Analytical Study of Improvement in MANET with AODV and OLSR by Using TCP Vegas

DOI : 10.17577/IJERTV3IS10137

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Analytical Study of Improvement in MANET with AODV and OLSR by Using TCP Vegas

Umang J. Modi1

1Computer Science and Engineering, Mewar University, NH – 79 Gangrar, Chittorgarh, Rajasthan 312 901, India

Abstract

We exaggeration the performance of the TCP protocol. Provided further, work on using TCP (Transmission Control Protocol) to provide reliable data transmission has been performed for the purpose of smooth integration with the wired Internet. In the wired Internet, TCP-Vegas is a well- known transport protocol which takes into account existing network conditions. In this research paper I perform the survey of the congestion control mechanism of TCP reacts adversely to packet losses due to temporarily broken routes in wireless networks. Through simulations using ns-2, we observed that TCP-Vegas-Ad Hoc outperforms the standard TCP-Vegas protocol especially under high mobility scenarios over both reactive and proactive ad hoc routing protocols such as AODV and OLSR. Compare AODV and OLSR with different network parameters and conclude solution with simulation tools OPNET, NS-2 etc.

  1. INTRODUCTION OF MANETS

    Wireless cellular systems have been in use since 1980s. These systems work with the support of a centralized supporting structure such as an access point [1]. The wireless users can be connected with the wireless system by the help of these access points, when they roam from one place to the other. Recent advancements such as Bluetooth introduced a fresh type of wireless systems which is frequently known as mobile ad-hoc networks. Mobile ad-hoc networks or "short live" networks control in the nonexistence of permanent infrastructure. Mobile ad hoc network offers quick and horizontal network deployment in conditions where it is not possible otherwise. Ad-hoc is a Latin word, which means "for this or for this only." Mobile ad hoc network is an autonomous system [2] of mobile nodes connected by wireless links; each node operates as an end system and a router for all other nodes in the network.

    Wireless networks can be classified in two types [2]: infrastructure network and infrastructure less (ad hoc) networks. A mobile host interacts with a bridge in the network (called base station) within its

    communication radius. The mobile unit can move geographically while it is communicating. When it goes out of range of one base station, it connects with new base station and starts communicating through it. This is called handoff. In this approach the base stations are fixed. A Mobile ad hoc network is a group of wireless mobile computers (or nodes); in which nodes collaborate by forwarding packets for each other to allow them to communicate outside range of direct wireless transmission. MANET is an autonomous group of mobile users that communicate over reasonably slow wireless links. The network is decentralized [1], where all network activity; including discovering the topology and delivering messages must be executed by the nodes themselves. MANET is a kind of wireless ad-hoc network and it is a self- configuring network of mobile routers (and associated hosts) connected by wireless links the union of which forms an arbitrary topology. The routers, the participating nodes act as router, are free to move randomly and manage themselves arbitrarily; thus, the network's wireless topology may change rapidly and unpredictably. Such a network may operate in a standalone fashion, or may be connected to the larger Internet [1].

  2. Analytical study and comparison of AODV and OLSR:

    1. Ad Hoc On demand Distance Vector

      The Ad Hoc On demand Distance Vector (AODV) protocol is a distance vector routing for mobile ad- hoc networks [2] [3]. AODV is an on-demand routing approach, i.e. there are no periodical exchanges of routing information.

      The protocol consists of two phases [3]:

      1. Route Discovery (Path Finding)

      2. Route Maintenance (Path Management).

      When a node want to communicate with another node first looks for a route in its routing table. If it finds path, the communication starts immediately, otherwise the node start a path finding process [8]. The route discovery process consists of a route-

      request message (RREQ) which is broadcasted. If a node has a valid route to the destination, it replies to the route request with a route-reply (RREP) message. Additionally, the replying node creates a so called reverse route entry in its routing table, which contains the address of the source node, the number of hops to the source, and the next hop's address, i.e. the address of the node from which the message was received.

