Title: Online Multi-Path Routing in a Maze
1Online 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
2Position 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)
3Position 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)
4First 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
5First 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)
6Position 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
?
7Lower bounds und alternatives
- 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
s
t
Time ?(d2)
Time Hops, Traffic Messages
d length of shortest path (distance)
8Grid 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
9Finding Cells for a Unit-Disk Graph
- Cell size 1/3
- transmission-distance1
- 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
10Lower bounds and comparative analysiss
- Lower bound for Online Navigation Lumelsky,
Stepanov 1987
- ?(d p) ? lower bound for traffic (online)
- Instead of worst-case-analysisCompare 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
p
s
t
p
Path length ?(d p)
d length of shortest path p Perimeter of the
barriers
11The 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
12Single-Path versus Flooding
No Barriers (pltd)
Maze (pd2)
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)
13Lucas AlgorithmLucas 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
14Expanding 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)
15Continuous Ring Search
- Modification of Expanding Ring Search
- Source starts flooding
- but with a delay of s 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)
16The 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 Searchslow BFS on a sparse grid
- Fast ExplorationConstruction of the sparsegrid
near to the shoreline
Start
Barrier
Target
Shoreline
17Slow Search Fast Exploration
- 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
Exploration
E
E
?
?
E
E
?
?
E
E
?
?
?
E
?
E
?
?
E
?
E
?
Shoreline
?
E
?
E
?
?
E
E
E
E
18Fast Exploration (1)
- Frame traversal(Right hand rule)
- Time limit If the traversal takes too long then
the fram is divided into smaller frames
- Construction of a path network for the BFS
- Partition into Frames
- Frame borders provide an approximation of the
shortest path tree
?
entrypoint
Detour
19Fast Exploration (2)
- 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
allowed detour g/?(t)
g
E
E
E
E
?
E
?
E
E
?
E
E
20Frame Exploration
- A frame can be explored in parallel from
different sides (entry points) - All messages stop after at most 2gg/?(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
21Slow 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
Time Traffic maxRt, RTr
Greedy (Single-Path) O(dp) O(dp) O(d)
Flooding O(d) O(d2) O(d)
JITE O(d) O(d p log2 d) O(log2 d)
22Summary
- 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
23Thank 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