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Military Mobile Ad-Hoc Networking
Performance Metric Evaluation and Commercial Availability
Thomas Moscon
6/15/2014
s
Abstract.................................................................................................................................................7
1 Introduction...............................................................................................................................8
2 Literature Review..........................................................................................................................9
2.1 Networking Fundamentals...................................................................................................10
2.1.1 OSI Model....................................................................................................................11
2.2 Ad-hoc Networking..............................................................................................................12
2.3 MANETs...............................................................................................................................13
2.3.1 Vehicular Ad-hoc Networks (VANET)...........................................................................13
2.3.2 Smart Phone Ad-hoc Network (SPAN)..........................................................................13
2.4 MANET History.....................................................................................................................13
2.5 MANET Achievements.........................................................................................................15
2.6 MANET Challenges...............................................................................................................15
2.6.1 Infrastructure-less design............................................................................................15
2.6.2 Dynamic topology........................................................................................................15
2.6.3 Scalability.....................................................................................................................16
2.6.4 Varied link/node capabilities........................................................................................16
2.6.5 Energy Constraints.......................................................................................................16
2.7 MANET Performance...........................................................................................................17
2.8 MANET Metric Evaluation....................................................................................................17
2.9 MANET Challenges for Military use.....................................................................................19
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2.10 Combat-net Radios..............................................................................................................19
2.11 Multi-hop vs. Single-hop......................................................................................................19
2.12 Metrics.................................................................................................................................20
2.13 Commercial-Off-The-Shelf Products....................................................................................21
2.14 COTS Products.....................................................................................................................22
2.14.1 Harris Corporation.......................................................................................................22
3 Methodology...............................................................................................................................23
3.1 Research..............................................................................................................................23
3.2 Simulations..........................................................................................................................24
4 Proposal Conclusion....................................................................................................................25
5 Simulators....................................................................................................................................26
6 Constraints...................................................................................................................................28
6.1 Radio Propagation...............................................................................................................28
6.1.1 Diffraction....................................................................................................................28
6.1.2 Reflection.....................................................................................................................28
6.1.3 Refraction....................................................................................................................29
6.1.4 Absorption...................................................................................................................29
6.1.5 Scattering.....................................................................................................................29
8 Research Results..........................................................................................................................29
8.1 Metric Rankings...................................................................................................................31
8.2 Research Conclusion............................................................................................................34
9 Simulation Configuration.............................................................................................................35
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9.1 Simulation Parameters........................................................................................................35
9.2 Scenario Parameters............................................................................................................36
9.3 Configuration Parameters....................................................................................................36
9.3.1 Packet Size...................................................................................................................36
9.3.2 Mobility Models...........................................................................................................37
9.3.3 Beaconing....................................................................................................................38
9.4 Software Configuration........................................................................................................39
9.5 Simulation Set Configuration...............................................................................................40
10 Simulation Results...................................................................................................................41
10.1 Packet Size...........................................................................................................................41
10.1.1 Packet Delivery Ratio...................................................................................................41
10.1.2 Routing Overhead........................................................................................................42
10.1.3 End-to-End Delay.........................................................................................................44
10.1.4 Throughput..................................................................................................................45
10.2 Mobility................................................................................................................................46
10.2.1 Packet Delivery Ratio...................................................................................................46
10.2.2 Routing Overhead........................................................................................................48
10.2.3 End-to-End Delay.........................................................................................................50
10.2.4 Throughput..................................................................................................................51
10.3 Beaconing............................................................................................................................51
10.3.1 Packet Delivery Ratio...................................................................................................52
10.3.2 Routing Overhead........................................................................................................53
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10.3.3 End-to-End Delay.........................................................................................................54
10.3.4 Throughput..................................................................................................................55
11 Simulation Analysis..................................................................................................................56
12 Implementation Summary.......................................................................................................57
13 Future Work.............................................................................................................................59
14 Conclusion...............................................................................................................................60
15 Bibliography.............................................................................................................................62
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Student address: [email protected]
Student ID number: 110043629
Award: Bachelor of Information Technology: Network and Security
Provisional thesis title: Military Mobile Ad-hoc Networking: Performance Metric Evaluation and
Commercial Availability
Supervisors’ names: Grant Wigley
Date of submission: November 24th 2014
Thesis Questions:
What are the key metrics and optimal parameters in evaluating performance for Military MANETs?
Thesis Sub-Question
What commercially available products suit the needs for a Military based Combat Net Radio
MANET?
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Abstract
Mobile Ad-hoc Networks or MANETs have been around for more than 30 years. Originally developed
for the Military, they have branched out to other niche applications including traffic and transit data
analysis networks, animal tracking, marketing and even social networking. Although they have been
around for a while, there are still a lot of constraints and challenges that surround MANETs,
especially for Military purposes. Size, scalability and management are key challenges involved with
large scale MANETs, but one of the most glaring issues is performance.
The Australian Government along with the DSTO have been researching implementations of MANET
for tactical purposes that would work under a Military scenario. However unsuccessful, as it is
extremely hard to test and evaluate the performance of MANETs under a Military scenario without a
significant testing bed costing lots of time, money and expertise. My research under the guidance
and supervision of the DSTO is to find key metrics and parameters involved in the evaluation of
Military MANET performance using Commercial-off-the-shelf (COTS) products as a reference. Due to
the obscure nature of COTS radio hardware and software, common methods of performance
evaluation are necessary to test whether or not an implementation of a MANET will be feasible on
the battlefield.
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1 Introduction
The Defense Science and Technology Organisation (DSTO) are currently undergoing research on
Military Mobile Ad-hoc Networks or MANETs for tactical warfare purposes due to the need for an
infrastructure-less network communication platform. Currently, the Australian Defence Force (ADF)
is using legacy communications hardware with limited bandwidth capabilities and requires a tactical
communication solution that allows convergence with speeds as low as sub megabit.
Unlike other countries like the United States, the ADF does not have the resources to deploy a fully
converged network infrastructure using satellites and other infrastructure to aid communications
within a short timeline on the battlefield. Instead, ‘Combat Net Radios’ and ‘Man packs’
communicating over UHF and VHF frequencies make up the bulk of the network, most of which is
either carried by soldiers or mounted in vehicles.
MANETs have been used and developed around the world for different tactical purposes and even
spawned from the need for better and more robust tactical networks. The reason Militaries look
towards MANETs is that they provide an infrastructure-less, easy and rapidly deployed network with
little to no management. This type of solution proves to be invaluable since there isn’t always the
time or money to setup network infrastructures on the battlefield for warfare. Instead of routers and
switches forwarding packets between layers of the network, all packets are forwarded by the
Combat Net Radios and Man Packs, making every soldier and vehicle a router in essence.
However there are still many challenges and unsolved issues relating to MANETs with research and
development being an ongoing process, one major issue is the scalability of the network. MANETs
have proven to work for small networks or networks with lots of nodes passing information between
neighbors or back to a server, but a fully converged brigade in the army with up to 1500 nodes
would require an extremely robust system. On top of that, the path of the data through the network
can be altered by the design of the Combat Net Radios and how they interface with the other
hardware.
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For this, MANETs as a solution needs to be analyzed and tested thoroughly in order to produce solid
evidence about how to evaluate the performance of a network, and what are the key metrics
involved with the overall performance.
2 Literature Review
This research is dedicated to the findings on how to evaluate networking performance for Military
Mobile Ad-Hoc networks and what commercial-off-the-shelf (COTS) products are available as a
solution to this problem. Ad-Hoc networks can be designed for many purposes, but for each
different purpose, they are designed differently in order to suit networking needs in a very specific
way. The nature of the topic is looking to answer what performance metrics are more important for
a Military scenario and how we know those metrics are important.
The basis for this research is on a Military based MANET with up to 1500 nodes/soldiers in at least a
100x100km square block of mountainous and harsh terrain where nodes are constantly moving.
These types of network parameters are hard to build a network around, but so far, it is theorized
that ad-hoc networking is plausible for this type of tactical warfare.
The research will include looking at previous simulations that have been carried out in the same field
to examine how they weigh metrics, evaluation models and frameworks that outline how to
generally evaluate MANET performance, and a comparison of commercially available products to
determine what type of hardware best suits the needs of a Military MANET and what that hardware
does to perform that way.
