Multi-polling game for IEEE 802.11 networks

Tomas Cuzanauskas, A. Anskaitis
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引用次数: 2

Abstract

IEEE 802.11 is one of the most common technologies these days. Due to its simplicity and easy integration in various applications its usage in recent years has grown exponentially [1]. The increasing amount of wireless devices and various applications such as WBAN (Wireless Body Area Networks), WISPs (Wireless internet service provides) have increased the interference in unlicensed band, which reduced the total system capacity. Recently the highly acclaimed version of IEEE 802.11ac with additional modulation capabilities was released. However, the basic idea and Media Access Control (MAC) layer methods were left the same. Therefore, there is a need for more efficient MAC layer protocol for usage both for currently existing IEEE 802.11n and for new IEEE 802.11ac standards. In this paper, we will do a case study Hybrid Carrier Sense Multiple Access Collision Avoidance (CSMA/CA) and Polling Mechanism in currently existing IEEE 802.11n MAC layer implementation possibilities. Since the main problem usually occurs on software implementation, by using already available Wi-Fi hardware in paper, we will consider various methods to bypass the limitations of already existing CSMA/CA protocol. Also, we will review the arising problems and currently available implementations of IEEE 802.11 improvements. Due to the dynamics of wireless environment, we also will test a Game Theory as a possible solution for interactions between different wireless nodes connected to the Access Point.
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多轮询游戏为IEEE 802.11网络
IEEE 802.11是目前最常用的技术之一。由于其简单且易于在各种应用中集成,近年来其使用呈指数级增长[1]。随着无线设备数量的增加以及诸如WBAN(无线体域网络)、wisp(无线互联网服务提供商)等各种应用的增加,无授权频段的干扰增加,从而降低了系统的总容量。最近发布了具有额外调制功能的备受好评的IEEE 802.11ac版本。但是,基本思想和媒体访问控制(MAC)层方法保持不变。因此,对于现有的IEEE 802.11n和新的IEEE 802.11ac标准,都需要更有效的MAC层协议。在本文中,我们将做一个案例研究混合载波感知多址避免碰撞(CSMA/CA)和轮询机制在目前现有的IEEE 802.11n MAC层实现的可能性。由于主要问题通常发生在软件实现上,通过在论文中使用已经可用的Wi-Fi硬件,我们将考虑各种方法来绕过已经存在的CSMA/CA协议的限制。此外,我们将回顾出现的问题和IEEE 802.11改进的当前可用实现。由于无线环境的动态性,我们还将测试博弈论作为连接到接入点的不同无线节点之间交互的可能解决方案。
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