Title: Analysis of IEEE 802.11e and Application of Game Models for Support of Quality-of-Service in Coexisting Wireless Networks
1Analysis of IEEE 802.11e and Application of Game
Models for Support of Quality-of-Service in
Coexisting Wireless Networks
- Stefan Mangold
- ComNets Aachen University
- 30-June-2003
2Outline
- IEEE 802.11 wireless LAN
- Brief introduction Distributed Coordination
Function (DCF) - IEEE 802.11e QoS extension
- Overview Enhanced DCF (EDCF)
- Achievable throughput with the EDCF
- Model for achievable throughput per priority
- Result evaluation with WARP2
- Overlapping radio networks in unlicensed bands
- Game model of competition
- Result evaluation with YouShi
- Analysis of competition scenario stability,
expected outcomes - Cooperation in repeated games
- Conclusions
3Motivation of this Thesis
- IEEE 802.11 is the dominant radio system for
wireless Local Area Networks (LANs) - Todays Wireless LANs cannot support Quality of
Service (QoS) - However, the demand is growing for new
applications with QoS requirements - Wireless LANs operate in unlicensed frequency
bands, where they have to share radio resources - Problems/Questions
- How to support QoS in wireless LANs?
- If wireless LANs can support QoS, what level of
QoS can be maintained in unlicensed frequency
bands? - New methods to support QoS in wireless LANs are
developed and evaluated in this thesis.
4IEEE 802.11 Wireless LAN
- Radio standard for data transport system that
covers ISO/OSI layer 1 and 2 - Multiple Physical (PHY) layers
.11/.11a/.11b/.11g - One common Medium Access Control (MAC) layer
- Here IEEE 802.11a PHY
- OFDM multi-carrier transmission
- Up to 54Mbit/s (_at_PHY)
- 5 GHz unlicensed band
- Shared resources
- Main Service
- MSDU Delivery
- Reference model ?
5Medium Access
- Distributed Coordination Function (DCF)
- Listen before talk CSMA/CA
- Binary exponential backoff
- Contention window increases with each
retransmission - Received MPDUs (data frames) are acknowledged
- Variable frame body sizes (up to 2312 byte)
- One queue per station
- Collisions occur if many stations operate in
parallel
6IEEE 802.11 Wireless LAN Basics
- MAC protocol is distributed (simple and
successful) - One queue per station (station backoff entity)
- MSDU can be fragmented into multiple MPDUs
- RTS/CTS helps to improve efficiency
- QoS involves achieving a minimum MSDU Delivery
throughput and MSDU Delivery delays not exceeding
a maximum limit - Delay variation and loss rate are often
considered - IEEE 802.11 Task Group E (TGe) defines QoS
mechanisms to be integrated into the legacy
802.11 MAC - This supplement standard is referred to as IEEE
802.11e (here draft 4.0) - QoS Support in legacy 802.11? ? no!
7802.11e Medium Access HCF
- Contention-based medium access EDCF
- Different EDCF parameters per Access Category
(AC) - DIFS?AIFSAC
- CWmin?CWminAC
- ) not in current draft
standard
8Achievable Throughput
- Three different EDCF parameter sets
- AC (priority) higher medium(legacy) lower
- AIFSNAC 2 2 9
- CWminAC 7 15 31
- CWmaxAC 1023 1023 1023
- PFAC 24/16 32/16 40/16
- Question achievable throughput per backoff
entity in an isolated scenario? ? "saturation
throughput" - Isolated scenario means the same EDCF parameters
are use by all backoff entities - Results depend on frame body length, number of
contending backoff entities, RTS/CTS,
fragmentation - Approach WARP2 stochastic simulation and
analytical model (modifications of Bianchis
legacy 802.11 model)
9Legacy (Medium) Priority
- 512 byte frame body 512 byte frame body,
RTS/CTS - 2304 byte frame body 2304 byte frame body,
RTS/CTS
10Low Priority (larger CWminAC)
- 512 byte frame body 512 byte frame body,
RTS/CTS - 2304 byte frame body 2304 byte frame body,
RTS/CTS
11High Priority (smaller CWminAC)
- 512 byte frame body 512 byte frame body,
RTS/CTS - 2304 byte frame body 2304 byte frame body,
RTS/CTS
12Modified Bianchi Model
13Share of Capacity
- Saturation throughput shown so far is only valid
for isolated scenarios - Nice to have, but useless for QoS support
- For QoS support, a backoff entity needs to know
the expected throughput in mixed scenarios - Achievable throughput per backoff entity is
referred to as "share of capacity" - Question what is the share of capacity a backoff
entity can achieve in a mixed scenario? - This is THE important question for EDCF QoS
