Towards Realistic Mobility Models
For Mobile Ad hoc Networks
Amit Jardosh, Elizabeth M. Belding-Royer, Kevin C. Almeroth, Subhash Suri
Department of Computer Science
University of California at Santa Barbara
Santa Barbara, CA - 93106
{amitj, ebelding, almeroth, suri}@cs.ucsb.edu
ABSTRACT
Keywords
One of the most important methods for evaluating the characteristics of ad hoc networking protocols is through the
use of simulation. Simulation provides researchers with a
number of significant benefits, including repeatable scenarios, isolation of parameters, and exploration of a variety of
metrics. The topology and movement of the nodes in the
simulation are key factors in the performance of the network
protocol under study. Once the nodes have been initially distributed, the mobility model dictates the movement of the
nodes within the network. Because the mobility of the nodes
directly impacts the performance of the protocols, simulation results obtained with unrealistic movement models may
not correctly reflect the true performance of the protocols.
The majority of existing mobility models for ad hoc networks do not provide realistic movement scenarios; they are
limited to random walk models without any obstacles. In
this paper, we propose to create more realistic movement
models through the incorporation of obstacles. These obstacles are utilized to both restrict node movement as well
as wireless transmissions. In addition to the inclusion of
obstacles, we construct movement paths using the Voronoi
diagram of obstacle vertices. Nodes can then be randomly
distributed across the paths, and can use shortest path route
computations to destinations at randomly chosen obstacles.
Simulation results show that the use of obstacles and pathways has a significant impact on the performance of ad hoc
network protocols.
Mobility models, Ad hoc Networks, Simulations
1.
INTRODUCTION
The nature of mobile ad hoc networks makes simulation
modeling an invaluable tool for understanding the operation
of these networks. Wireless channels experience high variability in channel quality due to a variety of phenomenon,
including multipath, fading, atmospheric effects, and obstacles. While real world tests are crucial for understanding
the performance of mobile network protocols, simulation
provides an environment with specific advantages over real
world studies. These advantages include repeatable scenarios, isolation of parameters, and exploration of a variety of
metrics. Repeatable scenarios aid in the development and
refinement of networking protocols by allowing the protocol
developer to make changes to the protocol and retest the
protocol in the same scenario. This aids in deeper understanding of how the changes impact the performance results.
Simulation also enables isolation of parameters. This allows
the effects of a single parameter, such as mobility, data traffic or transmission range, to be studied in detail, while all
other metrics are held constant. Additionally, simulation allows a wide variety of scenarios and network configurations
to be evaluated. All of these characteristics are extremely
difficult, if not impossible, with real world experiments. Due
to these benefits, simulation has become a popular tool for
the development and study of ad hoc networking protocols.
The vast majority of networking protocols proposed for ad
hoc networks have been evaluated with some simulation tool.
An important component of the network simulator is the
mobility model. Once the nodes are initially placed, the
mobility model dictates how the nodes move within the network. A variety of mobility models have been proposed for
ad hoc networks [5, 7, 10, 12, 14, 19], and a survey of many is
presented in [2, 6]. These models vary widely in their movement characteristics. For instance, in the Random Walk
mobility model described in [9], nodes select a direction in
which to move, between 0 and 2π, a speed from a given distribution, and then move in that direction at that speed for
either a specified number of steps or for a time period. At
the end of this period, the nodes repeat this process. The
Random Direction model [19] operates similarly to the Random Walk, except that nodes continue to walk until they are
within some ǫ of the simulation boundary. Once they reach
this area, they select a new direction in which to walk.
Categories and Subject Descriptors
I.6.5 [Model Development] : Modeling methodologies
General
Performance
This work was supported in part by National Science Foundation grants EIA-0080134, IIS-0121562 and CCR-9901958.
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217
One of the most popular mobility models for studying ad
hoc networking protocols is the Random Waypoint model [5].