Network simulations will be conducted in order to analyze the effects of changing parameters to suit
the optimal needs of the network in order to produce an implementation plan for a Military MANET.
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2.1 Networking Fundamentals
Generic Local Area Network (LAN) or Wide Area Network (WAN) networks designed for office
buildings and enterprises usually consist of a hierarchical infrastructure. The most basic of these
infrastructures are the three layer hierarchical model, consisting of a core layer providing high speed
routing between major regions of the network, the distribution layer which provides most of the
routing, security and policies and is usually situated at a branch office connecting to the core and the
final layer, the access layer, which connects user devices and servers to the network. This design
model is shown in the figure 1 [12].
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2.1.1 OSI Model
Not all networks are designed like this, however they all share a model known in networking as the
‘Open Systems Interconnection model’ (OSI Model) seen in Figure 2 [13].
The OSI Model consists of seven layers of networking each responsible for different tasks in data
transmission within a network.
Application Layer
Reserved for application protocols such as HTTP and FTP. It acts as a user-interface for the user
responsible for displaying images and data in a human-readable format by communicating with both
the presentation and session layer.
Transport Layer
The foundation for TCP, this layers main task is to provide end-to-end communication for
applications within or between networks. It provides reliability and flow-control to ensure data is
transmitted between hosts without failures, corruption or congestion.
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Network Layer
Responsible for the routing and forwarding of packets between intermediate routers under
protocols such as Internet Protocol (IPv4/6) and Internet Control Message Protocol (ICMP) through
the utilization of host addressing to distinguish a packets destination.
Data Link Layer
The layer responsible for Ethernet on Local Area Networks (LAN). This layer provides encapsulation
of packets into frames and forwarding data between nodes on the same network with additional
functions such as error detection and correction.
Physical Layer
One of the most complex layers, responsible for network hardware transmission technologies of a
network. Digital Subscriber Line (DSL), Integrated Services for Digital Network (ISDN) and Wi-Fi are
three technologies that reside on the physical layer. Unlike the network layer, the physical layer
transmits raw bits instead of packets over physical links such as copper wires or Cat5 cables.
2.2 Ad-hoc Networking
Ad-hoc networks are an infrastructure-less and decentralized approach to network design. The word
Ad-hoc meaning ‘for this purpose’ assumes that the network is setup for a specific situation or
purpose. In our case, it is for Tactical Warfare. The network is ad-hoc because it does not rely on an
underlying infrastructure with managed routers, servers, access points like a traditional Wireless
Area Network would. Instead, each and every node in the network acts as a router-device,
responsible for forwarding and controlling traffic flow around the network [2].
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2.3 MANETs
Mobile Ad-Hoc Networks were originally developed for tactical network communication due to the
dynamic nature of tactical warfare. Military networks have always required a mobile and dynamic
design without reliance on a fixed pre-configured infrastructure, not only to ensure rapid
deployment, but also to keep costs and complexity to a minimum and autonomy at a maximum.
MANETs create a framework suitable for this type of network design by providing an infrastructure-
less network built mainly upon multi-hop peer-to-peer technology that allows nodes to
communication over long distances and beyond Line of Sight.
2.3.1 Vehicular Ad-hoc Networks (VANET)
Vehicular Ad-hoc Networks are becoming increasingly popular today, with modern cars carrying
them around for safety purposes. This basically turns any car into a wireless node allowing vehicles
within 100 to 300 meters to connect and create a network. Vehicular Ad-hoc Networks also extend
into the Military where tanks and special armored vehicles act as a distribution layers within the
network in order to provide a backbone for a tactical MANET.
2.3.2 Smart Phone Ad-hoc Network (SPAN)
Smart Phone Ad-hoc Networks use existing wireless technology such as Bluetooth and Wi-Fi on
smart phones in order to create peer-to-peer networks that utilizing cell carrier network
infrastructure such as access points, hubs or traditional routers. Applications for this can include
social networking, free internet, local area networking and marketing endevours.
2.4 MANET History
The concept of a military MANET over radio originated from an agency known as the Defense
Advanced Research Projects Agency (DARPA). In 1973, the group researched packet-switched radio
communication in order to provide mobile network access to computers and terminals within a
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mobile environment [1]. This research was motivated by the need for tactical communication on the
battlefield, and to this day is still being researched for both military and commercial markets.
Packet Radio Networks were the first generation of ad-hoc networks back in 1973. The network
consisted of firmware pre-loaded packet radios that had minimal functionality, but was able to
communicate to other radios using early radio frequency technology. This technology implemented
the physical layer, data link layer and network layer of the OSI model.
The firmware was capable of providing network metrics such as power usage, signal to noise ratio
and even had a basic error detection system which forced a retransmission of dropped packets. The
routing, although primitive at the time, allowed for rapid and automatic deployment of the network,
which was and still is a key factor for tactical communication [6][14].
Second generation ad-hoc networks arrived in the 1980s up to 1993, which were developed and
implemented as a part of SURAN (Survivable Adaptive Radio Network Programs). This enhancement
improved radio performance by making the networks smaller, cheaper, efficient and more secure [6]
[14].
A project by the name of GloMo (Global Mobile Information Systems) further enhanced mobile
networking by researching self organizing/self healing networks aimed at intelligence information
systems for the deployment of forces.
The next development in the second generation of ad hoc networks was NTDR (Near Term Digital
Radio Systems), the purpose of which was to provide self-organizing mobile communication
between Army Battle Command System automated systems and units at a brigade level and below
[6].
Finally third generation MANETs, from the 1990s until present day exploded with the invention of
portable laptops and other commercial communication devices based on packet radio systems [6].
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MANETS were implemented during this generation and have since been developed for an array of
applications.
2.5 MANET Achievements
Despite the Military background of MANETs, in modern day society, MANETs are used for many
different applications in order to pass information around users. In a lecture by Kim Smith [3], one
particular example of a MANET is Dieselnet, which monitors users who get on and off buses in order
to map out where people are coming and going so that the bus system can create better routes.
2.6 MANET Challenges
MANETs propose many challenges due to the way it is inherently designed. In a MANET, all nodes
are independent of each other, and all operate in a peer-to-peer mode.
2.6.1 Infrastructure-less design
This infrastructure-less design adds difficulty to network management, making it challenging to
detect and manage faults. It is also difficult to analyze the performance and utilization of the
network, as using this type of sniffing tool will add un-necessary congestion to the network. In a
Military MANET, you will need all the performance you can get.
Having no infrastructure also diminishes the usefulness of the network. With larger networks, it will
be increasingly difficult to converge, especially with limited bandwidth and hardware.
2.6.2 Dynamic topology
Because nodes in a MANET will always be moving, the topology of the network will be dynamic,
causing frequent route changes which can result in packet loss. One of the biggest challenges for
MANETs is finding a routing protocol that has the right tradeoff between route discovery and
overhead in order to provide optimal and efficient performance.
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2.6.3 Scalability
Scalability is still an unsolved issue. Challenges include addressing, routing, configuration
management, interoperability, etc. The larger the network becomes, the increasingly difficult it
becomes to maintain. In order to run a MANET with over 64 nodes, backbone infrastructure will
need to be implemented in order to keep the entire network healthy. Anything network size beyond
that will only stay alive if there’s an extremely minimal amount of traffic and network utilization.
2.6.4 Varied link/node capabilities
Varied node capability refers to the individual capability of each node and how any node can be
responsible for network congestion. Imagine a MANET where the most popular route includes the
same center node, and once that node starts to lose battery it charges down its CPU to save power.
That node is now liable for slowing down all traffic that passes through it which could be almost all
traffic.
This depends heavily on the hardware used and the topology of the network at any time. Using
mismatching hardware is also not advised, as this can have the same effect.
2.6.5 Energy Constraints
MANETs rely on each node being a router; however mobile devices especially Combat Net Radios
used in the Military have limited processing power and energy constraints. This goes against the
design of every node being a router, as forwarding packets constantly can drain energy fast.