support - Bianchi model does not provide the answer
- There is no solution available until today
14Access Probability per Slot
15Approximation of Expected Idle Times
- Expected size of contention window
- NAC number of backoff entities of AC
- tauAC probability that a backoff entity is
transmitting - Access probability per slot
- Expressed by geometric distribution
16CSMA Regeneration Cycle Process
- State transition diagram for the Markov chain
- States C, H, M, L represent busy system
- States 1, 2, 3..., CWmax1 represent idle system
- Time is progressing in steps of a slot
- State of the chain changes with state transition
probabilities as indicated in the figure
17Markov Chain (1)
- Resulting state transition probabilities
- access
- collision
- idle
18Markov Chain (2)
- Resulting stationary distributions
- high
- other
19Result
- The priority vector
- Share of capacity
- Modified Bianchi model provides the saturation
throughput
20Scenario Results (1)
- Four backoff entities per AC (4/4/4)
- Variable, legacy and low priority
- Results of WARP2 simulation indicate accurate
approximation
21Scenario Results (2)
- 10/2/4 backoff entities per AC
- Backoff entities with variable priority are more
dominant, as expected - Results of WARP2 simulation indicate accurate
approximation
22Scenario Results (3)
- 2/10/4 backoff entities per AC
- Backoff entities with variable priority are more
dominant, as expected - WARP2 simulation results deviate for different
persistent factors
23EDCF Summary
- EDCF MAC protocol is distributed (as DCF, simple)
- Multiple queues per station (queue backoff
entity) - The presented model can be used for prediction of
expected share of capacity per backoff entity - The model can be extended towards delay and loss
prediction - EDCF supports QoS, but cannot guarantee as
resulting share depends on activity of other
backoff entities - QoS Support in legacy 802.11? ? no!
- QoS Support in 802.11e EDCF? ? yes, but no
guarantee!
24HCF Controlled Medium Access
- EDCF cannot guarantee QoS, because of distributed
MAC - For guarantee, controlled medium access allows
access right after PIFS, without backoff - Similar to polling in legacy 802.11 (PCF)
25HCF in Overlapping BSS
- Controlled medium access requires an isolated BSS
- No other backoff entity must access the medium
with highest priority (after PIFS), otherwise
collisions occur! - This is a very strict requirement, and difficult
to achieve in an unlicensed frequency band - Dynamic frequency selection may help, as in
HiperLAN/2 - 512 byte frame body 2304 byte frame body
26HCF Controlled Access Summary
- The controlled medium access is often referred to
as HCF - This coordination function is not distributed, it
is centralized (requires a Hybrid Coordinator) - It works only in isolated scenarios, which is not
a very likely scenario in unlicensed bands - The coexistence problem of overlapping BSSs will
be discussed in the following - QoS Support in legacy 802.11? ? no!
- QoS Support in 802.11e EDCF? ? yes, but no
guarantee! - QoS Support with 802.11e HCF? ? not in unlicensed
bands!
27Scenario two BSSs Sharing one Channel
- Basic service sets are modeled as players that
attempt to optimize their outcomes - Single stage game one superframe (200ms)
- Multi stage game repeated interaction
28The Superframe as Single Stage Game
- Allocation process during a superframe
- QoS
29Abstract Representation of QoS
- Throughput normalized share of capacity
- Delay normalized resource allocation interval
- Jitter normalized delay variation
,
30The Player
- Player "i" and opponent player "i" have
individual requirements - Players select demands to meet requirements
- Through allocation process, players observe
outcomes per single stage game observed QoS - This single stage game is repeated with every
superframe - Players adapt behaviors in the multi stage game
31Allocation Process (Formal Description)
- Required
- If this process can be formally described through
an accurate approximation, we can analyze - Expected outcomes (existence of Nash equilibrium
(NE)) - Stability (convergence to NE)
- Fairness (position of NE in bargaining domain)
- It can be discussed
- what QoS support is feasible for the individual
players (player CCHC BSS) - what level of QoS can be achieved
- if mutual cooperation improves the outcome per
player
.