      The next phase of the protocol is called route maintenance. It is analyze by the source node and can be subdivided into:

      Source node route: Source node initiates a new route discovery process.[5]

      Destination or an intermediate node route: A route error message (RERR) is sent to the source node. Intermediate nodes receiving a RERR update their routing table by setting the distance of the destination to infinity. If the source node receives a RERR it will initiate a new route discovery. [5] To prevent global broadcast messages AODV introduces a local connectivity management. This is done by periodical exchanges of so called HELLO messages, which are small RREP packets containing a node's address and additional information [3].

    2. Optimized Link State Routing Protocol

      Optimized Link State Routing (OLSR) is a proactive MANET routing protocol. Unlike AODV and OLSR reduces the number of retransmissions by providing optimal routes in terms of number of hops. For this purpose, the protocol uses MPRs (Multipoint Relays) to efficiently provide its control messages by declaring the links of neighbors within its MPRs instead of all links[8].

      Only the MPRs of a node retransmit its broadcast messages, hence no extra control traffic is generated in response to link failures. OLSR is particularly perfect for large and dense networks. The path from source to destination

      consists of a sequence of hops through the MPRs [7].

      In OLSR, a HELLO message is broadcasted to all of its nearest containing information about its neighbors and their link status and received by the nodes which are one hop away but they are not passed on to further nodes [4]. In response of HELLO messages, each node would construct its MPR Selector table. MPRs of a given node are define in the subsequent HELLO messages transmitted by this node. OLSR is designed to work in a completely distributed manner and does not require reliable transmission of control messages. The recipient of a control message can easily identify which information is up-to-date – even if the received messages are not in order.

      2.2.1 IERP (Interzone Routing Protocol)

      Interzone Routing Protocol (IERP), the reactive routing component of the Zone Routing Protocol (ZRP). IERP adapts existing reactive routing protocol implementations to take advantage of the known topology of each nodes surrounding r-hop neighborhood (routing zone), provided by the Intrazone Routing Protocol (IARP). The availability of routing zone routes allows IERP to suppress route queries for local destinations. When a global route discovery is required, the routing area based border cast service can be used to efficiently guide route queries outward, rather than blindly relaying errors from neighbor to neighbor. Once a route has been found, IERP can use routing zones to automatically redirect data around failed links. Similarly, suboptimal route parts can be identified and trafic re-routed along shorter routes [7]

  3. TCP Vegas in MANETs

TCP Vegas is a new design for TCP that was introduced by Brakmo et al [26, 27]. TCP Vegas includes a modified re-transmission strategy(compared to TCP Reno) that is based on fine-grained measurements of the round-trip time (RTT) as well as new mechanisms for congestion

detection during slow-start and congestion avoidance.

TCP Reno's congestion detection and control mechanisms use the loss of segments as a signal that there is congestion in the network. TCP Reno has therefore no mechanism to detect the incipient stages of congestion before losses occur and hence cannot prevent such losses. Thus, TCP Reno is reactive, as it needs to create losses to find the available bandwidth of the connection. On the contrary, TCP Vegas's congestion detection mechanism is proactive [8], that is, it tries to sense incipient congestion by observing changes in the throughput rate. Since TCP Vegas infers the congestion window adjustment policy from such throughput measurements, it may be able to reduce the sending rate before the connection experiences losses.

  1. New Retransmission Mechanism

    TCP Vegas introduces three changes that affect TCP's (fast) retransmission strategy. First, TCP Vegas measures the RTT for every segment sent. The measurements are based on fine- grained clock values. Using the fine-grained RTT measurements, a timeout period for each segment is computed. When a duplicate acknowledgement (ACK) is received, TCP Vegas checks whether the timeout period has expired. If so, the segment is retransmitted1. Second, when a non-duplicate ACK that is the first or second after a fast retransmission is received, TCP Vegas again checks for the expiration of the timer and may retransmit another segment. Third, in case of multiple segment loss and more than one fast retransmission, the congestion window is reduced only for the first fast retransmission.