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2.7 MANET Performance
The routing performance for MANETs differs for each routing protocol. For example, a routing
protocol such as Dynamic Source Routing (DSR) may incur less overhead than a protocol such as
Optimised Link State Routing Protocol (OLSR) due to the fact that it will transmit traffic data only
when there is data to be sent, where as OLSR floods the network with control and traffic data aimed
at keeping the routing tables updated as much as possible [7][17][26].
However this doesn’t always mean that certain routing protocols are better than others, they may
perform better in certain scenarios and for different purposes.
Currently there is no best implementation of a Military MANET or any MANET as they are ad-hoc
based. The performance of MANETs are being constantly researched with new implementations of
routing protocols, new parameter configurations and new hardware being built to support those
implementations better.
However, we are not there yet, and MANETs are still only being utilized in very discrete network
implementations with nothing major. The easiest way to take advantage of MANETs would be the
mobile phone and social networking market. Nothing major in Military warfare has been announced
publicly that involves a purely structure-less MANET implementation.
2.8 MANET Metric Evaluation
In an RFC written by S. Corson and J Macker [4], the authors distinguish a difference in metrics
between a routing protocol and the network context itself. To a further degree, it is also stated that
separate qualitative and quantitative metrics are evaluated for a network protocol.
Qualitative metrics explained were sleep and security, etc., where as quantitative metrics include
throughput and delay, efficiency which looks at data/control bits sent and received, and route
acquisition time. Finally, metrics that are important to a routing protocols overall context are
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network size, network connectivity, traffic patterns, mobility, link capacity, and topological rate of
change and others.
There are two main ways to evaluate the performance of a MANET. The first approach uses
measurement techniques in order to evaluate a real prototype network, usually a test bed, which is
important in realising constraints and issues with a network that may not show up in simulations.
One of the largest testbeds with up to 30 nodes is the Uppsala University APE testbed which
revealed problems relating to different transmission ranges for control and data frames, a problem
known as the ‘communication gray zones’ [2].
The other approach to evaluating the performance of a MANET is via a simulation model, usually
simulated on either OPNET or NS-2. Many simulation models have been constructed in order to test
the performance of a MANET [8][9][10][11][23][24][25], but it is important to note that a simulations
do not accurately represent the actual performance of an entire network, rather they aid us in
answering specific questions about the network or help us to diagnose imperatives in the design.
Mobility models in particular aid in discovering the effects of mobility on a network, though limited,
the results these types of models can still provide useful and intelligence evidence.
Lastly, using simulations as a method of evaluating a large network can sometimes be deceiving and
a large understanding of networking is required in order to evaluate the data correctly. Many
researchers delve into the credibility of simulations for MANETs because of this issue [15].
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2.9 MANET Challenges for Military use
Many popular MANET algorithms that were designed were done so for small fixed networks,
however a lot of tactical MANETs are designed with thousands of nodes in mind which makes
scalability still an issue that has unresolved challenges that range from configuration management,
security, interoperability, addressing and most of all routing.
In the Military, a term coined SWAP (Size, Weight and Power) is an extremely important aspect for
operating in tactical warfare and adds an extra budget for the types of physical networking devices
plausible out on the field [5][16]. Reducing the size, weight and power of each device on a soldier is
crucial for a more mobile and logistical mission. However, this limits the amount of processing power
allowed on each node which in turn limits the effectiveness of the MANET since every node must act
as a router as well as an end-user device. This proposes a tradeoff between efficiency and reliability.
2.10 Combat-net Radios
Radio’s used for tactical purposes are generally known as ‘Combat-net Radios’ (CNRs). These radios
are primarily push-to-talk handheld devices that utilize certain waveforms in order to transmit and
receive radio signals. CNRs most popularly operate on the Very High Frequency (VHF band) and the
Ultra High Frequency (UHF) band, meaning they only transmit radio signals between the frequencies
of 30-300 MHz and 300-3,000 MHz respectively.
There are many factors that determine the performance of a CNR. These include power, frequency,
line of sight and environmental interference. For the factors we as humans can control, the more
power used, the greater the range of transmission, but most radios reach up to 10 watts.
2.11 Multi-hop vs. Single-hop
Networks can be also be defined into single-hop or multi-hop. Single-hop refers to a network where
there is only one hop between the source and destination, usually a default gateway or router.
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Multi-hop networks are used when there is no default router available, much like a traditional
MANET where every node acts as a router to forward data around the network.
This approach is usually preferable for rapid deployment in hard-to-wire areas making it ideal for
tactical MANETs as it is impossible for the military to wire a network backbone in every location of
operation. It is also required in order to extend coverage of the network through multi-hop
forwarding.
2.12 Metrics
In networking, there are many parameters that can affect the performance of a network, which are
known as metrics. Some metrics are more important to analyse than others when diagnosing issues
or slowness within a network, making it a network administrator’s job to know which metrics are
important for what type of application or network usage. When diagnosing the performance of a
network, network tools are commonly used to display metrics between devices and the overall
network, but can also be output from simulations in order to analyse the performance of a network
in the scenario being simulated.
In the simplest cases, downloading large files from somewhere is a scenario in which a large
throughput is desired, making the speed in which the files are received quicker. Alternatively, playing
a video game over the internet requires extremely low latency, where no delays are present and the
actions/data sent by the client to the server and vice versa and almost synced. With a high latency,
lag would occur and the game would become unplayable.
OPNET, one of the most common networking simulators, is able to output a variety of metrics
including throughput, utilization, number of hops per route, route discovery time, average power
and retransmission attempts. Some of these metrics may affect the performance of the network
more, and others may be barely useful at all. These types of simulators can tell us valuable
information about how a network would perform in a certain scenario, but require a decent
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knowledge of the network being simulated in order to properly diagnose the results to make
decisions and answer questions based upon them.
2.13 Commercial-Off-The-Shelf Products
Many Governments purchase what is known as Commercial-off-the-shelf products, meaning
products that are publicly available which can be bought under a government contract. The
advantage of this purchase is the reduction of development, maintenance time and a saving on cost.
Notably, COTS products can also provide a standardized approach instead of a custom in-house
development approach which would add a significant cost to time and money. Standardization also
means that there is already more than enough documentation and support for the product.
It is believed that COTS products are of a higher quality than custom developed products due to the
competitive nature of the marketplace, however true, it may lead to some security issues with the
purchase. Notably in IT especially, COTS products can pose security risks due to the public nature of
the product and the integration with other products. Although this is more prominent for software
products than hardware it is still worth noting that COTS products have been the cause of safety
concerns for the Military in the past.
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2.14 COTS Products
Few companies design commercial products for MANET solutions, as they are not a popular choice
for industry networks, however there is still Research and Development carried out for Tactical
MANETs, below are a few examples of some MANET technologies.
Cisco
- Radio Aware Routing for Mobile Networking
Bluetronix (Bluestar)
- R&D for Government Military MANET solutions
- SWARM Intelligent Routing
Trellisware
- Military MANET development, Robust Hardware
- Converged physical/network layer waveform
- Tactical Scalable MANET (TSM) Waveform
Harris
- Another Military hardware provider
- Joint Tactical Radio System (JTRS) certified products
2.14.1 Harris Corporation
Harris Corporation is by far the leading supplier in Combat Net Radio and Military Radio Systems.
Their products are used by the US Army, U.S. Marines, US Air Force in Iraq and Afghanistan and even
US Navy Explosive Ordnance Disposal (EOD) teams.
Their products boast secure, interoperate and extremely featured hardware with a large waveform
support. They even produce wearable computers that provide antenna support, capable of
streaming voice and video.
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The Combat Net Radios such as the RF-7800V VHF provide up to 10 watts of power allowing for long
distance communication of the VHF and UHF band. Their man packs are just as impressive, with
hardware for all layers of the network.
3 Methodology
Research (Phase 1):
- > Compare previous simulations
-- > Rank metrics based on data collected
-- > Quantitative only, no Qualitative
Simulation (Phase 2):
--- > Prepare a ‘Baseline’ network topology
---- > Change available parameters of the network
Analysis (Phase 3):
----- > Analyze effect on each key metric
------ > Propose optimal Implementation
3.1 Research
The first pool of results will aim to compare the simulations and data gathered from existing public
papers to get a rough overview of the most important and key metrics involved with the
performance of MANETs. Only quantitative data will be collected as qualitative data is not relevant
in a Military scenario. The only significant qualitative metric would be security which is a non-issue
for the military.
