-hop ad-hoc networks Daniel Görgen, Hannes Frey, Johannes K.

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SELMA: A middleware platform for self- organizing distributed applications in mobile multi-hop ad-hoc networks Daniel Görgen, Hannes Frey, Johannes K. Lehnert, Peter Sturm System software and distributed systems University of Trier Germany

 Metropolitan sized networking  Mobile devices Wireless communication facilities Localized location computation  Direct communication only within transmission range  Unpredictable network topology changes due to mobility Network partitions Permanent link failures Mobile multi-hop ad-hoc networks

Marketplace communication  Fixed geographic regions High device density Known position  Devices at market acting on behalf of a user  Geographic routing of agents/data To and from marketplaces  Negotiation at a marketplace Geographic limited broadcast Topology-based Routing  Definition of home zones Negotiation results are sent back to a defined home zone R O O O R R O R Request Offer R R R O O O

UbiBay – A mobile auction system  Developed using workbench & proposed development process Simulation Emulation Field-Trials  Auction at marketplaces Intended for low value goods Direct neighborhood  Agents Auction agent  Controls the auction Discovery agent  Discovers all auctions at marketplace Bid agent  Bids on behalf of a user 15 10

A scalable workbench for implementing and evaluating distributed applications in mobile ad-hoc networks Johannes K. Lehnert, Daniel Görgen, Hannes Frey, Peter Sturm System software and distributed systems University of Trier Germany

 Metropolitan sized networking  Mobile devices Wireless communication facilities Localized location computation  Direct communication only within transmission range  Unpredictable network topology changes due to mobility Network partitions Permanent link failures Mobile multi-hop ad-hoc networks

Application development in mobile multi-hop ad-hoc networks  Challenging area State-of-the-art still an open question Self-organization Small devices with many limitations  Field trials expensive Time, money, hardware, people Critical mass needed for serious tests  Uniform workbench Develop and test in simulation first Evaluate application in emulation Use the same code in field trials EmulationField TrialSimulation

Marketplace communication  Fixed geographic regions High device density Known position  Devices at market acting on behalf of a user  Geographic routing of agents/data To and from marketplaces  Negotiation at a marketplace Geographic limited broadcast Topology-based Routing  Definition of home zones Negotiation results are sent back to a defined home zone R O O O R R O R Request Offer R R R O O O

Case Study: UbiBay  Developed using workbench & proposed development process Simulation Emulation Field-Trials  Auction at marketplaces Intended for low value goods Direct neighborhood  Agents Auction agent  Controls the auction Discovery agent  Discovers all auctions at marketplace Bid agent  Bids on behalf of a user 15 10

Workbench: Simulation  Scalable devices possible Precomputation for mobility and connectivity  Focus on topological properties  Extensible Components defined as interfaces Many default implementations (mobility, connectivity, network) “Faster than real-time”

 Intuitive, high abstraction level Register as listener for neighbor discovery Network messages = Java objects  Code reuse  Powerful Visualization Freely definable Multiple output targets: Swing/Java2D, OpenGL, PostScript, … “Concentrate on development, not on the simulator!” Workbench: Simulation II Protocol:GPSR Mobility Model:Restricted Random Waypoint Traffic Source: CBR

Workbench: Hybrid mode  Simulate network and devices  Connect workstations or other devices to simulation Replace simulated user behavior with GUI RMI server controls simulation kernel Mix of simulated and real user behavior possible  Valuable for debugging  “Get a feeling for the application”

Workbench: Real hardware  Execution environment identical to simulation Multiple threads, synchronization queues Network implementation: WLAN + UDP unicast/broadcast Positioning: GPS receivers Neighbor discovery: periodic broadcasts GUI: reused from hybrid mode  Current implementation: PocketPC with IBM J9 VM

Summary  Workbench approach works Scalable: simulate thousands of devices in real-time Intuitive and productive programming environment Code reuse very effective  It’s not finished: Provide more mobility models “Realistic” network model Allow feedback from visualization