In this model, a node selects a random destination within
the network, a speed from a distribution, and then moves
to the selected destination at the selected speed. Once the
node reaches the destination, the node rests for a pause time,
and then repeats the process by selecting a new destination
and speed and resuming movement.
What all of these models have in common is that the
movement patterns they create are not necessarily comparable to true real world movement. In particular, people on
college campuses, at conferences, and in shopping areas generally do not move in random directions. They tend to select
a specific destination and follow a well-defined path to reach
that destination. The selection of the path is influenced both
by provided pathways and obstacles. For instance, on a college campus, individuals generally stay on paths that are
provided for interconnecting the campus buildings. While
certain individuals may stray from these paths (i.e., by cutting across lawns), the majority of people walk along the
provided paths. Additionally, the destinations are typically
not random, but are buildings, park benches, and other specific locations within the campus.
Previous research [6] has shown that the mobility model
in use can significantly impact the performance of ad hoc
routing protocols, including the packet delivery ratio, the
control overhead, and the data packet delay. Hence, it is
important to use mobility models that accurately represent
the intended scenarios in which the protocol is likely to be
utilized. In this way the performance of the protocol can be
more accurately predicted.
In this paper, we propose to create more realistic movement models through the incorporation of obstacles, the
construction of realistic movement paths, and the determination of signal-blocking regions created by the obstacles.
The obstacles are placed within a network area to model
the location of buildings within an environment, i.e., a college campus. Once the buildings are placed, we use the
Voronoi diagram [15] of obstacle vertices to construct movement paths. Nodes are then randomly distributed across the
paths. Destinations are selected from the set of obstacles,
and shortest path route computations are used to determine
the path each node will use to reach its selected destination. Finally, when nodes transmit, the obstacles obstruct
the propagation of the transmission in an area defined as
the obstruction cone of the node. Our specific contributions
are the following:
that the use of obstacles and pathways have a significant
impact on the performance of the AODV routing protocol.
The remainder of the paper is organized as follows. Section 2 details related research in the area of mobility modeling. Section 3 motivates the importance of creating realistic
mobility models. Our proposed mobility model is described
in detail in section 4, while our modeling of transmission
around obstacles is described in section 5. Section 6 presents
the evaluation of our mobility model, and finally section 7
offers some concluding remarks.
2.
RELATED WORK
There exists a wide variety of mobility models that have
been postulated from both analytic and simulation-based
studies on mobile systems. This section describes a sampling of these movement models that have been designed
specifically for ad hoc networks. A concise categorization
of mobility models can be found in [2], while a survey and
simulation-based comparison of a variety of mobility models
can be found in [6].
The mobility model described in [9] has become the foundation for a number of mobility models. In this model, each
node selects a direction θ in which to travel from the range
[0...2π]. The nodes select their speeds from a user-defined
distribution of speeds, and then each node moves in its select
direction at its selected speed. After some randomly chosen
period of time, each node halts and selects a new direction
and speed. It then resumes movement.
A number of variations of this model have been proposed.
For instance, in the Random Direction model in [19], instead
of moving for some period of time, each node moves until it
reaches the boundary of the simulation area. It then selects
a new direction in which to move. This model was created
for the purpose of maintaining a constant density of nodes
throughout the simulation. In [11, 16], a different variation
of this model is used. When a node reaches the simulation
area boundary, it is reflected back into the simulation area
in the direction of either −θ, if it is on a vertical edge, or
(π −θ), if it is on a horizontal edge. The velocity of the node
is held constant. Like these two models, the group mobility
model presented in [12] is also based on the model in [9].
One of the most widely used mobility models is the Random Waypoint model [5]. In this model, each node selects
a random point in the simulation area as its destination,
and a speed v from an input range [vmin , vmax ]. The node
then moves to its destination at its chosen speed. When the
node reaches its destination, it rests for some pause time. At
the end of this pause time, it selects a new destination and
speed and resumes movement. The properties of the random
waypoint model have been extensively studied [3, 4, 18, 19].
