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Sensor Network Routing – III Network Embedded Routing
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Sensor Network Protocols
Taxonomy Sensor Network Protocols SPT, AODV, DSR ID-Based Data Centric DD Geo-Routing LAR, GPSR, GEDIR Network Encoding VGR, LCR, BVR, GEM Skip Last Two Lectures Today
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Routing based on the content
What we have learned (1) Routing based on the content DD = + Naming + Dissemination + Gradient Establishment + Reinforcement
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Routing based on location
What we have learned (2) Routing based on location GPSR = Greedy Forwarding + Face Change (Perimeter ) GG/RNG Planarized Graph (Practical with CLDP)
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The need for Point-to-Point Routing
Many-to-One is the dominating traffic pattern Data Centric Storage 1. 2. Active Query 3. Directory Service What else? Storage Active Query Directory Services
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Discussion the key points used by the authors to argue against
Shortest Path Routing ( distance vector routing) Hierachical Routing Geogrphic Routing Data-Centric Routing
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Shortest Path Algorithms
Use Dijkstra algorithm to compute shortest path between source and destination. DSDV, distance vector, AODV Scalability issue In a network of n nodes. N x N messages exchanges would be needed to create tables and a size of N table entries are needed for routing.
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Shortest Path Algorithms
Even in the case of Ad hoc on demand routing – table size is large function of network activity. Sensor Networks contain 1000’s of nodes. Not enough memory to store the tables alone. How about data-centric routing?
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Hierarchical Addressing
But the Internet contains millions of nodes , how does distance vector work there ? The answer lies in Hierarchy … Provide some routing information in the destination address. O(nlogn) message and O(logn) message. Auto configuration ? Landmark routing hierarchical set of landmark nodes, send scoped route discovery messages. Nodes address is a concatenation of closest landmark address. Suffers from complex landmark selection algorithm Internet hard codes addresses, ad hoc networks cant. Communication range in Wireless network is bounded. Why Hierarchical Structure is not suitable for wireless networks?
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GPSR : Greedy Perimeter Stateless Routing
Node address is a GPS x , y coordinate. Greedy Forwarding : Next hop node, closer to destination than me Problem of Local maxima
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GPSR : Greedy Perimeter Stateless Routing
Method fails when edges cross. Need Planarized Graph GG and RNG planarization do not work if the UDG assumption does not hold Geographic Routing Made Practical Young-Jin Kim, Ramesh Govindan, Brad Karp and Scott Shenker NSDI 2005
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Summary of Limitations
Shortest Path Scalability O(n2) message and O(n) routing state Hierachical Less message. O(nlogn) message and O(logn) message. Maintainence issue. Data-Centric Routing Scalability O(nM) message and O(M) routing states Geographic Routing O(1) and O(1) Valid of UDG assumption and locatization cost. Directory service (Id-to-Id routing)
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One papers Beacon Vector Routing: Scalable Point-to-Point Routing in Wireless Sensornets R. Fonseca, S. Ratnasamy, J. Zhao, C. Tien Ee and D. Culler, S. Shenker, I. Stoica NSDI 2005
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Introduction BVR Addressing scheme BVR Routing Scheme
Uses distance from set of nodes termed “Beacons” to represent the address of every node. BVR Routing Scheme Greedy Routing is performed by choosing a neighbor whose address is closer to the final destination. Use scoped flooding to route away from local minima
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Beacon Vector Routing in a nutshell
Borrow geographic routing scalability Greedy routing, local state Virtual coordinate space Distances in hops to a set of reference nodes Based on simple tree construction stateless routing node address must contain routing information
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Coordinate Establishment ( addressing )
1 2 1 1,2,3 0,3,3 2,1,3 3,0,3 3,1,2 1,3,2 3,3,0 2,3,1 3,2,1 2,2,2 2 3 1 3 1 2 Tree is build rooted at each beacon; DV like propagation Nodes know their positions, their neighbors positions, and how to get to the beacons 2 3 3 (Hop#1, Hop#2, Hop#3) B3
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dist(<3,3,0>,<1,2,3>) =
Simple example Route from 3,3,0 to 1,2,3 B1 B2 1,2,3 0,3,3 2,1,3 3,0,3 3,1,2 1,3,2 3,3,0 2,3,1 3,2,1 2,2,2 D=4 D=2 D=0 D=2 D=4 D=4 D=6 dist(<3,3,0>,<1,2,3>) = (|3-1|+|3-2|+|0-3|) = 6 B3
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Simple example Route from 3,2,1 to 1,2,3 B1 B2 D=4 D=2 D=0 D=4 D=4 D=2
0,3,3 2,1,3 3,0,3 3,1,2 1,3,2 3,3,0 2,3,1 3,2,1 2,2,2 D=4 D=2 D=0 Fallback towards B1 D=4 1,2,3 D=4 D=2 D=4 D=6 The transition to this slide from the previous one is to say But there are cases in which no neighbor will improve our current distance, and we have to have a way of getting out of this local minimum... B3
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Beacon Vector Routing Routing Set-up Data Forwarding Select Beacons
Get Address Get Neighbors Data Forwarding Greedy Routing Fall back mode routing Scoped Flooding
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Enhanced Routing Metrics
Move towards the beacons that are near to destination Move away from the beacons that are faraway from destination W(p,q) returns 10 * fn (Etx) when p > q , returns fn(Etx) when p < q. K number of beacons used for addressing p prospective next hop / q destination Retransmission 5 times and exploiting all possible neighbors
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Destination 1,2,3 [ 3 – 1 ] * 10 [ 1 – 2 ] * 10 [ 2 – 3 ] * 1 Cost = 22 Cost 22 Destination 1,2,3 [ 2 – 1 ] * 10 [ 3 – 2 ] * 10 [ 1 – 3 ] * 1 Cost = 22 Cost 22 Destination 1,2,3 [ 3 – 1 ] * 10 [ 3 – 2 ] * 10 [ 0 – 3 ] * 1 Cost = 33 Destination 1,2,3 [ 3 – 1 ] * 10 [ 2 – 2 ] * 10 [ 1 – 3 ] * 1 Cost = 22 Cost 22 Cost 33
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What are the key practical issues?