  2. Congestion Avoidance Mechanism

    TCP Vegas does not continually increase the congestion window during congestion avoidance. Instead, it tries to detect incipient congestion by comparing the measured throughput to its notion of expected throughput. The congestion window is increased only if these two values are close, that is,

    if there is enough network capacity so that the

    throughput can actually be achieved. The congestion window is reduced if the measured [4].

  3. Modified Slow-start Mechanism

    A similar congestion detection mechanism is applied during slow-start to decide when to change to the congestion avoidance phase.

    Algorithms used to modify TCP Vegas are [3]:

    • Congestion detection during slow-start

    • Congestion detection during congestion avoidance

    • More aggressive fast re-transmit

      mechanism

    • Additional retransmissions for non- duplicate ACKs

    • Prevention of multiple reductions of the

      congestion window in case of multiple segment loss

    • Reduction of the congestion window by

      only 1/4 after a recovery (instead of halving it as in the case of TCP Reno).

    • A congestion window size of two segments at initialization and after a timeout (TCP Reno sets the size of the congestion window to one segment in these situations)

    • Burst avoidance limits the number of

      segments that can be sent at once (that is, back- to-back) to three segments

    • Spike suppression limits the output rate to at most twice the current rate. (This algorithm is turned off by default.)

      Key points of TCP Vegas:

    • Modified Congestion Avoidance

    • Aggressive Retransmission (use fine grained timer)

    • With dupacks and with partial acks

    • Aggressive Congestion Window Adaptation

    • With recovery and with multiple loss

    • Modified Slow-Start

      1. Modified Congestion Avoidance for TCP Vegas

        TCP Vegas Calculates the expected throughput and actual throughput (Once per RTT):

        Expected Throughput = Window Size/BaseRTT

        Actual Throughput = ActualSentAmount/RTT Static

        The decision is applied throughput the next RTT for each received ACK as follows:

        • Increase the Tx Rate (Expected-Actual>) cwnd= cwnd + 1/cwnd

        • Decrease Tx Rate (Expected-Actual<) cwnd

          = cwnd – 1/cwnd

        • Tx Rate Unchanged (<Expected-Actual<) cwnd = cwnd

      2. Aggressive Retransmission for TCP Vegas

        With dup acks

        When Vegas receives the first dupacks or the second dupacks, it checks the fine grained timer expiry.

        If timer expirers, it retransmits immediately.

        With partial acks

        For the first two partial acks, Vegas checks whether fine grained timer expires.

        If timer expires, it retransmits immediately.

      3. Aggressive cwnd updating for TCP Vegas

        With recovery

        Reduce cwnd by one quarter instead of half when it enters into recovery .

        With multiple loss-

        In case of multiple segment loss from a single window, it reduces the cwnd only once.

        With Initial setting

        cwnd is set to 2 instead of 1.

      4. Modified Slow-Start for TCP Vegas

        • Vegas Calculates (in every alternate RTT)

        • Expected Throughput = Window Size/BaseRTT

        • Actual Throughput = ActualSentAmount/RTT

      5. Vegas conclusion

    • Less fluctuation

    • Less fluctuation in bottleneck queue and in send rate

    • Enhanced Throughput

    • Better Utilization of bottleneck capacity

    • Unfair treatment of old connection and Ineffectiveness of congestion avoidance

  4. APPROACHES TO IMPROVE TCP PERFORMANCE

Main two approaches use a generic explicit link failure notification (ELFN) scheme, although they differ in their specific mechanisms[9]:

  1. TCP-Feedback and TCP-ELFN

  2. Hop-by-Hop Rate Control

  1. TCP-Feedback and TCP-ELFN

    • When a link failure occurs, the node just upstream of the link sends back an explicit link failure notification to the source of every TCP connection that passes through that link.[9]

  2. Hop-by-Hop Rate Control

    • TCP throughput degradation is queue build- ups caused by flooding of route request packets during periods of high mobility.[9]

  1. SCENARIO

    The simulator used to record the performance parameters is NS 2. In the Architecture mode of the simulator the scenario is designed in an area of 1000000 square meters.[10].

    Initially if no changes are made to the area then automatically The simulator takes an area of 1000 X 1000 square meters.[10][11].

