1 / 23

Online Multi-Path Routing in a Maze

Online Multi-Path Routing in a Maze. Christian Schindelhauer joint work with Stefan Rührup Workshop of Flexible Network Design Bertinoro, 1.-6.10.2006 to appear at ISAAC 2006. Position based Routing. Target: geographic position instead of network address

gryta
Download Presentation

Online Multi-Path Routing in a Maze

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Online Multi-Path Routing in a Maze Christian Schindelhauer joint work with Stefan Rührup Workshop of Flexible Network Design Bertinoro, 1.-6.10.2006 to appear at ISAAC 2006

  2. Position based Routing • Target: geographic position instead of network address • Idea: Iteratively choose neighbor closest to the target(Greedy-Strategie) • Advantages: • local decisisions • no routing tables • scalable (4,2) 13,5 (2,5) s t (13,5) (5,7) (0,8) (3,9)

  3. Position based Routing Prerequisits: • All nodes know their positions (e.g. GPS) • Position of all neighbors are known (Beacon Messages) • Target position is known (Location Service) (4,2) 13,5 (2,5) s t (13,5) (5,7) (0,8) (3,9)

  4. First Works (1) • Routing in Packet Radio Networks • Greedy-Strategies: • MFR: Most Forwarding within Radius [Takagi, Kleinrock 1984] • NFP: Nearest with Forwarding Progress [Hou, Li 1986] NFP t s MFR Transmission radius

  5. First Works (2) • Cartesian Routing [Finn 1987] • Routing with geographic Coordinates • n-hop Cartesian regular: Every node has a node in its n-hop-neighborhood which is closer to an arbitrary target • Greedy-Routing and Limited Flooding (restricted to n Hops)

  6. X Position based Routing • Problems: Greedy routing may end in local minima • No neighbors closer to the target available • Recovery-strategy necessary (e.g. GPSR [Karp, Kung 2000]) • Example: Advance circle Right hand rule s t ?

  7. Lower bound for position based routing [Kuhn et al. 2002]: Alternative strategyy: flooding Time: O(d) Traffic: O(d2) Position based single-path routingstrategies Time and traffic: O(d2) Is Flooding more efficient? Worst case analysis not useful Lower bounds und alternatives s t Time: Ω(d2) d = length of shortest path (distance) Time = #Hops, Traffic = #Messages

  8. Grid networks and Unit-Disk Networks • Online routing in grid network with faulty nodes is equivalent to position based routing in wireless ad-hoc networks • Implicit geographic clustering • Partitioning of the plane into cells, empty regions = barriers • Distributed protocol for construction and routing

  9. Finding Cells for a Unit-Disk Graph • Cell size ≤ 1/3 • transmission-distance=1 • Cell is NOT a barrier if • it is inside of a circle around a node with radius 1/2 • if an edge (u,v) with |u,v| ≤ 1 touches this cell • Cell clustering • Gateways (and leader) • Two-hop communication gives a complete local view of the cell network x u v w

  10. Ω(d + p)  lower bound for traffic (online) Instead of worst-case-analysis:Compare the algorithm with the best online-algorithm for the class of problems Characterize the class of problems by the perimeter p and the distance d Lower bound for Online Navigation [Lumelsky, Stepanov 1987]: Lower bounds and comparative analysiss p s t p Path length: Ω(d + p) d = length of shortest path p = Perimeter of the barriers

  11. The Network Model • Grid network with faulty nodes • Faulty blocks = barriers • Barriers are unkown (a priori),decisions need to be madeonline • Comparative analysis • Competitive time-ratio • Comparatives traffic-ratio Perimeter Start  Time (# Hops) Target  Messages Barrier

  12. max{Rt,RTr} O(d) O(d) Single-Path versus Flooding No Barriers (p<d) Maze (p=d2) A B Start Start d = length ofthe shortest path Target Target Is there a strategy, as fast as flooding and with as low traffic as single-path ... for all scenarios ? Perimeter A B Time: O(d + p)  Rt = O(d) Single-Path (sequential) Traffic: O(d) Traffic: O(d2) RTr= O(d) Flooding (parallel) Time: O(d)

