Mobile Ad Hoc Communications with Strong Physical Layer ... - Modeling Sparse... · • STK/NetSim...
Transcript of Mobile Ad Hoc Communications with Strong Physical Layer ... - Modeling Sparse... · • STK/NetSim...
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Mobile Ad Hoc Communications with Strong Physical Layer Interactions
Dr. David FinklemanAugust 29, 2006
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Overview
• Introduction to Mobile Ad Hoc Networking and Strong Physical Layer Interactions– OSI Layers– Nature of STK Communications Module– Nature of major network simulations– Co-Simulation Issues
• STK-QualNet interaction
• Benchmark-STK-QualNet (BSQ) Capability
• Missile Defense Communication Example
• Conclusion
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Logic of the Open Systems Interconnect (OSI) Framework in Mobile Ad Hoc Networks
• Physical Layer– The environment must be able to support communications
• Channel loss (obstructions, atmospherics)• Interference• Mechanical and physical incompatibilities
• Data Link Layer– Establish presence in the medium. Must establish pathways within the
communications medium and make physical links consistent (Mac)
• Network Layer– Determine topology
• Transport Layer– Address and transport packets, queueing, buffering, routing
• Application Layer– Data packaging and formatting
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Mobile Ad Hoc Networking (MANET)
• Self-organizing networks of dynamically mobile elements independent of fixed infrastructure or centralized control
• General characteristics– Dynamic and often unpredictable network tolopogy– Variable capacity, often congested, bandwidth limited
links– Energy and power constrained– Low physical security
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Protocol and Architectural Approaches to Mitigating Routing Issues
• Link layer protocol approaches– Proactive: regularly scheduled route discovery– Reactive: route discovery in response to link loss
• Architectural approaches– Flat: all nodes equal– Hierarchical: some nodes elected or designated for
special functionality
• Hybrid approaches– Some proactive, some reactive– Some flat, some hierarchical
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Comparison Of Fixed And Ad Hoc Network Routing
• FIXED NETWORKS: Exploit static routing tables– Distance Vector: “Shortest” path– Link State: Avoid contention and broken links
• AD HOC NETWORK ANALOGIES– DISTANCE VECTOR
• Ad Hoc On Demand Distance Vector (AODV) (Reactive/Flat)• Dynamic Source Routing (DSR) (Reactive/Flat)
– LINK STATE• Optimized Link State Routing (OLSR) (Proactive/Flat)
Bellman-Ford: In any graph There exists a spanning tree, a set of arcs that visits every node exactly once.
Ad Hoc Networking Requires a Much Richer Spectrum of Routing TechniquesThan Fixed or Static Networks Do
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Possible Protocol ChoicesParameters TBRPF WRP AODV DSR ZRP DREAM ODMRP MAODV
Routing approach Flat Flat* Flat Flat Hierarchical Flat/
GeographicalFlat-Mesh
basedFlat-Tree
basedRouting scheme Proactive Proactive Reactive Reactive Hybrid** Proactive Reactive Reactive
Delivery structure
The next hop routing Source routing The next hop
routing Source routingThe next hop routing and
source routing
Location-based flooding or location-based set next hop
routing
Group-based forwarding
Core-based tree
Loop free Yes Yes, but not instantaneous Yes Yes Yes Yes Yes Yes
Multiple paths No No No Yes Yes Yes Yes No
Routing metric Shortest path Shortest path Freshest and
shortest patch Shortest path Local shortest path Shortest path Shortest path Shortest path
Frequency of updates
Periodically andas needed (link
change)
Periodically and as needed
As needed (data traffic)
As needed (data traffic)
Periodically and as needed Periodically Periodically
and as needed As needed
Multicast capabilities No No Yes No Yes No Yes Yes
Table 1: Characteristics of chosen protocols* While WRP uses flat addressing, it can be used hierarchically.** Hybrid = Inside zone proactive, Outside zone reactive.
Proactive:TBRF and WRP
Reactive:AODV and DSR
Hierarchical:ZRP
Geographical:DREAM
Multicast:MAODV and ODMRP
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STK Transmitters and Receivers
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Network Simulation Objects
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Comm Link Issues
• Sources of impairment are distributed among all layers– Propagation Delay (Layer 1)
• Speed of light plus medium phenomenology– Transmission Delay (Layer 2)
• Serialization and Protocol Overhead– Processing Delay (Layer 3)
• Switching and Queuing – Routers and Buffers– Rotation Delay (Layers 4-7)
• Application specific commands• How a Server calls up data and presents it on a client device
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Physics and Simulation Issues• Satisfying physical layer constraints is necessary but not
sufficient– Communication can still fail even though there is line of sight and
link margin
• Communication network simulations …– Generally assume that the physical world is frozen while network
transactions evolve– Are event driven– Often represent mobility discretely
• Doppler accelerations may be discontinuous– Almost always represent satellites as geostationary retransmitters
• Physical layer simulations …– Have no paradigm for wired networks
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Mobile Networking With Strong Physical Layer Interactions
• Physical phenomena occur on the same time scale or more rapidly than network transactions– Deep space with long propagation delays
• Many protocols are intolerant of delays
– Hypervelocity vehicles• Routes cease to exist before they can be used
• Very strong and rapid cross-layer interactions
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MMcD1
Simulation Environment Evolution
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MMcD1 Doc, I'll send you a new graphic for this so it's more readable. Meghan McDermott, 8/22/2006
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MMcD2
NetSim Concept
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MMcD2 might want to snag these images separately like you did for the others so they are more readable and don't include the dog background. Meghan McDermott, 8/22/2006
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NetSim Limitations
• One-time physical layer assessment– Cross layer processes difficult to represent
• Limited interchange of comm host attributes• Mobility represented by multiple waypoints• NetSim executes only wireless links• Significant effort to instantiate network
components and Layer 2-5 processes
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Benchmark-STK-QualNet (BSQ)
BSQ
Format Inputs and Outputs for Mutual Exchange
STK-X Interaction
Externally GeneratedScenarios and Architecture BMD Benchmark
Satellite Toolkit PRISM QUALNETComm Link 2
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BSQ Development
• Vehicle to extract objects and data from interacting simulations and distribute objects and data among the simulations– Benchmark input files into STK– Benchmark Message Streams from Hosts into QualNet– STK objects into QualNet– QualNet message deliveries into Benchmark– QualNet connectivity into STK
• Tool to generate or modify Benchmark input scenarios rapidly
• Standalone interface between any pair of simulations
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•
BSQ Development Issues
Different object parent-child relationships in each participating simulation– Benchmark spawns children of the parent missile object
for every staging or deployment event– STK creates independent objects at the same level for
each stage or deployed object– QualNet embeds all OSI layer characteristics within
each Host object
• Different program architectures
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BSQ Application
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STK Scenario
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Scenario Export to QualNet
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Qualnet Execution
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1100 Packets Sent, 460 Packets Received
Greenland
Japan Ship
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Ship to Satellite Dropout and Latency
Dropout
Latency
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State Of Development And Research
• Tools maturing for robust physical layer and higher layer simulation
• Emerging capability for protocol stack optimization for sparse, mobile, ad hoc networks
• STK/NetSim limitations recognized
• BSQ dedicated interface paradigm developed– More efficient and problem tuned than HLA, DIS, or other standards
• Interfaces will be available to all licensed for STK and a communication network simulation environment (QualNet, OPNET, etc.)