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Liqiang Zhao, Hailin Zhang, and Jie Zhang
WCNC 2008Presented by: Abolfazl Asudeh
Using Incompletely Cooperative Game Theory in Wireless Sensor Networks
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Outline Background and Problem statement Incompletely cooperative game GMAC and Simulation Results
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Wireless Sensor Networks (WSNs) have a wide range of potential applications including environment monitoring, smart spaces, medical systems and robotic exploration.
Energy Consumption is usually the more important metric other metrics: Delay, Throughput, …
A lot of interest in performance analysis and improvement, specially in Medium Access Control (MAC) protocols.
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Main Categories of MAC protocols of WSNs Scheduled Protocols: use a predefined
schedule for data transmission - TSMP
Protocols with Common Active Period: Nodes wake up and sleep together to reduce the energy cost of idle listening. - SMAC idle listening: when the nodes are awake, but
there is no packet in the channel to be transmitte Usually use CSMA/CA (RTS/CTS) for data
transmission
Receiver
Tg
Data Tg
Ack
Sender Data Tg
Ack
Time Slot
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Main Categories of MAC protocols of WSNs Preamble Sampling Protocols: Every node
wakes up periodically and check if there is a packet in the channel; the sender sends a long preamble before sending the data. – Preamble Sampling Aloha
Hybrid Protocols: the combinations of the protocols of different categories
Sender
Receiver
Preamble Data
Data Check Interval
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Game Theory is used broadly in distributed WSNs to solve problems like: Security Routing Power Control
The goal of this paper: to achieve energy consumption, delay, and throughput together
Main focus is on Common Active MAC protocols
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Sensor networks are energy constraint explicit cooperation among nodes is impractical.
It can be modeled as an incompletely cooperative game, a stochastic game, which starts when a new packet arrives at the node’s transmission buffer and ends when the packet is transmitted successfully or discarded.
Each game process includes many timeslots and each timeslot corresponds to one game state.
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In each timeslot, each player (i.e., node) estimates the current game state based on what happened in the past timeslots.
Then adjusts its own equilibrium strategy by tuning its local contention parameters
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Framework Contains three major components
a detector: detect and record current conditions an estimator: estimates current state, such as
number of nodes an adjustor: makes the decision for the strategy
and adjusts the contention parameters
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The Game model of N+1 nodes
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Estimator: Estimates the current state
Adjustor: changes the transmission probability by tuning the contention parameters: CWmin
=[n*rand(7,8)] It is shown that the ratio of optimal CWmin to n is
almost from 7 to 8 Collision Window
Random Back-off
CWmax
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GMAC: the simplified MAC solution The Estimation of n is inaccurate in
unsaturated environments.
GMAC is the simplified version.
In G-MAC, after transmitting a packet, no matter it is transmitted successfully or not, the player does not start the next game process with the nominal CWmin.
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Simulation Results channel rate: 1Mbps n = 30 packet arrival: Poisson active period: 250msec
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References A. Bachir, M. Dohler, Th. Watteyne, and K.K.
Leung, “MAC Essentials for Wireless Sensor Networks”, IEEE COMMUNICATIONS SURVEYS & TUTORIALS, VOL. 12, NO. 2, SECOND QUARTER 2010.
Liqiang Zhao; Hailin Zhang; Jie Zhang; , "Using Incompletely Cooperative Game Theory in Wireless Sensor Networks," Wireless Communications and Networking Conference, 2008. WCNC 2008. IEEE , vol., no., pp.1483-1488, March 31 2008-April 3 2008
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Thank you
Question?