  13. Lucas Algorithm[Lucas 88] 1: repeat 2: Follow the straight line connecting source and target. 3: if a barrier is hit then 4: Start a complete right-hand traversal around the barrier and remember all points where the straight line is crossed. 5: Go to the crossing point that is nearest to the target. 6: end if 7: until target is reached Time: d + 3/2 p Traffic: d + 3/2 p

  14. Expanding Ring Search [Johnson, Maltz 96] • Start flooding with restricted search depth • Repeat flooding while doubling the search depth until the destination is reached • Time: O(d) • Traffic: O(d2)

  15. Continuous Ring Search • Modification of Expanding Ring Search: • Source starts flooding • but with a delay of σ time steps for each hop • If the target is reached, a notification message is sent back to the source • Then the source starts flooding without slow-down a second time • Second wave is sent out to stop the first wave • Time: O(d) • Traffic: O(d2)

  16. The JITE Algorithmus • Message efficient parallel BFS (breadth first search) • using Continuous Ring Search • Just-In-Time Exploration (JITE) and Construktion of search path insteadflooding • Search paths surround barriers • Slow Search:slow BFS on a sparse grid • Fast Exploration:Construction of the sparsegrid near to the shoreline Start Barrier Target Shoreline

  17. Slow Search visits only explored paths Fast Exploration is started in the vicinity of the BFS-shoreline Exploration must be terminated before a frame is reached by the BFS-shoreline Slow Search & Fast Exploration Exploration E E   E E   E E    E E    E E   Shoreline  E E   E  E E E

  18. Construction of a path network for the BFS Partition into „Frames“ Frame borders provide an approximation of the shortest path tree Fast Exploration (1) • Frame traversal(Right hand rule) • Time limit: If the traversal takes too long then the fram is divided into smaller frames  entrypoint Detour

  19. Problems: Exploration causes traffic explore only frames in the vicinity of the shoreline Small barriers cause further subdivision (traffic!) Allow small detours Exploration needs time Slow down BFS-Shoreline by a constant factor Size limit for new neighbor frames Multiple entry points Coordinate exploration Fast Exploration (2) allowed detour: g/(t) g E E E E  E  E E  E E

  20. Frame Exploration • A frame can be explored in parallel from different sides (entry points) • All messages stop after at most 2g+g/(t) rounds • If a message is stopped then no messages of type 3 or 4 occured after a specific time • further subdivision is triggered when the messages of type 3 do not occur in time • Wake up: Tell all frame border nodes about the exploration in progress Find a coordinator • Count: Coordinator sends counting messages • Stop: Frame has been explored (in time) • Close: Stop exploration within frame • Notify Shoreline enters frame: Start exploration in neighbor frames

  21. Slow Search • Path network/frame network gives a constant factor approximation of the shortest path tree • Constant factor slow down of the BFS-Shoreline • Allowed detours of g/(t) per gg-frame. Choose (t)= log t.For a portion of 1-1/log d of all frames we observe g/(t) = O(g/log d) (log g = 1..log d) • Target is reached in time O(d) (constant competitive ratio) • Traffic O(d + p log2 d) • O(p log d) is the size of the path network/frame network • further logarithmic factor for allowed detours

  22. Summary • New efficient strategy for position based routing • Comparative analysis for time and traffic • Lower bounds, linear trade-off • Single-Path versus Flooding • JITE Algorithm • asymptotical as fast as flooding • small polylogarithmic overhead for traffic • Results applicable for wireless ad-hoc-networks

  23. Thank you Position based Routing Strategies Christian Schindelhauer joint work with Stefan Rührup Workshop of Flexible Network Design Bertinoro, 1.-6.10.2006 to appear at ISAAC 2006

More Related