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Metric rankings will be collected from at least 10 different sources, the sources being mostly
conference papers, journal articles and published books. Analysis will be made of the findings in
order to validate the use of each metric.
As this method is unreliable in giving a sure answer to the question with the possibility of mixed
results and a mixture of different test scenarios, it is only done for academic reference, and to see if
any patterns emerge that may provide the research with useful information.
Additionally, the mission critical nature of the Military will also be taken into consideration when
ranking these Metrics.
3.2 Simulations
There are two types of simulation techniques highlighted below. The one being used for our
research will be the model approach, as we don’t have access to real testing beds.
Measurement Techniques
- They are only applied to real systems/prototypes
- Very few test beds found in literature
- Uppsala University discovered “communication grey zones” in specific geographic areas
Model Approach
- Study of system behavior by varying it’s parameters
- Scenario based, not full spectrum
- Large number of simulation models have been developed
- Mobility models allow analysis of the effects of mobility on the network, though limited
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Simulations will be conducted using the most popular network simulator, NS-2. The conditions for
the simulations will be multiple tests with a chosen best routing algorithm. First, a base simulation
will be conducted with 16 nodes in order to achieve a decent network benchmark. From there,
parameters of the network will be altered in order to analyze the effect it may have on certain
metrics of the network.
The effect on the performance of the network will be measured by sending the same artificial traffic
around the network for each test, and analyzing performance metrics such as packet delivery ratio,
routing overhead, end to end delay and throughput.
Once all the simulations have been carried out as carefully as possible, the data gathered will
hopefully show which metrics are affected the most, and which ones are affected the least, giving a
clear idea as to optimal values for the network parameters configured. From this, graphs and tables
can be deduced that show how much certain metrics are affected to give insight into an optimal
setup.
4 Proposal Conclusion
It is obvious that MANETs have potential as a solution for tactical communications but not without
many issues and challenges to overcome such as scalability, network management, terrain
interference, bandwidth and hardware limitations, and overall performance.
However there is no doubt a need for this type of network in the military due to the lack of possible
ways to deploy networking infrastructure on the fly. Utilizing MANETs means cheap and rapid
deployment for the army in the easiest way possible.
Using Commercial-off-the-shelf products is an obvious choice for governments as it cuts cost,
development and maintenance time. As well it provides a more standardized approach allowing for
better support for the product and a better performance guarantee.
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Much of the research done for MANETs however doesn’t explain exactly how to measure its
performance. Most of this is done by network tools through the use of algorithms, but a lot of those
tools were intended to measure the performance of generic LAN scenarios and not MANET scenarios
where mobility plays an overarching factor on the performance, as well as the conditions that are
added due to a military setting.
This advocates the question “What are the key metrics and optimal parameters in evaluating
performance for Military MANETs”.
5 Simulators
The choice of the network simulator is important, as there are proven distinct differences between
the way they are coded, how they handle traffic and how accurate they are overall. The number of
commercially available network simulators is minimal, OPNET being the most commercial and
expensive one, where as NS-2 is the most commonly used since it’s free and open source. There
have been many discussions on the accuracy of network simulators and the importance of this
choice in many papers [27][28][29].
Research papers have provided an overview of the simulation software used in literature [27], along
with a granularity rating referring to how detailed the software is from a technical standpoint. This is
important in that it gives researchers the ability to make better decisions about which software to
use based on the level of detail required for their application.
For instance, very high level research based upon simple networking tasks won’t require much
granularity to provide accurate results for the experiments. Alternatively, extremely low level
research such as the tests carried out in this paper requires a finer level of detail in the software
coding and in some cases requires the ability to configure certain parts of the code in order to
achieve desirable results other network simulators aren’t able to provide.
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For this reason, NS-2 is the most attractive choice for our research, as its modular approach allows
for a lot of configuration options and a scope into how the simulator works internally.
Simulator Name Granularity
NS-2 Finest
QualNet Finer
OPNET Fine
Glomosim Fine
GTNets Fine
OMNet++ Medium
DIANEmu Application-Level
So as a result, one of the biggest challenges in research today is finding how much detail is needed
to portray accurate results in simulations. But do we need to go down to the assembly level of the
hardware in order to portray a completely realistic network environment?
Even if that were possible, it may not have any significant impact on the results; however we do not
know that this is true because we are not that far ahead yet with simulation abstraction.
Another case that comes to mind is the validity of the packages used on some of these simulators.
For example, NS-2 being an open-source piece of software and is both coded and supported by the
community who writes all the modules for it. The routing protocols, the configuration scripts, the
source files, the tracing files, result calculation scripts and the rest are all written by the community
so how can anyone be certain of the validity of these modules of software.
Every few months these modules are being patched, fixed and updated to better reflect the real
protocols, so how valid does that make any simulation done before the patch.
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6 Constraints
Through research of the way MANETs have been used in the past, it was obvious that going past 100
nodes within the network was not applicable, especially under a Military scenario. Reasons for this
include congestion and routing overheads, significantly high packet loss and poor route discovery.
Not only did it seem to be impossible in a real-time scenario, but NS-2 and other simulation software
has trouble simulating past 100 nodes. In some cases during the simulation phase of our research,
the entire network would collapse, leaving pointless data as a result.
6.1 Radio Propagation
Another constraint is the lack of ability to simulate real radio propagation using software. The reason
this is an important constraint is because radio waves suffer from a lot of physical interference when
traveling through the air (propagating) which can lead to significant performance drops. Even a static
laptop in a regular household connecting to the home wi-fi will suffer from jitter every now and
then.
Radio waves suffer from three different types of interference, diffraction, reflection, refraction,
absorption and scattering.
6.1.1 Diffraction
Diffraction occurs when a wave passes through a slit or multiple slits of an interfering medium such
as a wall.
6.1.2 Reflection
Reflection is simply a change in direction of a wave at the point of interference between two
mediums, e.g bouncing off the floor. Models have been developed to try to simulate this
phenomenon such as the ‘Two-ray ground-reflection model’ built into NS-2.
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6.1.3 Refraction
Refraction is the change in direction when passing into a different transmission medium, such as
passing from air into water. However radio waves suffer from a type of diffraction known as ‘edge
diffraction’ or ‘knife-edge diffraction’ which occurs when waves pass over a mountain where line of
sight (LoS) is not available. If the terrain is especially mountainous or suffers from LoS breakage, high
antenna power or increased signal strength is needed to overcome its effects. Higher frequencies
such as VHF or UHF have more trouble passing over hills where as lower frequencies used in the HF
band for example will pass over them a lot easier.
6.1.4 Absorption
Absorption is the basically where radio waves become absorbed by matter. This means that earth or
other mediums such as water will block waves from passing through it depending on the wave
frequency. Low frequencies are able to pass through brick and very low frequencies through sea-
water which is why submarines use VLF band a lot. As the frequency rises, so does the absorption
rate.
6.1.5 Scattering
Scattering is as it sounds, waves simply deviate from a straight trajectory and take on multiple paths
based on the medium they pass through.
8 Research Results
Through a number of research papers, the most important metrics are undoubtedly Packet Delivery
Ratio, Overhead and End to End Delay. However, there are other discrete metrics that have an equal
or higher importance based on the nature of MANETs and how they add to the efficiency of any
respective routing protocol.
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Each metric should also be weighed against their real-time importance on the battlefield. This means
factoring in the relevance of ‘Message Clarity’, ‘Time Severity’, ‘Environmental Interference’ and
‘SWAP (Size Weight and Power)’.
Message Clarity
Message clarity refers to the idea that any message given by a soldier should always be received in
full, and playback clearly over all received radios with minimal artifacts. This is an extremely
important factor to consider as a network radio operator as the difference between hearing a
message clearly and not hearing it at all could be life and death.