One of the interesting results of these studies addresses the
node spatial distribution of the random waypoint model. It
is shown that, due to the characteristics of the model, the
concentration of nodes follows a cyclic pattern during the
lifetime of the network. The nodes tend to congregate in
the center of the simulation area, resulting in non-uniform
network density.
One of the common characteristics of the previously described mobility models is that they all model the boundaries of the simulation area as a border that cannot be
crossed. The Boundless Simulation Area Mobility Model
described in [10] removes this limitation by allowing nodes
to wrap around to the other side of the simulation area when
• A mechanism for the placement of obstacles within a
simulation terrain.
• The computation of pathways between the obstacles
using Voronoi diagram computations.
• The calculation of the area in which the wireless signal
is obstructed due to the obstacles.
• A mobility model that can easily be plugged into the
GlomoSim network simulator [1] for use by other networking researchers.
To evaluate our mobility model, we use the Ad hoc OnDemand Distance Vector (AODV) routing protocol [17] and
compare its performance with our model versus that utilizing the random waypoint model. Simulation results show
218
(a) Random Waypoint Mobility
(b) Random Direction Mobility
Figure 1: Examples of Random Movement.
they encounter a border. The effect of this change is to create a simulation area modeled as a torus, rather than a
rectangular surface.
While each of these models generates random mobility
and can be used for the simulation study of ad hoc networking protocols, none of these models attempts to model the
behavior of nodes in a realistic environment. The models assume open, unobstructed areas in which the nodes are free
to move according to the constraints of the mobility model.
In real-world scenarios, it is rare that groups of people are
located in completely unobstructed areas; there are typically
buildings, vegetation, benches, cars, and other objects that
obstruct one’s path. Additionally, it is unlikely to be the
case that people follow random trajectories. On campuses
people tend to follow provided pathways, in cities people follow sidewalks, in buildings people are confined to hallways,
etc. While occasionally individuals may stray from the provided pathways, the majority of movement typically occurs
along these paths. To understand how a protocol will perform in an obstructed environment, it is necessary to create
mobility models that accurately model these environments.
The Obstacle Mobility (OM) Model presented in this paper
provides a mechanism for modeling movement in real world
environments.
ure 1(a) represents movement in the random waypoint mobility model, while that shown in figure 1(b) represents movement generated by the random direction model. As can be
seen in the figure, nodes pick random destinations or directions within the simulations areas. The arrows represent
the movement paths the nodes follow to their selected destinations. In the case of the random waypoint model, the
figure illustrates the density waves phenomenon described
in [4, 18, 19], where nodes tend to cross through the center
of the simulation area en route to their selected destinations.
This creates a high concentration of nodes in the center of
the network area until the nodes have moved sufficiently
past this area. When this occurs, the density decreases once
more. While the random direction model does not suffer
from this problem, we argue that the movement generated
by this model does not represent true movement any more
accurately than the random waypoint model.
It has been demonstrated that the characteristics of the
movement model significantly impact the resulting performance of ad hoc routing protocols [6]. Because of this result, it is exceedingly important to accurately represent the
movement of mobile nodes so that the performance of the
protocols under evaluation can be correctly depicted.
There are a variety of environments where the deployment of ad hoc networks is expected. A sampling of these
include cities, campuses, highways, conferences and battlefields. What most of these environments have in common
is the presence of obstacles that block node movement and
that hinder propagation of wireless signals. Examples of obstacles include buildings, foliage, mountains, hillsides, cars,
and people.
In this paper, we target scenarios that include the presence of buildings. These scenarios include college and business campuses, cities, and highways. We propose a mobility
model that enables the placement of buildings of varying
sizes. In this initial model, the obstacles are assumed to
be completely obstructing; i.e., a radio transmission is completely blocked by the obstacle. In real scenarios, the quality of the transmission through a building is effected by the
building’s composition, as well as the thickness of its walls.