    Number of Nodes density is increased from 25 to 35 in multiples. Network protocol is chosen as TCP type, we have used AODV and OLSR. [10][11].

    Table 5.1 Simulator Parameters [10]

    Parameters

    Value

    Topology Area

    1000meter*1000meter

    Node Density

    25, 50

    Node Mobility(m/s)

    10, 20, 50

    Routing Protocol

    AODV, OLSR

    Traffic Source

    TCP

    Packet size

    512 bytes

    Simulation time

    100 Sec.

  2. TCP Vegas – Without Modification

    1. Result for Node 25

      Figure 6.1 Result for ode 25

      Table 6.1 shows the output of performance parameters for TCP Vegas for ad hoc routing protocol AODV and OLSR; we got the result for node 25 and node mobility 10, 20 and 50 m/s respectively without any modification in TCP Vegas.

      6.2 Results for Node 50

      Table 6.2 shows the output of performance parameters for TCP Vegas for ad hoc routing protocol AODV and OLSR; we got the result for node 50 and node mobility 10, 20 and 50 m/s respectively without any modification in TCP Vegas.

      Figure 6.2 Results for Node 50

  3. TCP Vegas – With Modification

    Modification for TCP Vegas:

    According to characteristic of TCP Vegas, it gives the minimum packet loss for MANETs but, also reduce the throughput. We made change in slow- start phase logically and vary the congestion window, because congestion window will affect the performance of TCP Vegas. We minimize the packet loss but also increase the throughput and also get changes in other performance parameters, end-to- end delay and PDR [].

      1. Result for Node 25

        Table 7.1 shows the output of performance parameters for TCP Vegas for ad hoc routing protocol AODV and OLSR; we get the result for node 25 and node mobility 10, 20 and 50 m/s respectively with some modification in TCP Vegas.

        Figure 7.1 Results for node 25

      2. Results for Node 50

        Figure 7.2 Results for node 50

      3. Analysis of Results

    We have done experiment on TCP Vegas for routing protocols AODV and OLSR using network simulator NS2, for node density 25 and 50 and node mobility 10, 20 and 50 m/s .

    We got the different result for performance parameters Throughput, End to end delay, PDR, and packet drop.

    We compare the two ad hoc routing protocols AODV-reactive routing protocol and OLSR- proactive routing protocol based on performance parameters, for node density 25 and 50 by taking different value of node mobility 10, 20 and 50 m/s for TCP Vegas

    Table 5.3: percentage change in performance parameters after modification for node 25

    7.3 Analysis of Results with simulation for AODV And OLSR

    Figure 7.1: Snapshot of animation for AODV

    Figure 7.1: Snapshot of animation for OLSR

    Throughput (kbps)

    300

    200

    100

    0

    Throughput Vs. TCP Variants

    AODV

    OLSR

    Tahoe

    Reno

    NewReno

    Sack

    Fack

    Vegas

    Linux

    TCP Variants

    servers end, which happens due to congestion in the communication network in the situation of a queue or when different routing paths are chosen by the routing protocol [6]. The graph shows the end to end delay is greatest in OLSR as compared to the others.

    Figure 7.3: Comparison Result of AODV and OLSR with TCP Vegas

  4. Graphical Analysis

      1. Throughput V/s TCP Vegas

        Figure 8.1: Throughput V/s TCP Vegas

        In routing protocols AODV, the performance parameter: throughput exhibits better results due to its path finding techniques, which uses the least and secure path in its network as compared to the other routing protocols OLSR.

      2. End to End delay V/s TCP Vegas

        End to end delay refers to the time taken for a packet to be transmitted across a network from source to destination Usually a data packet may take few extra second to reach the client or the

        Figure 8.2: End to End Delay V/s TCP Vegas

      3. PDR V/s TCP Vegas

    Packet delivery ratio is the segments of packets sent by source that are received by the receiver and is calculated by dividing the number of packets received by the destination through the number of packets originated by the application layer of the source [10]. Its higher value indicates best performance of the protocol. The graph is shows the best PDR is in the case of AODV as compared to OLSR.