Time Severity
Time severity refers to the importance that any message sent over the network should reach it’s
destinations in an extremely timely manner. A call made out by a soldier for an attack, a retreat or a
position status will need to be heard by all receivers immediately in some cases, and the network
carrying this order over radio should not be the bottleneck of a tactical operation.
Environmental Interference
As explained previously, radio waves suffer from many different types of interference, diffraction,
reflection, refraction, absorption and scattering. This factor affects the network the most. As these
types of interferences are unable to be simulated via software, it becomes impossible to determine
and calculate their true effects on a MANET. Additionally, terrain can drastically change between
scenarios, for example mountainous areas will have a different negative effect on a MANET than
areas of rainfall. The closest tool we have to simulating a real environment is Mobility Models which
simulate moving nodes within a network.
SWAP (Size Weight and Power)
Military standards hold severe restrictions on the size and weight of carried hardware by soldiers. It
is usually recommended to have Combat Net Radios that are less than 10 inches and output no more
than 4-6 watts. Using radios with unnecessary complex waveforms with increased bandwidth will eat
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up CPU and power, so keeping software choice in mind is also advised. Additionally, having
intelligent software that dials voltage and frequency back during idle states as well as manages
resources efficiently should be almost a standard by now.
8.1 Metric Rankings
The following results are a collection of Network Performance Metrics ranked on their use in
literature when analysing Mobile Ad-hoc Network simulations. The application for which the
simulation results were intended to aid was also a contributing factor, as VOIP can be a very
demanding application. As most papers in literature do not focus on Military scenarios, the
relevance of ‘Message Clarity’, ‘Time Severity’, ‘Environmental Interference’ and ‘SWAP (Size Weight
and Power)’ also came into mind.
Packet Delivery Ratio (%) – Very High
Total Number of Packets Received / Total Number of Packets Sent.
This metric is the most important, as it directly reflects packet loss as well. Losing packets results in
loss of time, wasted network utilization, twice the CPU and power being used in order to re-send the
packets, and an overall diminishing of the networks performance. The cause of lost packets comes
from a packet being unable to find its destination before the ‘Time to Live’ timer, or being dropped
during mid-air transmissions due to wave interference.
Average Hop Count (n) – Very High
Average number of nodes a single packet passes through.
With a relatively small network, e.g. a node size of 16, having a low hop count should be attained
easily. With wireless technology, passing packets between 2 wireless nodes is already variably
slower than through a cable, so the more you increase that number, the lower the performance will
be at an exponential rate. This metric alone is responsible for affecting most other performance
metrics on the list, with each transmission adding delay and slowing down throughput significantly.
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If the network has a high hop count, it is usually due to a poorly performing routing protocol or bad
routing configuration, the latter being uncommon, as MANET configuration is minimal.
Route Discovery Time (ms) – Very High
Average time in Milliseconds for a route to be discovered from source to destination.
The metric refers to the time it takes for a route to be updated in the routing table. Specifically, the
entire ‘Round-Trip-Time’ (RTT) from when a radio sends a query packet to its destination (DEST) until
it receives a REPLY and the route is successfully added to the SRCs routing table. Slow discovery time
is usually the result of a bad routing protocol or faulty nodes, and is usually not caused by a slow or
congested network, as control packets are inherently prioritized before data packets in most routing
protocols [33].
Average End-to-End Delay (ms) – Very High
Average Time in Milliseconds for packets to travel from source to destination
End-to-End Delay or Latency is the time it takes for a message to travel from the source to the
destination. Directly effecting ‘time severity’, it is important that there isn’t a large amount of delay
in a Military scenario, as commands need to be given and followed in a timely manner. Delay is
increasingly affected by high hop count, network congestion and queuing.
Overhead (%) - High
Total Number of routing packets sent / Total Number of Packets Sent.
Routing overhead or Control packet overhead refers to the amount of control/routing packets sent
relative to data packets. If there are a lot of routing packets being sent around the network, then it is
indicating that the network is not performing efficiently. In general LAN networks, protocols are
configured in ways that aim to reduce routing overhead by intelligently routing networks, however
with MANETs, the level of overhead is usually up to the routing protocol being used. Low overhead
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means that data is able to reach its destination with minimal work, however some protocols require
higher overhead in order to ensure packet delivery ratio and availability is high.
Jitter - High
Deviation of packet delay over a period of time.
Jitter has a very distinguishable effect on VOIP. It is primarily the variation in the arrival of packets
from the source to the destination. When packets start to arrive from a voice message across the
network with ease, but only half the message is played back before the rest reaches the destination,
the effects of jitter can be seen. Usually caused by queuing, network congestion, and route changes,
jitter can have devastating effects on VOIP, directly effecting ‘time severity’ and ‘message clarity’.
Average Throughput (kbp/s) - Low
Average speed of packets through the network
Throughput is not necessarily important for VOIP application, however depending on the quality of
the codec used for the voice data, a minimum data rate is required in order to transmit the data
smoothly across the network. The higher the voice quality, the more throughput needed in order to
transmit the data across at once.
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8.2 Research Conclusion
Looking at the inherent nature of VOIP across all services, we see that the same metrics are equally
important and key. With VOIP being the main application for Military MANETs other than signaling
and remote control, it is only natural that the key metrics for a Military MANET share those with
VOIP.
Most VOIP services have their own Service Level Agreement in order to ensure that their customers
receive maximum VOIP quality [31]. These rules can also apply lightly to Combat Net Radios,
however will not be achieved so easily.
Through extensive lab testing at Cisco Labs, it is reported that VOIP quality degrades when jitter
exceeds 30 ms [32]. There are also guidelines suggesting that a VOIP supported network should not
exceed 150 ms end-to-end delay in any direction. The bandwidth however depends on the quality of
the voice codec used and its sampling rate. For Combat Net Radios, this requirement shouldn’t pass
anywhere over 13kbit.
As for packet loss, to achieve crystal clear VOIP quality, you would need anywhere near 99% packet
delivery ratio. However this is simply not achievable on the battlefield and with the lower bit rate
that Combat Net Radios have, it is easier to conceal loss for longer before the quality is audibly bad.
This is yet another factor that depends on the proprietary hardware and software of the radios.
Concealing up to 40 ms of lost data may be achievable given good hardware, which would result in a
loss that could not be concealed every minute or two [32].
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9 Simulation Configuration
The simulations shown in this section were done in order to provide an analysis of how different
parameters affected the network when tweaked. The analysis process consisted of four steps:
- What parameters should be configured?
- What’s the optimal value for those parameters?
- What Metrics do those parameters effect?
- Are those Metrics important for MANET VOIP?
The routing protocol used for all simulations will be OLSR as it is a proactive routing protocol capable
of sending and receiving HELLO packets which help to provide some premise when analyzing the
effect different parameter configurations have on routing overhead.
It is also the most balanced of the routing protocols, boasting a steady performance over all network
sizes without dipping in performance significantly compared to the other MANET routing protocols.
9.1 Simulation Parameters
The configuration for the NS-2 Physical Layer:
Channel Wireless
Radio Propagation TwoRayGround Model
Interface Wireless
MAC Protocol 802.11a
Antenna Type Omni
Interface Queue Type DropTail/PriQueue
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9.2 Scenario Parameters
The parameters available for a simulation scenario:
Dimensions x – x
Max Queue size (in packets)
Routing Protocol (DSR, AODV, DSDV, OLSR)
Number of Nodes (1 – 256)
Movement Model (Random Waypoint, Gauss-Markov, Reference Point Group Mobility).
Traffic Model (Type/Speed/Max Connections)
Simulation Duration (seconds)
9.3 Configuration Parameters
There will be 3 sets of simulations done in order to discover an optimal MANET configuration. They
are Packet Size, Mobility Model and Beacon Timer.
9.3.1 Packet Size
The default packet size used in NS-2 is 512 bytes. The three parameter configurations we will be
using in the simulations are 512 bytes, 1024 bytes and 2048 bytes. Using a smaller packet size than
512 bytes will not have much of an impact on the network, however increasing it may result in a
reduced overhead and increased throughput, especially in smaller networks.
The negative effects of this could lead to lower Packet Delivery Ratio, packet corruption, network
contention and higher latency. Altering this parameter may also lead to discovering attributes about
a routing protocol without primary knowledge of it.
