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GPSR: Greedy Perimeter Stateless Routing for Wireless Networks pps

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GPSR: Greedy Perimeter Stateless
Routing for Wireless Networks
B. Karp, H. T. Kung
Borrowed some slides from Richard Yang’s
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Motivation

A sensor net consists of hundreds or thousands of
nodes

Scalability is the issue

Existing ad hoc net protocols, e.g., DSR, AODV, ZRP,
require nodes to cache e2e route information

Dynamic topology changes

Mobility

Reduce caching overhead

Hierarchical routing is usually based on well defined, rarely
changing administrative boundaries

Geographic routing
• Use location for routing
3
Scalability metrics

Routing protocol msg cost



How many control packets sent?

Per node state

How much storage per node is required?

E2E packet delivery success rate
4
Assumptions

Every node knows its location

Positioning devices like GPS

Localization

A source can get the location of the destination

802.11 MAC

Link bidirectionality
5
Geographic Routing: Greedy Routing
S
D
Closest
to D
A
-

Find neighbors who are the closer to the destination
-
Forward the packet to the neighbor closest to the destination
6
Benefits of GF

A node only needs to remember the location info of one-hop
neighbors

Routing decisions can be dynamically made
7
Greedy Forwarding does NOT always work

If the network is dense enough that each interior node has a
neighbor in every 2Π/3 angular sector, GF will always succeed
GF fails
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Dealing with Void: Right-Hand Rule

Apply the right-hand rule to traverse the edges of a void

Pick the next anticlockwise edge

Traditionally used to get out of a maze
9
Right Hand Rule on Convex Subdivision
For convex subdivision, right hand rule is equivalent to
traversing the face with the crossing edges removed.
1
0

Right-Hand Rule Does Not Work with
Cross Edges
u
z
w
D
x

x originates a packet to u

Right-hand rule results in the
tour x-u-z-w-u-x
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1
Remove Crossing Edge
u
z
w
D
x

Make the graph planar

Remove (w,z) from the graph

Right-hand rule results in the
tour x-u-z-v-x
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2
Make a Graph Planar


Convert a connectivity graph to planar non-crossing graph by
removing “bad” edges

Ensure the original graph will not be disconnected

Two types of planar graphs:
• Relative Neighborhood Graph (RNG)

Gabriel Graph (GG)
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3
Relative Neighborhood Graph

Connection
uv
can exist if

w

u
,
v
,
d
(
u
,
v
) < max[

d
(
u
,
w
),
d
(
v
,
w
)]
not empty 
remove uv
1
4
Gabriel Graph

An edge (
u
,
v
) exists between vertices
u
and
v
if no other vertex
w is present within the circle whose diameter is uv.

w


u
,
v
,
d
2
(
u
,
v
) < [
d
2
(
u
,
w
) +
d
2
(
v
,
w
)]
Not empty 
remove uv
1
5

Properties of GG and RNG

RNG is a sub-graph of
GG

Because RNG removes more
edges

If the original graph is
connected, RNG is also
connected
RNG
GG
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6
Connectedness of RNG Graph

Key observation

Any edge on the minimum
spanning tree of the original
graph is not removed

Proof by contradiction: Assume
(u,v) is such an edge but removed in RNG
u
v
w
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7


200 nodes

randomly placed on a 2000 x 2000 meter region
• radio range of 250 m
•Bonus: remove redundant, competing path  less collision
Full graph GG subset RNG subset
Examples
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8
Greedy Perimeter Stateless Routing (GPSR)

Maintenance

all nodes maintain a single-hop neighbor table

Use RNG or GG to make the graph planar

At source:

mode = greedy

Intermediate node:

if (mode == greedy) {
greedy forwarding;
if (fail) mode = perimeter;
}
if (mode == perimeter) {
if (have left local maxima) mode = greedy;

else (right-hand rule);
}
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9
GPSR
Greedy Forwarding Perimeter Forwarding
greedy fails
have left local maxima
greedy works
greedy fails
2
0
Implementation Issues

Graph planarization

RNG & GG planarization depend on having the current location info
of a node’s neighbors

Mobility may cause problems

Re-planarize when a node enters or leaves the radio range
• What if a node only moves in the radio range?

To avoid this problem, the graph should be re-planarize
for every beacon msg

Also, assumes a circular radio transmission model

In general, it could be harder & more expensive than it sounds

2
1
Performance evaluation

Simulation in ns-2

Baseline: DSR (Dynamic Source Routing

Random waypoint model

A node chooses a destination uniformly at random

Choose velocity uniformly at random in the configurable range –
simulated max velocity 20m/s

A node pauses after arriving at a waypoint – 300, 600 & 900 pause
times
2
2

50, 112 & 200 nodes

22 sending nodes & 30 flows

About 20 neighbors for each node – very dense

CBR (2Kbps)

Nominal radio range: 250m (802.11 WaveLan radio)


Each simulation takes 900 seconds

Take an average of the six different randomly generated
motion patterns
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3
Packet Delivery Success Rate
2
4
Routing Protocol Overhead
2
5
Related Work

Geographic and Energy Aware Routing (GEAR), UCLA Tech
Report, 2000

Consider remaining energy in addition to geographic location to
avoid quickly draining energy of the node closest to the
destination

Geographic probabilistic routing, International workshop on
wireless ad-hoc networks, 2005

Determine the packet forwarding probability to each neighbor
based on its location, residual energy, and link reliability

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