Python Notes for mca i year students osmania university.docx
Using incompletely cooperative game theory in wireless sensor networks
1. Using Incompletely Cooperative Game Theory
in Wireless Sensor Networks
Liqiang Zhao, Hailin Zhang, and Jie Zhang
WCNC 2008
Presented by: Abolfazl Asudeh
2. Outline
Background and Problem statement
Incompletely cooperative game
GMAC and Simulation Results
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3. Wireless Sensor Networks (WSNs) have a wide
range of potential applications including environment
monitoring, smart spaces, medical systems and
robotic exploration.
Energy Consumption is usually the more important
metric
other metrics: Delay, Throughput, …
A lot of interest in performance analysis and
improvement, specially in Medium Access Control
(MAC) protocols.
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4. Main Categories of MAC protocols of WSNs
Scheduled Protocols: use a predefined schedule for
data transmission - TSMP
Data Ack
Sender
Tg
Data Ack
Tg
Tg
Receiver
Time Slot
Protocols with Common Active Period: Nodes wake
up and sleep together to reduce the energy cost of
idle listening. - SMAC
idle listening: when the nodes are awake, but there is no
packet in the channel to be transmitte
Usually use CSMA/CA (RTS/CTS) for data transmission
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5. Main Categories of MAC protocols of WSNs
Preamble Sampling Protocols: Every node wakes up
periodically and check if there is a packet in the
channel; the sender sends a long preamble before
sending the data. – Preamble Sampling Aloha
Preamble Data
Sender
Check Interval Data
Receiver
Hybrid Protocols: the combinations of the protocols
of different categories
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6. Game Theory is used broadly in distributed WSNs to
solve problems like:
Security
Routing
Power Control
The goal of this paper: to achieve energy
consumption, delay, and throughput together
Main focus is on Common Active MAC protocols
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7. Sensor networks are energy constraint explicit
cooperation among nodes is impractical.
It can be modeled as an incompletely cooperative
game, a stochastic game, which starts when a new
packet arrives at the node’s transmission buffer and
ends when the packet is transmitted successfully or
discarded.
Each game process includes many timeslots and
each timeslot corresponds to one game state.
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8. In each timeslot, each player (i.e., node) estimates
the current game state based on what happened in
the past timeslots.
Then adjusts its own equilibrium strategy by tuning
its local contention parameters
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9. Framework
Contains three major components
a detector: detect and record current conditions
an estimator: estimates current state, such as number of
nodes
an adjustor: makes the decision for the strategy and
adjusts the contention parameters
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12. GMAC: the simplified MAC solution
The Estimation of n is inaccurate in unsaturated
environments.
GMAC is the simplified version.
In G-MAC, after transmitting a packet, no matter it is
transmitted successfully or not, the player does not
start the next game process with the nominal
CWmin.
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