    Figure 8.3: PDR V/s TCP Vegas

  5. CONCLUSION

We have compared two ad hoc routing protocols, namely, Ad hoc On-Demand Distance Vector Routing (AODV) and Optimized Link State Routing (OLSR). The simulation of these protocols has been carried out using Ns-2 [7].

Three different simulation scenarios are generated; the node mobility has varied from 10 m/sec, 20 m/sec and 50 /sec. for 25 nodes and 50 nodes for TCP Vegas. Other network parameters are kept constant during the simulation.

It is observed in that above results using TCP Vegas and performance parameters like throughput, end- to-end delay, and PDR (Packet Delivery Ratio), AODV performs well in node mobility 20 m/s. but, OLSR is not suitable for node density 25 and OLSR performs well in node mobility 50 m/s. but, AODV is not suitable for node density 50.

9. REFERNCES

  1. Das S. Perkins C.E., Belding-Royer E.M. Ad- hoc on-demand distance vector (AODV) routing.RFC 3561, IETF Network Working Group, 2003.

  2. [Georgy Sklyarenko [MatrNr.3935701] ,AODV Routing Protocol Institutf¨urInformatik,Freie University¨ at Berlin, Takustr. 9, D-14195 Berlin, Germany.

  3. Pucha H. Hu Y.C. Koutsonikolas D., Das S.M. On optimal ttl sequence-based route discovery in Manets. volume vol.9, p.923, 2005

  4. Srinivas Sethi , Ashima Rout , Debajyoti Mishra

    ,An Effective and Scalable AODV for Wireless Ad hoc Sensor Networks , Dept. of CSEA IGIT Sarang Odisha, India, Dept. of Elect. And Etc. Engg. IGIT Sarang Odisha, India. Dept. of Elect. And Etc. Engg. IGIT Sarang Odisha, India.

  5. Rajan Bansal M.Tech (CSE) BMSCE Muktsar, 152026, India, Himani Goyal Principal BMSCE Muktsar, 152026, India Parminder Singh Senior Lecturer CEC Landran, 140307, India. Analytical Study the Performance Evaluation of Mobile Ad Hoc Networks using AODV Protocol January 2011.

  6. Ramandeep Kaur, Chandan Sharma Review paper on performance analysis of AODV, DSDV, OLSR on the basis of packet delivery, IOSRJournal Volume 11, Issue 1 (May. – Jun. 2013).

  7. Ashish Allen Roberts, Rajeev Paulus, A.K. Jaiswal WSN Performance Parameters of AODV, DYMO, OLSR and IERP in RWP Mobility Model through Qualnet, IJCA Volume 65 No.22, March 2013.

  8. Thakore Mitesh C, Performance Analysis of AODV and OLSR Routing Protocol with Different Topologies, IJSR Volume 2 Issue 1, January 2013.

  9. P. Sinha, J. Monks and V. Bharghavan. Limitations of TCP-ELFN for Ad hoc networks. In Proceeding of IEEE International workshop on Mobile Multimedia Communications, October 2000.

  10. Teerawat Issariyakul, Ekram Hossain Introduction to Network Simulator NS2, TOT Public Company Limited University of Manitoba July 2008.

  11. Marc Greis' Tutorial for the UCB/LBNL/VINT Network Simulator "ns", http://www.isi.edu/nsnam/ns/tutorial/ (1 di 2) [08/01/2002 9.36.36]

  12. Vivek Kumar Me In Computer Science And Engineering Mr. Sumit Miglani (Lecterer) Simulation And Comparison Of Aodv And Dsr Routing Protocols In Manets Computer Science And Engineering Department Thapar University Patiala 147004 July 2009

AUTHERS PROFILE

Umang J. Modi is a research pursuing his M.Tech Degree in Computer Science and Engineering in Mewar University, NH-79, Gangrar, Chittorgarh, Rajasthan 312

901, India.

His present research area is Wireless Communication & TCP variants. His research interests are Computer Algorithm, Computer Network, Operating and Embedded System and System Programming

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