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Multicast vs. Broadcast in a MANET
  • Thomas Kunz
  • Systems and Computer Engineering
  • Carleton University
  • http://kunz-pc.sce.carleton.ca/
  • tkunz@sce.carleton.ca
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Why MANETs ?

  • Trivial for this conference J…
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Motivation
  • Many applications for MANETs require one-to-many and many-to-many communication
  • Multicast protocols are intended to efficiently support such communication patterns
  • Multicasting well researched in fixed networks (i.e., the Internet), building efficient distribution structures (typically a multicast tree)
  • Ad hoc networks: dynamic topology makes it harder to maintain distribution structure with low overhead
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Motivation (cont.)
  • MANET specific protocols are being proposed
    • MAODV: multicast extensions for AODV, establishes shared tree
    • ODMRP: new multicast protocol, based on per-source mesh
    • ADMR: completely on-demand, per-source tree
  • Goals:
    • Study multicasting protocols
    • Explore how to best implement one-to-many and many-to-many communications
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Literature Survey: Known Results
  • Multicast protocols perform poorly (packet delivery ratio below 90%) as network topology changes more often (nodes move with higher speed and/or pause less)
  • Multicast protocols also often do not scale well with number of multicast senders and/or number of multicast receivers
  • Open question how to build efficient multicast routing protocols in a MANET (tree vs. mesh, single tree vs. source-based tree, etc.)
  • Quite a bit of work on efficient broadcast protocols, rather than simplistic flooding approach, as broadcasting control messages inherent part of many routing protocols
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Are Multicast Protocols Right Choice?
  • Broadcast protocols only explored for broadcast purposes, but can also be employed for multicasting
  • Another alternative is to use unicasting, creating appropriate number of 1-to-1 communication pairs
  • Our approach/contribution of the paper:
    • Compare unicast, multicast, and broadcast protocols under same scenarios
    • Evaluate under one-to-many and many-to-many communication patterns
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Simulation Environment: NS2
  • Explored 7 routing protocols:
    • 2 Unicast protocols: AODV and DSR (come with NS2)
    • 3 Multicast protocols: MAODV (our implementation), ODMRP, ADMR (NS2 versions made available by Monarch Research Group)
    • 2 Broadcast Protocols: FLOOD (simple broadcast protocol), BCAST (broadcast protocol that reduces packet retransmissions: do not retransmit of there is no new neighbor that does not yet know about the data packet)
  • The “usual” simulation parameters: area of 1500m x 300m, 50 nodes, 802.11 MAC at 2 Mbps, at low or high mobility, 10 runs per scenario.
    • 1, 2, 5, or 10 senders
    • 10, 20, 30, 40, or 50 receivers
    • Each sender sends a 256 byte packet every 500 ms
  • Performance Metrics: Packet Delivery Ratio and Packet Latency
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Simulation Results: AODV
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Simulation Results: ADMR
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Simulation Results: BCAST
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Simulation Results: Summary I
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Simulation Results: Summary II
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Conclusions:
Broadcast Protocols Competitive
  • Broadcast protocols work well. BCAST and FLOOD are almost always as good as or better than other protocols, though sometimes impose higher packet latency.
  • Protocol overhead lower/competitive with best multicast protocol
  • For a single multicast sender, FLOOD is the obvious choice, for increasing number of multicast senders BCAST has the edge over FLOOD
  • ADMR performs very well in the presence of many multicast senders, (is optimal choice in two scenarios under low mobility), with BCAST being runner-up. All other protocols perform poorly in these scenarios.
  • The choice of an optimal multicasting solution is largely independent of the mobility rate.
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Future Work
  • Ultimately, our goal is to develop reliable and secure multicast solutions (pending finding unsuspecting students to do the work).
  • BCAST used as starting point with a NACK-based retransmission scheme to further increase PDR
  • Lessons learned to date: congestion control is more important than packet retransmission scheme (when network is congested, NACKs make bad situation worse, independent of network capacity)
  • Implemented BCAST on Linux laptops, with some preliminary work comparing simulation results and testbed measurements (using MNE, driven by NS2 traces)
    • Unfortunately, testbed measurements correspond neither quantitatively nor qualitatively with NS2 results