Discussion What are the key practical issues? Link Quality 1. 2. Beacon Maintenance 3. Node Failure Directory Service 4 Link Quality Beacon Maintenance Node Failure Directory Service
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Issue I: Link Quality Estimation
Since Radios are not ideal and sporadic reception from far away nodes may fool the system to think they are closer. All outgoing packets have sequence number, receiver can estimate link quality through numbers missed. Top N (18) nodes with Link quality above L% (20) are considered neighbors and other packets are dropped.
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Parent Selection Every node also broadcasts the forward Pf and backward transmission Pr probability from its parent. Estimated number of transmissions (ETX) = 1 / ( Pf * Pr ), summated over all links from the Beacon to the node. Parent node for the beacon is one with lowest Etx.
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Issue II: Beacon Maintenance
Each beacon has a sequence number which is incremented periodically. Broadcast Beacon Id , Address Node maintains a list of beacons Sequence Number , beacon Address pair If Sequence number not updated => delete pair Elect Beacons At timer intervals function of Sequence ID check beacon table size. if size < r elect self as beacon if node is a beacon and more than r beacons exist with sequence id smaller than mine , stop being beacon.
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Set of Beacons used for address, need not be consistent across nodes.
Select Beacons Get Address Get Neighbors Route Using Distance Fall back mode routing Node Address consist of a vector of distances from k beacons and a unique ID. Hop from beacon Beacon Sequence Number Hop from beacon Beacon Sequence Number Hop from beacon Beacon Sequence Number K entry vector Unique ID Set of Beacons used for address, need not be consistent across nodes.
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Issue III: Node Failure
Soft-State Beacons periodic refresh the network A key problem exists!!! A node could change address because other node’s failure
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Issue VI: Routing to Node ID
Beacon-Vector routes to node positions; need a lookup mechanism to map node identifiers to positions [GLS, GHT] Our solution: Use beacons to store mapping Given a node identifier, use consistent hashing to determine which beacon stores its position Simple, but imposes additional load on beacons BV+Lookup enables routing to any node identifier (IP-like)
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Discussion: Metrics If you were the author, what’s metrics
you will choose and why? Performance metrics success rate without flooding path stretch – Ratio of length using BVR to other greedy Algo. Node load Overhead total #beacons needed (flooding overhead) #beacons used for routing (per-packet overhead) #neighbors (per-node routing table) Scalability network size network density
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Evaluation Realism Scale (nodes) High Level Simulator
Real Implementation Mica2 Testbeds Low level simulator TOSSIM High Level Simulator Algorithmic issues Scale Perfect Radios Realism Scale (nodes) Figure from Elson et al., 2003
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Greedy performance % routes with no flooding
Algorithmically 100%. Greedy/flood And in the paper we have results on how this scales (#beacons) Not many beacons. High Level simulator, 3200 nodes, random node placement, random beacon placement Density: 16 neighbors/node. Load: 32,000 random-pair routes
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Path Efficiency High Level simulator, 3200 nodes, random node placement, random beacon placement 10 routing beacons. Density: 16/10 neighbors/node. Load: 32,000 random-pair routes
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Performance Real implementation, 40 nodes, 20x50m office space, 5 beacons at edges Avg density: 12, random-pair routes
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Conclusion Beacon-Vector performance Other results
Overhead scales well with network size and density Outperforms true geography at lower densities Other results On demand 2-hop neighbors is a big win, specially on lower densities obstacles: up to 40% improvement relative to true positions
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Discussion: The limitation of BVR
Node address is unstable Directory Service is needed for ID-Based Routing Cost is higher than Geo-based Routing, due to beacon flooding Network Load does not figure in routing decision Scoped Flooding would be high overhead when beacon number is small. (see alterative approach LCR) Power hungry as nodes have to listen always. Not a stealthy routing system either. Path is not optimal. (Greedy Geo?)
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Discussion What are the key difference between ID-Based Routing
Geo-Graphic Based Routing Data-Centric Routing Network Embedded Routing
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Geographic Based Routing Network Encoding Based
Which one to use? Data Centric Routing ID-Based Routing Geographic Based Routing Infrastructure cost Control Cost Data Forwarding Cost Scalability Robustness Energy (#msg) Network Encoding Based
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Thanks
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