32Markov Chain
- Observed payoffs in a single stage game
- Stationary distributions
- p0 idle channel (EDCF background traffic)
- p1 player 1 allocates radio resource
- p2 player 2 backing off while player 1 allocates
resource - State transition probabilities
33Result and Evaluation
- Resulting observations for both players
- Comparison with simulation results (YouShi)
34The Utility Function
- Players attempt to meet their requirements
- Therefore, players attempt to maximize the
observed payoff (outcome), by using a utility
function
35Existence of Nash Equilibrium (NE)
- Proposition in the Single Stage Game of two
coexisting CCHCs exists a Nash equilibrium in the
action space A. - Proof show that the outcome (the payoff V) is
continuous in A, and show that it is
quasi-concave in Ai. - There exists at least one Nash equilibrium, which
can be calculated as - aaction, Vpayoff, Nnumber of players (N2)
36Pareto Efficiency
- Players that take rational actions will
automatically adjust into a NE (because there is
at least one NE) - If the NE is unique, the respective action
profile can be predicted as expected point of
operation - However, there may exist action profiles in the
single stage game that lead to higher payoffs - If such profiles do not exist, the NE is referred
to as Pareto efficient (Pareto optimal) - Pareto efficiency can be determined by numerical
search - Can be shown in bargaining domain (next page)
37Bargaining Domain
38Strategy Persist
- Persist demandrequirement
- Shown are YouShi simulation results and
analytical apprx. - Poor delay performance for pl.2
pl1
pl2
39Persist/Best Response/Cooperation
40How to establish Cooperation
- Cooperation can be beneficial for both players,
and is established in repeated interactions
(multi stage game) - Cooperation and punishment
- Payoff discounting in multi stage game
41Condition for Cooperation
- It is more efficient to cooperate instead of
defect (instead of playing best response), if - It depends on the discounting factor
(importance/shadow of future) if mutual support
is achievable - The more important the future is, the more likely
is the establishment of cooperation - For example, CCHCs will interact for many
superframes
42Dependence on Discounting Factor
Future counts
Future is less important
43Wrap Up
- There is always a Nash equilibrium in the single
stage game - If the outcome of the Nash equilibrium is not
satisfying, a player may attempt to punish the
opponent, for establishment of mutual support - Depending on the behaviors of the CCHCs (the
interacting players), and their requirements,
cooperation can be achieved - QoS can be supported if cooperation is
established - QoS Support in legacy 802.11? ? no!
- QoS Support in 802.11e EDCF? ? yes, but no
guarantee! - QoS Support with 802.11e HCF? ? not in unlicensed
bands! - QoS Support with shared radio resources? ? with
mutual support yes!
44Conclusions
- IEEE 802.11e EDCF will provide basic means for
QoS support - The controlled medium access of HCF (polling)
cannot support QoS in unlicensed frequency bands - New analytical model for EDCF is developed
- allows to predict and control QoS
- New approach for coexisting radio networks
- may help radio networks operating in unlicensed
bands to support QoS - Results will be used in
- Contributions to IEEE 802.11e
- IEEE 802.19 coexistence discussions
- Spectrum etiquette development at Wi-Fi alliance
- Development of Spectrum Agile Radios (DARPA)
45Backup Slides
46Architecture
- Infrastructure Basic Service Set (BSS)
- one station is the access point
- Independent Basic Service Set (IBSS)
- ad-hoc
47Medium Access - Example
- Station 1 initiates frame exchange first
- Other stations set the Network Allocation Vector
(NAV) - Distributed approach ? difficult for station to
support QoS
48Multiple Backoff Entities per Station
49Markov Chain
- State transition probabilities
- Stationary distributions
50Allocation Process (Example)
- Two single stage games (two superframes)
- Two players interact with each other
- A third player models the EDCF background traffic
- For analysis, a formal description of this
process is needed
51Strategy Best Response
- Best Response adapt demand to achieve highest
outcome (myopic competition) - Action profile (demand) converges to NE
pl1
pl2
52Strategy Cooperation
- Cooperation reduced demand, shorter resource
allocations - Now both players achieve higher outcomes (next
page)
pl1
pl2