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Transcript
Introduction
 MANET
 Examples
 Performance Matrics
 Conclusions

2

Traditional network architectures
distinguish between two types of entities
› end systems (hosts) and the network (routers
and switches).

The key architectural question is: what
new features should be added to the IP
layer?
› Multicast and QoS
3
Delivery of information to a group
 Creating copies only when the links to
the multiple destinations

4
video-on-demand
 live media streaming
 video conferencing
 multiplayer games


Real time and large data flow
5

In deciding whether to implement
multicast services at the IP layer or at
end systems, there are two conflicting
considerations that we need to
reconcile.
6

First, IP Multicast requires routers to
maintain per group state
› violate the “stateless” architectural principle,
and introduce high complexity and serious
scaling.

Second, IP Multicast calls for changes at
the infrastructural level
› slows down the pace of deployment.
7

Finally, IP Multicast is providing higher
level features such as reliability,
congestion control, flow control, and
security has been shown to be more
difficult than in the unicast case.
8

We consider a model in which multicast
related features, such as group
membership, multicast routing and
packet duplication, are implemented at
end systems, assuming only unicast IP
service.
9
An overlay approach to multicast,
however efficient, cannot perform as
well as IP Multicast.
 It is impossible to completely prevent
some redundant traffic on physical links.
 Communication between end systems
involves increasing latency.

10
(b) naive unicast transmission.
 (c) the IP Multicast tree constructed by
DVMRP
 (d) an “intelligent” overlay tree

11
Issues
IP multicast
Application multicast
efficiency in terms of
delay/bandwidth
High
Low — Medium
Complexity or
Overhead
Low
Medium — High
Ease of deployment
Low
Medium — High
OSI layer works
Network layer
Application layer
12

GROUP MANAGEMENT
› Mesh First vs. Tree First
› Source Specific Tree vs. Shared Tree
› Refinement

ROUTING MECHANISM
› Shortest Path
› Minimum Spanning Tree
› Clustering Structure
13

Tree-based
› Source node as the root, thus there is only
one single path between every pair of
sender and receiver.
› It’s very efficient since the routing
information needs to be maintained is very
little.

Mesh-based
› More than one path between each sender
and receiver pair exists.
› More robust but less efficient.
14

Source-tree-based
› It construct a multicast tree among all the member
nodes for each source node.(usually this is a shortest
path tree)
› More efficient.
› Too much routing information to maintain.

Shared-tree-based
› It constructs only one multicast tree for a multicast
group including several source nodes. (usually this is
a minimum spanning tree)
› Every source uses this tree to do multicast.
› Less efficient.
› It reduces the overhead greatly by maintaining less
routing information.
15

Constructed trees might be different
› Depending upon the order of joining
requests
› Construct the tree in real time and have no
a-priori knowledge of node arrivals

Local optimum to the global optimum
and improves the system’s performance
16
A Shortest Path Tree constructs a
minimum cost path from a source node
to all its receivers
 A source-specific multicast tree or in
graph theoretic terms a rooted tree

17
Construct a low cost tree
 Used by a shared tree

18
Construct a hierarchical cluster of nodes
with each cluster having a head
 Advantages

› Reduction in control overhead
› Faster joining and leaving
› A sub-optimal tree
19
Form a temporary and dynamic wireless
network on a wireless channel without
the fixed infrastructure
 Self-organizing collection of Mobile
Nodes
 Low bandwidth, mobility and low power
 Due to the limited transmission range,
multiple hops may be needed

20
router vs. forwarding node
 traverse internet vs. multi-hops routing
 fixed vs. topology changes frequently

21

Proactive (table-driven)
› continuously evaluate routes
› maintain up-to-date routing information
› periodically flood its location to other nodes
› maintains a location table

Reactive (on-demand)
› routing creates routing only when desired
› in searching of the destination
22

Explicit
› Location update is sent to a defined subset
(update quorum)
› Location query is sent to a subset (query
quorum)

Implicit
› Location servers are chosen via a hashing
function
23
Multicast On-demand Distance Vector
routing protocol
 This protocol uses broadcast to find the
route in an on-demand way and
constructs a shared routing tree.

