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Online Multi-Path Routing in a Maze

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Title: Online Multi-Path Routing in a Maze


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
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 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)
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-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
10
Lower 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
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
Single-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)
13
Lucas 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

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 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)

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 Searchslow BFS on a sparse grid
  • Fast ExplorationConstruction of the sparsegrid
    near to the shoreline

Start
Barrier
Target
Shoreline
17
Slow 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
18
Fast 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
19
Fast 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
20
Frame 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

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

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)
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
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