Geographic Routing: GPSR

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Presentation transcript:

Geographic Routing: GPSR Brad Karp UCL Computer Science CS 4C38 / Z25 16th January, 2006

Context: Ad hoc Routing Early 90s: availability of off-the-shelf wireless network cards and laptops 1994: first papers on Destination-Sequenced Distance Vector (DSDV) routing and Dynamic Source Routing (DSR) spark tremendous interest in routing on mobile wireless (ad hoc) networks 1998: Broch et al.’s comparison of leading ad hoc routing protocol proposals in ns-2 simulator in MobiCom [2000: GPSR in MobiCom] 2000: Estrin et al.’s Directed Diffusion in MobiCom sparks interest in wireless sensor networks Reasons to work on a research problem: Intellectual rigor, technical difficulty Practicality: solve a relevant problem whose solution will find use Extremes of one or the other tend to lead to success (e.g., Fermat proof; Napster) Solutions to problems that capture both aspects often are the most important results Examine motivation of research carefully!

Original Motivation (2000): Mobile Sensornets

Original Motivation (2000): Rooftop Networks Potentially lower-cost alternative to cellular architecture (no backhaul to every base station)

Motivation (2006): Sensornets Many sensors, widely dispersed Sensor: radio, transducer(s), CPU, storage, battery Multiple wireless hops, forwarding sensor-to-sensor to a base station What communication primitives will thousand- or million-node sensornets need?

One View of Sensor Networks: Querying Zebra Sightings user (s, t) (x, y) j i (u, v) User remote; connected via base station How do users pose queries? by event name (e.g., “Zebras?”) by location (e.g., “Temperature @ (s, t )?”) less by node ID (e.g., “Pressure @ s136.sensor.net?”) Two reusable primitives required: Any-to-any communication among nodes Layer underlying applications in all communication networks A twist: geographic addressing Query-by-name for sensed data In-network storage of data Data placement, query routing built on geographic routing

Sensornets: Fundamental Challenges Wired Internet Wireless Sensornet Routers highly available (machine room environment, high MTBF) “Routers” unreliable (harsh environments, low cost for bulk use) Topology (mostly) static: hardware failure, misconfiguration rare Topology highly dynamic: hardware failure, multi-path fading routine Plentiful bandwidth, distinct links don’t share capacity Scarce bandwidth, collision-prone links share capacity PC-class devices; MB or GB of storage Impoverished storage, often a few KB or less Stable power supply Finite battery power; radio greatest energy cost Hostname-centric addressing Geographic or data-centric addressing

“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 ? ? 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? …based only on one-hop neighborhood? v z void w y x

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

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 Traverse face closer to D along xD by right-hand rule, until crossing xD Repeat with next-closer face, &c.

Protocol Tricks for Dynamic Networks Use of MAC-layer failure feedback: As in DSR [Broch, Johnson, ’98], interpret retransmit failure reports from 802.11 MAC as indication neighbor gone out-of-range Interface queue traversal and packet purging: Upon MAC retransmit failure for a neighbor, remove packets to that neighbor from IFQ to avoid head-of-line blocking of 802.11 transmitter during retries Promiscuous network interface: Reduce beacon load and keep positions stored in neighbor tables current by tagging all packets with forwarding node’s position Planarization triggers: Re-planarize upon acquisition of new neighbor and every loss of former neighbor, to keep planarization up-to-date as topology changes

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?

Critical Thinking Based on the results thus far (indeed, all results in the paper), what do we know about the performance of GPSR’s perimeter mode? Would you expect it to be more or less reliable than greedy mode? Would you expect use of perimeter mode to affect path length? Evaluation in paper reveals nearly nothing about performance of perimeter mode! Why doesn’t it?

Packet Delivery Success Rate (50; Sparse)

Routing Protocol Overhead (50; Sparse)

Path Length (50; Sparse)

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

Open Questions How to route geographically in 3D? Greedy mode? Perimeter mode? More on Wednesday… Effect of radio-opaque obstacles? Effect of position errors? More on Wednesday…  “Better” planar graphs than GG, RNG? See [Guibas et al., 2001] Name-to-location database, built atop geo routing? See [GLS, Li et al., MobiCom 2000]

Critical Thinking: Why Not Single-Hop to a Base Station? High cost of one-hop coverage for all sensors; many base stations Transmit power grows as square of distance in free space, worse with obstacles Expensive radios not a panacea for single-hop communication “Can you hear me now? How about now?” “Wireless only works around the pool.”

Foibles of Simulation Greedy mode works more often as nodes move more rapidly?! Why? (Hint: when does greedy forwarding work best?)

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