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9.3.2 Mobility Models
There are three Mobility or Movement models being simulated for this research, the Random
Waypoint Model, Gauss-Markov Model and the Reference Point Group Mobility Model.
Random Waypoint Model
In the Random Waypoint model, nodes are randomly spread across the area of field. Each node has
a pause time in which it is stationary for, once this time has expired it then chooses a random
destination and speed (within the set limits). Upon reaching the nodes destination at the chosen
speed, it pauses again for the specific pause time and waits for it to expire again [38].
It is not an overly realistic simulation, however it provides enough mobility to simulate the work that
the routing protocols will have to do in order to account for dynamic nodes within a MANET. For this
reason it is not scrutinized too heavily in the field of network research and is actually used more
commonly than other mobility models.
Gauss-Markov Model
The Gauss-Markov model takes on a more realistic approach to random movement. First of all, the
model has a deeper level of configuration as it is inherently more complex. It works quite similarly to
the Random Waypoint Model except that at random intervals of time it changes its next location
based on current location, speed and direction of movement [38].
Reference Point Group Mobility Model
The Reference Point Group Mobility Model or RPGM model is based around nodes moving as a
group. This can be relevant to Military scenarios where platoons of soldiers are moving as a group
around a leader. The way this model works technically is that a leader of a group of nodes will
choose the direction and speed to move at with the rest of the group following but deviating slightly
for added realism [38].
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This model is adapted in other applications such as firemen, disaster teams, rescue teams and other
emergency scenarios that require groups of people to stick together. This model is capable of
providing the most realistic results for scenarios such as this.
Mobility Model Summary
The reason these three mobility models were chosen was to provide varied context for the
simulations. The first model ‘Random Waypoint Model’ was used to provide the standard baseline
model, as it is widely used and accepted as the standard model in research. It is not overly complex
and it provides enough mobility to put routing protocols under stress.
Finally, using more intense mobility models can reveal information about the repair time of a routing
protocol.
9.3.3 Beaconing
The 3 beaconing frequencies being tested are 1 second, 2 seconds and 5 seconds intervals. The
default beacon timer for the OLSR routing protocol in NS-2 is 2 seconds. Increasing the beacon timer
will most likely reduce overhead on the network but result in less intelligent routing and possibly a
loss of useful routing information. Lowering the beacon time will increase routing overhead but do
the exact opposite and provide smarter routing, but at a large trade off.
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9.4 Software Configuration
The following is a list of software used to conduct the simulations.
Operating System: Lubuntu 12.04
Lubuntu is a fast and lightweight version of Ubuntu. The simulations were carried out on a virtual
machine blade server funded by the UniSA IT Department.
Simulation Software: NS-2 2.35
NS-2 2.35 is the latest version of Network Simulator 2. It is a discrete event open source network
simulation tool.
Movement Model Tool: BonnMotion v2.1a
BonnMotion is a Mobility scenario generation tool aimed at implementing mobility models into
network simulators for mobile ad-hoc networks in order to produce realistic scenarios for network
research.
Scripting Language: TCL/C for Simulation Scenarios
TCL is a powerful dynamic language used for a lot of networking research. It works natively with C.
TCL scripts provided the main resource behind the simulation scenarios and simulation
configuration. It acts as the main platform in which NS-2 performs on.
Trace File Generation: AWK Scripting Language
AWK scripting language is generally used for data extraction and reporting. It was used in this
research for analyzing and extracting trace file information which provides the results for the
simulations done in NS-2.
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9.5 Simulation Set Configuration
The configuration for the simulations successfully completed in NS-2.
Nodes 16 32 64
Seconds 100 100 100
Width 500 1200 1500
Length 500 1200 1500
Max Connections 32 32 32
Packets/Sec 4 4 4
Que Limit 100 100 100
Beacon Time (s) 1/2/5 1/2/5 1/2/5
Packet Size (bytes) 512/1024/2048 512/1024/2048 512/1024/2048
Movement Random Waypoint
model,
Gauss-Markov model,
Reference Point Group
Mobility model.
Random Waypoint
model,
Gauss-Markov model,
Reference Point Group
Mobility model.
Random Waypoint
model,
Gauss-Markov model,
Reference Point Group
Mobility model.
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10 Simulation Results
Below are the results of the simulations carried out in NS-2. The three separate sets of results come
from changing Packet Size, Beacon Time and Movement Model and comparing Packet Delivery
Ratio, Routing Overhead, End-to-End Delay and Throughput.
10.1 Packet Size
Three different packet sizes were used for these tests, 512 bytes, 1024 bytes and 2048 bytes. With
an increased Packet size, additional data can be sent per packet increasing the weight of every
packet resulting in a larger tangible loss when a single packet is lost over the network.
10.1.1 Packet Delivery Ratio
The results seen below reflect this by showing that an increased Packet Size has an increasingly
devastating effect on the Packet Delivery Ratio with increased node size, see Fig 3. For the 32 node
networks, Packet Delivery Ratio drops 20.29% between a 512 and 2048 Packet Size, and the 64
node network, a difference of 31.02% PDR is achieved. As for the 16 node network, Packet Delivery
Ratio seems to stay fairly steady over the change in Packet Size, with a total difference of 3.31%,
which is negligible.
This means that on small networks, an increased Packet Size has little to no effect on the Packet
Delivery Ratio. The reason for this is due to the already small amount of packet loss we see on a
small network using a 512 Packet Size. If smaller packets are sent, then it is easier for them to travel
around the network, causing less congestion and allowing more varied traffic to pass through nodes.
Large packet sizes mean that a single packet loss has a much more devastating effect relative to the
Packet Size multiplier.
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Fig 3. Packet Delivery Ratio Simulation Results.
16 Nodes 32 Nodes 64 Nodes0.00%
20.00%
40.00%
60.00%
80.00%
100.00%
120.00%
Packet Delivery Ratio (%)
Pack
et D
eliv
ery
Ratio
(%)
10.1.2 Routing Overhead
A positive effect is seen on Routing Overhead when the Packet Size is increased, see Fig 4. A small
network loses about 28% Routing Overhead between 512 and 2048 sizes, more than halving the
overhead traffic on the network. A 32 node network loses 90.11% Routing Overhead, halving overhead
almost exactly and for a large network 93% Routing Overhead is lost, resulting in only an approximate
20% difference.
It is obvious from these results that the larger a network grows and the higher the overall overhead is,
the less positive effect an increased Packet Size has on the network. Especially for 32-64 node networks,
the difference in Routing Overhead loss between 1024 and 2048 packet is quite small.
However for a small network, receiving a 65% drop in Routing Overhead, the highest drop out of all 3
networks, an increased Packet Size would prove to be extremely beneficial in reducing CPU usage of
devices on the network, however since the difference in Routing Overhead between a 1024 and 2048
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packet size for a small network is only 6%, a compromise could be made to use 1024 judging by the
effects Packet Size has on other performance metrics.
The reason Routing Overhead is reduced with a higher packet size is due to less data packets being sent
overall. If the size of the data packets is higher, then less will need to be sent in order to transmit a
message across the network, therefore directly reducing the amount of control packets needed to govern
that data across the network. This drop in Routing Overhead is also diminished with higher amounts of
Routing Overhead due to the increased packet loss seen with a higher Packet Size, see Fig 3.
Fig 4. Routing Overhead Simulation Results.
16 Nodes 32 Nodes 64 Nodes0%
50%
100%
150%
200%
250%
300%
350%
400%
450%
500%
Routing Overhead (%)
Routi
ng O
verh
ead
(%)
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10.1.3 End-to-End Delay
The effects of an increased Packet Size on End-to-End Delay prove to be varied between all node
sizes, see Fig 5. Over all network sizes, the End-to-End Delay for a 512 Packet Size shows to be
relatively stable. For a small network, an increased Packet Size shows an almost negligible change in
End-to-End Delay, having little to no effect on the delay.
However, with an increased network size, the End-to-End Delay becomes too high for VOIP
transmission with a 1024 and 2048 Packet Size, showing an exponential increase of End-to-End
Delay for 1024, and a sharp rise for 2048.
