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Formal Verification of AODV Protocol using cadence SMV

Formal Verification of AODV Protocol using cadence SMV. (CPSC513 Course Project). Jun Wang and Xin Liu jwang@cs.ubc.ca , liu@cs.ubc.ca. Outline. Motivation AODV Introduction cadence SMV Introduction Building Model Conclusion. Motivation.

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Formal Verification of AODV Protocol using cadence SMV

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  1. Formal Verification of AODV Protocolusing cadence SMV (CPSC513 Course Project) Jun Wang and Xin Liu jwang@cs.ubc.ca, liu@cs.ubc.ca

  2. Outline • Motivation • AODV Introduction • cadence SMV Introduction • Building Model • Conclusion

  3. Motivation • Find an appropriate approach to use cadence SMV verifying real-life software communication protocols, such as AODV. The emphasis is how to build the model. • Find some bugs in current AODV protocol (RFC3561)? Hope we can…

  4. AODV Introduction • Background • A mobile ad hoc network is a collection of nodes which communicate over wireless channels. “ad hoc” means that the nodes are free to move randomly. • need routing protocol • Proactive: table driven • Reactive: on demand • AODV (Ad hoc On-demand Distance Vector) Protocol • a reactive routing protocol for ad hoc mobile networks. • 3 control messages: RREQ, RREP, REER • Sequence number • Important property: Loop free

  5. cadence SMV Introduction • Find an appropriate approach to use cadence SMV verifying real-life software communication protocol, such as AODV. The emphasis is how to build the model. • Find some bugs in current AODV protocol (RFC3561)? Hope we can…

  6. Distributed Architecture Distributed vs. Centralized • Distributed • Robustness: failure of any participant has no effect on other participants. • Scalability: while in centralized architecture, server is the bottleneck. • Minimum delay: information crosses the network only once to reach its final destination, while in centralized architecture, information reaches its destination through the server. • Centralized • Consistency: Global consistency is guaranteed. • Cheating difficult: the presence of server makes cheating difficult. • Easily charge: allow game companies to easily charge players.

  7. Distributed Architecture(cont.) • MiMaze Architecture: Note: the game server is only used when a new entity joins a session, to learn the session group and to download the game.

  8. Distributed Architecture (cont.) • Fully distributed, Serverless architecture. • Based on RTP/UDP/IP multicast. • Only one multicast group in MiMaze. • Game server is only used when new participant joining the game session. • Once the game has started, participants exchange their own states (including position, direction, speed,…) to compute the game state. • In MiMaze, no central entity (or server) exists to compute the game state, each participant computes its own view of the game state (may be inconsistent).

  9. Bucket Synchronization Mechanism • Distributed synchronization • All ADUs issued at the same time are computed together to evaluate the state of the game. • All the session entities display the same game state simultaneously. • MiMaze bucket synchromization • Time is divided into fixed length periods and a bucket is associated with each period. • All ADUs received by a player are stored in the bucket corresponding to the time interval in which senders issue the ADUs. • At the end of every bucket interval, all ADUs in that bucket are used by the entity to compute its local view of the global game state. • Bucket will be computed 100ms after the end of the sampling period during which ADUs have been issued, which is the playout delay.

  10. Bucket Synchronization Mechanism • Bucket frequency • The bucket frequency defines the rate at which a new game state is computed and displayed. • In MiMaze, the bucket frequency is 25 buckets per second. • The ADU transmission frequency is equal to the bucket frequency, thus, there should be one new ADU per entity at the time a bucket is processed.

  11. Bucket Synchronization Mechanism • Example:

  12. Bucket Synchronization Mechanism • Global clock mechanism • The bucket synchronization mechanism uses NTP to evaluate the delay between participating entities. • If NTP is not available, use a NTP-like algorithm based on the evaluation of the round trip time. • There are 3 levels (strata) of NTP servers and it is very difficult to maintain good synchronization when level 3 servers are involved. • In order to increase the precision of NTP under stratum 2 and 3, use both NTP and NTP-like algorithm.

  13. Dead reckoning • What is dead reckoning? • Dead reckoning is an extrapolation techniques used in the aviation systems to compute an estimate of the current position of a plane based on the knowledge of its position in the past and on its trajectory. • An important property of game objects’ behavior: • “Continuous”, which means that the behavior of avatar X at time t+1 can be extrapolated from its behavior at time t with high possibility.

  14. Dead reckoning (cont.) • Why need dead reckoning? • To deliver a complete view of the game, the bucket algorithm requires at least one ADU per participant to be available in each bucket. However, a ADU can be missing or late (received after 100ms). • MiMaze uses the simplest dead reckoning algorithm • When an avatar position (ADU) is missing at the time we compute a bucket, simply replay the last known position of this avatar. • The late ADUs are still stored in their destination bucket, since they are useful to replace a missing ADU when computing future buckets.

  15. Dead reckoning (cont.) • Error Control: • replace lost ADUs. • Synchronization: • extrapolate late ADUs. • Trajectory smoothing: • interpolation between received states when sender frequency is lower than display frequency. • Anticipating collisions: • dead reckoning can be used by the sending entities to anticipate potential future collisions. • Congestion control: • adapt ADU transmission frequency according to network load.