24
25
Group Join Process
Multicast
Broadcast
Activation
- RREQ
Broadcast
Group
Hello
Only GM Responds
Group
member
Multicast Tree member
Ordinary node
Potential Group
member
Multicast link
Communication link
26
Leaving a Multicast Group
Group
member
Multicast Tree member
Non leaf Node
Must remain as a Tree member
Ordinary node
Potential Group
member
Multicast link
Communication link
Leaf Node
Can remove
itself from
Again
Leaf Node
MTfrom MT
Remove himself
27
Node must periodically hear from active
neighbors to know they are still within
range
 Every time hear broadcast, update
lifetime
 If no broadcast with hello_interval,
broadcast Hello packet
 Failure to hear from a neighbor for

› (1 + allowed_hello_loss ) * hello_lifetime
indicates loss of link
28

Source broadcasts
› Route Request(RREQ)
› <J_flag, R_flag, Bcast_ID,
RREQ
Src_Addr, Src_Seq#, Dst_Addr,
Source
Dst_Seq#, HopCnt>
 Node can reply to RREQ if
› – It is the destination
› – It has a “fresh enough” route to
the destination


Nodes create reverse route
entry
Record Src IP Addr / Broadcast
ID to prevent multiple
processing
Destination
29

Source broadcasts
› Route Request(RREQ)

Node can reply to RREQ
if
Source
› – It is the destination
› – It has a “fresh enough”
route to the destination


Nodes create reverse
route entry
Record Src IP Addr /
Broadcast ID to prevent
multiple processing
RREP
Destination
30

Source broadcasts
› Route Request(RREQ)

Node can reply to
RREQ if
Source
› – It is the destination
› – It has a “fresh enough”
route to the destination
Nodes create reverse
route entry
 Record Src IP Addr /
Broadcast ID to prevent
multiple processing

Destination
31
Nodes along path
create forward
route to dest
 Source begins
sending data when
receives first RREP

Source
Destination
32

GROUP MANAGEMENT
› Tree First
› Shared Tree
› No refinement

ROUTING MECHANISM
› Minimum Spanning Tree

MANET ROUTING
› Reactive
› Flat
33

Latency
› end-to-end delay

Bandwidth
› throughput at the receiver

Stress
› number of identical copies of a packet
carried by a physical link
34

Resource Usage
› 57 / 30 / 32

Protocol Overhead
› total bytes of non-data traffic
35
Although, MANET multicast is an ALM,
using wired mech. cannot perform well.
 Actually, there is no a “one-for-all”
scheme that works well with different
scenarios.
 Highly dynamic environment, nodes
move arbitrarily, thus network topology
changes frequently and unpredictably
 Moreover, bandwidth and battery
power are limited.
 Make multicast extremely challenging

36
Tu, W. & Jia, W., “An End Host Multicast Protocol for Peerto-Peer Networks,” LCN '05: Proceedings of the The IEEE
Conference on Local Computer Networks 30th
Anniversary IEEE Computer Society, 2005, pp. 392-399
 Hosseini, M., Ahmed, D., Shirmohammadi, S. & Georganas,
N., “A Survey of Application-Layer Multicast Protocols,”
Communications Surveys & Tutorials, IEEE, 2007, Vol. 9(3),
pp. 58-74
 Junhai, L., Danxia, Y., Liu, X. & Mingyu, F., “A survey of
multicast routing protocols for mobile Ad-Hoc networks,”
Communications Surveys Tutorials, IEEE, 2009, Vol. 11(1), pp.
78 -91
 Perkins, C. & Royer, E., “Ad-hoc on-demand distance
vector routing,” Mobile Computing Systems and
Applications, 1999. Proceedings. WMCSA '99. Second IEEE
Workshop on, 1999, pp. 90 -100

37