The reason for the increased delay is that with larger packets, the ability for nodes to pass varied
data around the network diminishes, resulting in a lot of congestion causing data to be staggered at
certain points around the network for some time. This becomes increasingly devastating for larger
networks where there can be a lot of large data being sent at once with stacked queues and low
data sharing. From these results we can deduce that increasing the Packet Size is only advised with a
small network, otherwise sticking to a 512 Packet Size for larger networks will prove optimal.
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Fig 5. End-to-End Delay Simulation Results.
16 Nodes 32 Nodes 64 Nodes0
50
100
150
200
250
300
350
End-to-End Delay (ms)
End-
to-E
nd D
elay
(ms)
10.1.4 Throughput
Although Throughput is not necessarily important for VOIP it is still valuable to review the effects
that increased Packet Size has on it in order to try maintain a well performing network. In this case,
maintaining a Throughput that is able to support the VOIP streams of Combat Net Radios is really
the only important factor, as dropping below that rate will result in staggered messages.
From these results we can see that the Throughput stays relatively stable over all network sizes with
a 512 Packet Size, see Fig 6. Increasing the Packet Size has the greatest effect on a small network,
increasing Throughput by x3 times exactly between 512 and 2048. For a 32 node network, the
Throughput increases only by around x2.4 times, and for a 64 node network the Throughput stays
relatively the same.
The reason this occurs is that from the previous results we have seen, the higher the Packet Size, the
higher the network congestion, especially for larger networks. This makes it hard for larger networks
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to take advantage of a higher Packet Size, due to the bottlenecking that occurs and lack of varied
data being pushed through devices around the network.
From these results it is obvious that increasing the Packet Size is only advised for small networks
however it is not necessarily needed in order to provide optimal network performance.
Fig 6. Throughput Simulation Results.
16 Nodes 32 Nodes 64 Nodes0
10
20
30
40
50
60
Throughput (kbp/s)
Thro
ughp
ut (K
bp/s
)
10.2 Mobility
The following tests are aimed at observing the variation of performance between the various
popular movement models used in research today. The 3 movement models being tested are the
Random Waypoint model, Gauss-Markov model and the Reference Point Group Mobility model.
10.2.1 Packet Delivery Ratio
For a small network, the Packet Delivery Ratio is unaffected between all mobility models, as there is
minimal movement and complexity within the network, see Fig 7. For 32 nodes, the Reference Point
Group Mobility is far superior in that it clusters nodes together in order to maximize Packet Delivery
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Ratio, route availability and connectivity. This is what we believe to be a more likely type of
movement you would encounter in the Military group or platoon, as opposed to random soldiers
spread over an area. This has resulted in Reference Point Group Mobility Model pushing ahead of
the standard Random Waypoint Model by 13.54%.
The Gauss Markov Mobility Model drops the Packet Delivery Ratio down 27-30% from the Random
Waypoint Model for 32 and 64 node networks. This is likely due to the realistic nature of the model,
as it attempts to add realistic pathing and velocity to nodes which puts more stress on the routing
protocol.
Overall the best performing mobility model is the Reference Point Group Mobility Model which
seems to mimic a real Military scenario the closest.
Fig 7. Packet Delivery Ratio Simulation Results.
16 Nodes 32 Nodes 64 Nodes0.00%
20.00%
40.00%
60.00%
80.00%
100.00%
120.00%
Packet Delivery Ratio (%)
Pack
et D
eliv
ery
Ratio
(%)
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10.2.2 Routing Overhead
For a small network, Reference Point Group Mobility Model achieves the best results with a 12%
lower Routing Overhead than Random Waypoint, see Fig 8. The Gauss Markov Model had only
slightly more - 9%.
For larger networks, Random Waypoint and Gauss Markov increase at a steady rate increasing well
above 100% where as Reference Point Group Mobility Model is able to stay significantly lower, only
reaching 138% in a large network.
These results similarly reflect the last graph (Fig 7) in that the complexity and attempted realism of
Gauss Markov is putting heavy strain on the routing protocol compared to the standard model.
Reference Point Group Mobility Model is also showing significantly better results due to the
clustered nature of the model which has resulted in increasingly lower overheads the larger the
network scales, making this model excellent for scalability.
The Reference Point Group Mobility Model’s results show that clustered hierarchical topologies
provide an objectively better network performance for all network sizes.
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Fig 8. Routing Overhead Simulation Results.
16 Nodes 32 Nodes 64 Nodes0%
100%
200%
300%
400%
500%
600%
Routing Overhead (%)
Routi
ng O
verh
ead
(%)
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10.2.3 End-to-End Delay
The End-to-End Delay does not differ heavily between movement models for all network sizes.
Fig 9. End-to-End Delay Simulation Results
16 Nodes 32 Nodes 64 Nodes0
2
4
6
8
10
12
14
End-to-End Delay (ms)
End-
to-E
nd D
elay
(ms)
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10.2.4 Throughput
Throughput also stays relatively the same, with the only dip in performance coming from Gauss
Markov which is once again affected by the complexity of the model.
Fig 10. Throughput Simulation Results
16 Nodes 32 Nodes 64 Nodes0
5
10
15
20
25
30
Throughput (kbp/s)
Thro
ughp
ut (K
bp/s
)
10.3 Beaconing
Beaconing is the interval in which a routing protocol sends a HELLO packet to its neighbors in order
to update its routing table with the most recent and correct topology information. The default value
for this parameter in NS-2 for OLSR is 2 seconds and the default neighbor holding timer is set to x3
that of the HELLO timer, which is 6. This holding timer is the time which upon completion will drop
any neighbors it does not receive a reply from.
The simulations were done to test a faster and slower beacon time of 1 second, 2 seconds (default)
and 5 seconds. Setting it any higher, e.g. to 10 seconds or more causes massive loss of packets.
51 | P a g eUniSA Thomas Moscon
The hypothesis behind this simulation is that a higher Beacon Time will reduce Routing Overhead
and overall network congestion, or on the other side of the spectrum, a lower Beacon Time may
lead to smarter route discovery at the cost of Routing Overhead.
10.3.1 Packet Delivery Ratio
Changing the hello timer has no effect on the Packet Delivery Ratio on a small network, as there is
hardly enough traffic to warrant faster route discovery. Both 1 and 2 second Beacon Timers show
almost exact figures across the board, where as a 5 second Beacon Timer shows a lower Packet
Delivery Ratio for larger networks of up to 14%.
This is likely the cause of poorer route discovery resulting in packets getting lost from incorrect
routing paths.
Fig 11. Packet Delivery Simulation Results
16 Nodes 32 Nodes 64 Nodes0.00%
20.00%
40.00%
60.00%
80.00%
100.00%
120.00%
Packet Delivery Ratio (%)
Pack
et D
eliv
ery
Ratio
(%)
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10.3.2 Routing Overhead
Using a higher Beacon Time has shown to reduce Routing Overhead by 24% in small networks, 30%
in medium sized networks and 60% in large networks. However using a lower Beacon Time has
shown to increase Routing Overhead dramatically.
The results reveal that a higher Beacon Time has an extremely significant reduction in routing
overhead, making routing less costly and more efficient. This can be important in keeping CPU and
battery usage down. Using a lower Beacon Time seems too costly for any benefits and it does not
seem optimal no matter what benefits it may add to route discovery which is an obvious reason why
the default timer is set to 2.
The reason for the significant reduction in Routing Overhead from using a 5 second Beacon Timer is
clearly due to HELLO packets being sent out to neighbors less often. Finding an precious optimal
Beacon Time is reliant on the application of the network.
Fig 12. Routing Overhead Simulation Results
16 Nodes 32 Nodes 64 Nodes0%
100%
200%
300%
400%
500%
600%
700%
Routing Overhead (%)
Routi
ng O
verh
ead
(%)
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10.3.3 End-to-End Delay
For small and medium sized networks, Beacon Time has no effect on the End-to-End Delay, with
‘ms’ ranging within the same millisecond. For large networks there is no difference between a 1 and
2 second Beacon Time however a 5 second Beacon Timer results in a 19 millisecond delay increase.