  16. Performance evaluation • Experimental environment: • The evaluation of MiMaze is performed on the MBone with up to 25 players located in various places in France. • The number of participants are varied in order to vary the loss rate. • The architecture of the experimental multicast tree:

  17. Performance evaluation (cont.) • Monitoring During the experiment, participants play MiMaze and collect traces which is composed of: • Network level data: for each received ADU, collect the senders’ identity, the transmission and reception time-stamp, etc. • Application level data: information contained in all ADUs sent and received is time-stamped and collected in the trace file, which is used to reconstruct the state of game computed by each participant. • Synchronization data: network delays and clock offsets with respect to each participant are collected. These data is used to resynchronize the traces.

  18. Performance evaluation (cont.) • Resynchronize traces (main difficulty in analysis) • Since the system is distributed, there is no absolute clock in a game session, each participant timestamps its local traces. • Global clock mechanism is imperfect, use an algorithm based on least-squares to resynchronize traces. • Omit time intervals where relative clock information is not interpretable.

  19. Performance evaluation (cont.) • Distributed game metrics • Need a meaningful performance metric to analyze distributed multiplayer games. • This metric should reflect how far the distributed game behavior is from the perfect behavior if without the network delay and lost. • Use “drift distance”. The drift distance represents the distance units between the real position of an avatar in local entity, and the position of the same avatar computed by a remote entity. • The game is consistent if the drift distance is zero, however, a small drift does not means that the game is inconsistent.

  20. Performance evaluation (cont.) • In order to keep figures clear, the paper present performance observed between only two participants (droopy and hugo). • Delay distribution: (between hosts hugo and droopy)

  21. Performance evaluation (cont.) • Distribution of late ADUs: • Percentage of late ADUs: Note: between hosts hugo and droopy. Note: between hosts hugo and droopy.

  22. Performance evaluation (cont.) • Percentage of lost ADUs: • Distribution of lost ADUs: Note: between hosts hugo and droopy. Note: between hosts hugo and droopy.

  23. Performance evaluation (cont.) • Drift distance: • Distribution of drift distance: Note: between hosts hugo and droopy. Note: between hosts hugo and droopy.

  24. Performance evaluation (cont.) • Consistency improvement (gain) with distributed synchronization: Note: a value 1 on the vertical axis corresponds to no gain and 2 corresponds to a 100% gain.

  25. Summary • MiMaze is implemented on a completely distributed communication architecture based on the IP multicast protocol suit (RTP/UDP/IP multicast). • MiMaze use a simple distributed synchronization mechanism - the bucket mechanism to provide an acceptable level of game state consistency. • MiMaze shows that real-time interactive can be maintained in the fully distributed applications, provided that some level of inconsistency can be tolerated by the applications.

  26. Discuss • Main Contribution: • This work shows that with a multicast communication architecture and with a simple synchronization mechanism (the bucket mechanism), a fully distributed interactive application can provide an acceptable level of consistency. • It also identified the problem of defining a proper metric for the evaluation of the application consistency. • This work is a proof of feasibility of distributed multiplayer architectures on heterogeneous best-effort networks (Internet).

  27. Discuss (cont.) • Related Work: • Amaze: can be considered as MiMaze’s ancestor. It is played on a LAN, using point-to-point communication. Amaze transmits the game state on the network, and maintains replicated copies of the game state. • Spline: a virtual distributed interactive world. It has a distributed architecture based on the DIS standard. Most of the efforts has been done on local flow synchronization mechanism. • PARADISE: aims to architect and build a large-scale internet worked simulation environment that supports multiplayer interactive applications. It aims primarily at aggregation and specific dead reckoning algorithms.

  28. Discuss (cont.) • Future Work: • Extensions of MiMaze (has done) • Using Synchronized 3D Virtual Reality Modeling Language (VRML) to get a 3D game. • Mapping MPEG video on the maze wall. • Supports 3D spatial audio. • Congestion control • Avatar collision detection and anticipation • Session management in subgroups of participants.

  29. References • MiMaze http://www-sop.inria.fr/rodeo/MiMaze/ • Design and Evaluation of MiMaze, a Multi-player Game on the Internet, Laurent Gautier, Christophe Diot, IEEE Multimedia Systems Conference, Austin, June 28 - July 1, 1998. • Distributed Synchronization for Multiplayer Interactive Applications on the Internet, Laurent Gautier, Christophe Diot, IEEE ICNP Conference, Austin, October 1998. • MiMaze, a 3D Multi-Player Game on the Internet , Emmanuel Lety, Laurent Gautier, Christophe Diot, In the Proceedings of the 4th International Conference on Virtual System and MultiMedia, Nov 98, Gifu, Japan. • IEEE Standard for Distributed Interactive Simulation -- Application Protocols (IEEE Std 1278.1-1995). IEEE Computer Society. 1995. • S. Deering. "Host Extensions for IP Multicasting". RFC 1112. 17. August 1989.

  30. A Distributed Architecture for Multiplayer Interactive Applications on the Internet Thanks!

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