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Title: Analysis of IEEE 802.11e and Application of Game Models for Support of Quality-of-Service in Coexisting Wireless Networks


1
Analysis 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

2
Outline
  • 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

3
Motivation 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.

4
IEEE 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 ?

5
Medium 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

6
IEEE 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!

7
802.11e Medium Access HCF
  • Contention-based medium access EDCF
  • Different EDCF parameters per Access Category
    (AC)
  • DIFS?AIFSAC
  • CWmin?CWminAC
  • ) not in current draft
    standard
  • CWmax?CWmaxAC
  • (PF2?PFAC)

8
Achievable 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)

9
Legacy (Medium) Priority
  • 512 byte frame body 512 byte frame body,
    RTS/CTS
  • 2304 byte frame body 2304 byte frame body,
    RTS/CTS

10
Low Priority (larger CWminAC)
  • 512 byte frame body 512 byte frame body,
    RTS/CTS
  • 2304 byte frame body 2304 byte frame body,
    RTS/CTS

11
High Priority (smaller CWminAC)
  • 512 byte frame body 512 byte frame body,
    RTS/CTS
  • 2304 byte frame body 2304 byte frame body,
    RTS/CTS

12
Modified Bianchi Model
13
Share 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

14
Access Probability per Slot
15
Approximation 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

16
CSMA 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

17
Markov Chain (1)
  • Resulting state transition probabilities
  • access
  • collision
  • idle

18
Markov Chain (2)
  • Resulting stationary distributions
  • high
  • other

19
Result
  • The priority vector
  • Share of capacity
  • Modified Bianchi model provides the saturation
    throughput

20
Scenario Results (1)
  • Four backoff entities per AC (4/4/4)
  • Variable, legacy and low priority
  • Results of WARP2 simulation indicate accurate
    approximation

21
Scenario 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

22
Scenario 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

23
EDCF 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!

24
HCF 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)

25
HCF 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

26
HCF 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!

27
Scenario 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

28
The Superframe as Single Stage Game
  • Allocation process during a superframe
  • QoS

29
Abstract Representation of QoS
  • Throughput normalized share of capacity
  • Delay normalized resource allocation interval
  • Jitter normalized delay variation

,
30
The 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

31
Allocation 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

.
32
Markov 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

33
Result and Evaluation
  • Resulting observations for both players
  • Comparison with simulation results (YouShi)

34
The Utility Function
  • Players attempt to meet their requirements
  • Therefore, players attempt to maximize the
    observed payoff (outcome), by using a utility
    function

35
Existence 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)

36
Pareto 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)

37
Bargaining Domain
38
Strategy Persist
  • Persist demandrequirement
  • Shown are YouShi simulation results and
    analytical apprx.
  • Poor delay performance for pl.2

pl1
pl2
39
Persist/Best Response/Cooperation
40
How 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

41
Condition 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

42
Dependence on Discounting Factor
Future counts
Future is less important
43
Wrap 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!

44
Conclusions
  • 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)

45
Backup Slides
46
Architecture
  • Infrastructure Basic Service Set (BSS)
  • one station is the access point
  • Independent Basic Service Set (IBSS)
  • ad-hoc

47
Medium Access - Example
  • Station 1 initiates frame exchange first
  • Other stations set the Network Allocation Vector
    (NAV)
  • Distributed approach ? difficult for station to
    support QoS

48
Multiple Backoff Entities per Station
49
Markov Chain
  • State transition probabilities
  • Stationary distributions

50
Allocation 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

51
Strategy Best Response
  • Best Response adapt demand to achieve highest
    outcome (myopic competition)
  • Action profile (demand) converges to NE

pl1
pl2
52
Strategy Cooperation
  • Cooperation reduced demand, shorter resource
    allocations
  • Now both players achieve higher outcomes (next
    page)

pl1
pl2
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