This is not a large amount of delay, however it does reveal that a reduced Routing Overhead has no
positive effect on the End-to-End Delay despite a large drop in control packets taking up network
utilization.
Fig 12. End-to-End Delay Simulation Results
16 Nodes 32 Nodes 64 Nodes0
5
10
15
20
25
30
35
40
45
50
End-to-End Delay (ms)
End-
to-E
nd D
elay
(ms)
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10.3.4 Throughput
Changing the Beacon Time has almost no effect on Throughput and once again proves that a lower
Routing Overhead does not increase other performance metrics as a result.
Fig 13. Throughput Simulation Results
16 Nodes 32 Nodes 64 Nodes0
5
10
15
20
25
30
Throughput (kbp/s)
Thro
ughp
ut (K
bp/s
)
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11 Simulation Analysis
From the simulations done, we can see various results on how changing a single parameter can have
significant performance differences over various sized networks. Most notable, routing overhead in
all 3 simulation sets was reduced significantly, however with some tradeoffs.
It is obvious that the default parameters set do not provide optimal performance for all applications
of the network. The difference in performance certain configurations can provide have proved that
MANETs need to be configured beyond out of the box settings.
These results alone should encourage new questions for network operators in the Military such as:
What are the optimal parameters for a MANET configuration?
Am I able to retroactively change them?
Does my proprietary hardware device support or override these changes?
If not, looking to a new vendor may be an option.
Obviously from these results, it is evident that none of the simulation configurations are optimal, but
with some minor tweaks and further testing, a sweet spot can be found in order to provide optimal
performance for the application at hand.
Additionally, optimal parameter values may differ between military scenarios and applications, for
instance using a Reference Point Group Mobility Model for simulation tests may be optimal if that
model mimics the scenario the best, or it could not.
Another example may rely on CPU and battery usage staying at an all time low due to the remote
nature of the excursion and so a higher packet size or even beacon time may be optimal for the
occasion.
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Looking deeper into the results from the simulations, it is possible to extract information about how
a network protocol operates just by configuring the available parameters on the network.
Ultimately, this will give insight into a network protocol without knowing what it is which is useful
for evaluating proprietary devices with custom protocols.
From the results, we can clearly see that with an increased network size, the overhead increases
significantly. This is evidence that the routing protocol is proactive rather than reactive, meaning it
will continuously poll its neighbors in order to update its routing table between short intervals.
When testing on a fairly well performing network, it can be easy to deduce the cause of bad VOIP
quality if there is jitter. Jitter can arise from poor routing configuration so if it is prevalent then a
badly configured routing protocol may be the cause of it. The only other cause for it would be high
amounts of congestion on the network.
12 Implementation Summary
The results from our research and the research of other academic papers have revealed that an
optimal implementation plan for a Military MANET would be that of a hierarchical network. With
more than 1000 soldiers, it will be ultimately impossible and impractical to rely on a complete
MANET solution for the Military.
The first evidence to support this argument is the overall architecture of MANETs, or lack thereof.
MANETs have never been used in scenarios let alone a Military one with hundreds of nodes all being
active at the same time and providing clear VOIP quality at Military standards. The amount of
network congestion this would create would stagger the network to a halt.
The simulations done for the research of this paper reveal that even at 64 nodes there’s sub-optimal
performance for a Military VOIP network. Anything beyond 100 would most likely be broken.
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However, MANETs can still fit into the equation and provide the same strengths under a hierarchical
topology. The idea is to have the network split into top and bottom layers with intermediate layers
in between providing convergence between the layering. The idea is not so far from a typical
Hierarchical Enterprise Network, however at the many bottom layers, separate MANETs consisting of
16 nodes maximum will be able to operate.
The intermediate layers would be responsible for converging the bottom layers together using more
powerful devices such as Man Packs with higher battery life, Vehicle Ad-hoc Networks or even tents
setup with routing equipment. This can extend to the top layer which would operate amongst
towers, and the highest performing hardware.
The bottom layer MANETs would have a single Border Router (BR) with possibly a backup BR for
redundancy consisting of soldiers with a Man Pack that would have their 16 node network be
redistributed into the intermediate, or distribution layer of the network. At this point, the choice of
networking protocol could even include legacy protocols such as RIP, as opposed to a MANET
protocol. With the small size of the MANET at that particular layer of the network, it wouldn’t make
a huge amount of difference.
Going back to the results of the simulation, a configuration of high level network parameters will be
advised in order to reach an optimal network performance. As we have seen, small networks
perform very well with higher packet sizes and beacon times. Having a packet size of 1024 should
not hinder performance of the network at all, and increase it across the board. Going further with a
2048 packet size may not be worth it, as the network may suffer from a spike in performance under
stress.
Additionally, increasing the beacon timer may be beneficial, but how much will most likely rely on
the scarcity and mobility of the group. With a highly dynamic and spread out topology, the network
may not be able to provide intelligent routes with a higher beacon time and so the default 2 second
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timer may have to suffice. However in other scenarios, it may be beneficial to set it to around 3
seconds. This ensures a sharp increase in performance without risking a lack of intelligent routing.
13 Future Work
This paper outlines the considerations relating to the validity and overall method of evaluating and
configuring MANETs under a military scenario to some degree.
Further work needs to be done in the development of a proper framework which could act as a
guideline on how to thoroughly test and evaluate a MANET.
Currently there are no guidelines, or SLAs relating to MANETs or MANET VOIP for that fact. Combat
Net Radio vendors such as a Harris and Trellisware provide little information into the software and
hardware used on their devices. Further research can be done to advance the field of MANET testing
and evaluation to the point of enterprise LAN networks.
Forming guidelines, charts or even SLAs to govern a baseline standard for what performance metric
values are acceptable in a MANET environment. Not only for VOIP but for other military applications
as well.
This type of information is not prevalent in research as Military research is usually kept under the
rug and not released to the public. However, it is entirely possible to achieve better knowledge of
MANET metric standards without including a Military perspective.
Applying the knowledge we have today about MANETs to real test beds could help to alleviate a lot
of speculation about the validity of network simulations in research, as there are an overwhelming
number of papers that rely heavily on virtual simulators as opposed to papers utilizing real
hardware.
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14 Conclusion
Mobile Ad-hoc Networks provide a very resourceful solution for tactical Military deployment on the
battlefield. However there are still many challenges to overcome in the field of Mobile Ad-hoc
Network research and development. It is only natural that governments look towards these types of
solutions for tactical operations, however with the limited amount of bandwidth and resources
owned by the ADF, achieving a network configuration similar to that of the USA is out of our reach
for now.
Many cases point to the fact that Mobile Ad-hoc Networks are ideal for a Military scenario; however
the issues involving scalability and most of all performance are still factors to consider. Research in
the field of MANETs has dictated that using MANET solutions over 100 nodes is not optimal and will
cause extremely poor performance.
Alternatively we must look to adopting different topologies such as a layered hierarchical model with
separate clusters representing higher and lower rankings within the Military.
The results from the simulations carried out in our research support this hypothesis and simply aim
at encouraging thought and planning when configuring and deploying a MANET under a Military
scenario.
The key metrics in evaluating the performance of Military Mobile Ad-hoc Networks relies heavily on
the intended application of the network, in our case VOIP. This has always been the case with
traditional networks so I see no reason why it isn’t the same for MANETs. However, without making
such a concluding argument, there are factors to consider when deploying a VOIP MANET in the
Military.
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These factors include the obvious nature of the harsh terrain, the mission critical nature of the
information and the timely manner in which it needs to be sent and received across the network.
VOIP has similar time sensitive service level constrains, however additional factors such as Size,
Weight and Power also contribute to the equation.
Military Mobile Ad-hoc Networks have many constrains in that they require extremely efficient
routing with low power consumption, a high level of fidelity and an ability to propagate its radio
frequencies around the network with ease.
One of the many reasons this hasn’t been achieved without a hierarchical topology is due to the
contradictory architecture of MANETs. MANETs provide rapid deployment without servers or access
points, providing every device the ability to act as a router yet at the cost of eating up power, so
where’s the trade off.
This is the main reason a hierarchical implementation is optimal for a Military Mobile Ad-hoc
Network as it provides the best of both worlds.
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