3. MOTIVATION
The mobility models described in section 2 have in common the characteristic of modeling movement in open, unobstructed areas. The nodes move randomly within these
areas, stopping either at pre-selected destinations, bouncing
off the network area walls, or moving through these walls
to wrap around on the other side. While some models consider the previous velocity of the node when selecting its
new velocity, other models select new movement directions
without consideration of the node’s movement history. In
either case, the movement of the set of nodes is unlikely to
represent true movement in the real world.
To illustrate this fact, figure 1 shows an example initial movement pattern of 15 nodes, randomly distributed
in a simulation area. The movement pattern shown in fig-
219
(a) Movement with Obstacles
(b) Movement with Obstacles
and Pre-Defined Pathways
Figure 2: Examples of Obstacle-based Movement.
4.
Because modeling of these factors adds another layer of complexity to our model, we leave the inclusion of these factors
for future work.
While the inclusion of obstructing objects is a step towards accurate modeling of realistic environments, it does
not provide a complete solution. For instance, if the nodes
were allowed to follow random paths within the network
area, the movement patterns of the nodes would look similar to the example in figure 2(a). As is evident from the
figure, what is lacking is movement paths for the nodes to
traverse. In college campuses and city terrains, people do
not randomly walk and reflect off of buildings; people follow pre-defined pathways (i.e., sidewalks) that interconnect
buildings and lead into buildings. Typically, people select
specific buildings, or other objects, such as benches or open
grass, as their destinations. Hence, the inclusion of obstacles
is not sufficient to create a realistic mobility model. Pathways connecting buildings must be computed to specify the
movement paths of nodes.
After the location of the buildings has been determined,
our mobility model computes pathways interconnecting and
leading into and out of buildings using a Voronoi path computation [8]. The Voronoi path computation takes as input
the coordinates of the buildings, and then computes pathways that define regions within the network area. These
regions are created such that each point within a region has
the same closest site (i.e., building). In other words, the
pathways are equidistant from the buildings they lay between. An example of the Voronoi diagram for the topology
given in figure 2(a) is shown in figure 2(b). While it may
not be the case that pathways always lay equidistant between building cites (i.e., in a city, sidewalks would typically
line one or both sides of the street), the calculation of these
pathways creates pre-determined movement paths for the
nodes to follow. Hence, it prevents the random movement
illustrated in figure 2(a).
The following sections describe in detail the proposed mobility model and its effects on the movement and transmission ranges of the nodes within model.
AN OBSTACLE MOBILITY MODEL
Our proposed Obstacle Mobility (OM) Model has been designed to model the movement of mobile nodes in terrains
that resemble real world topographies. The objects model
buildings and other structures that provide a barrier to both
the movement of the mobile nodes, as well as the wireless
transmission of these nodes. In modeling such a terrain,
a user can define the positions, shapes and sizes of these
objects. Our model can handle arbitrary shapes and positions for the objects, allowing us to model many real-world
terrains. The second component of our mobility model is a
movement graph, which is a set of pathways along which the
mobile nodes move. We use the Voronoi Diagram of the obstacle corners as our movement graph; this is a planar graph
whose edges are line segments that are equidistant from two
obstacle corners. Thus, the Voronoi diagram captures the
intuition that pathways tend to lie “halfway in-between”
adjacent buildings. Through the use of doorways on the
sides of the building, we also allow movement through the
buildings. The third and final component of the model is
the route selection. We use the shortest path routing policy
to move the nodes between two locations in the movement
graph. That is, each node moves to its destination by following the shortest path in the Voronoi diagram, where the
cost of each path segment is its Euclidean length.
Object locations and connecting pathways are computed
once at the beginning of the simulation and do not change
during the course of the simulation. The initial placement
of the mobile nodes is obtained by distributing the nodes at
random locations along the pathways. Each node selects a
destination location, such as a building entrance, and then
moves to that location using the shortest route from its current location. Thus, after the selection of a destination, each
node runs a shortest path computation on the graph created by the pathways to determine the path it will traverse,
and then moves towards that destination using its computed
pathway.
Upon reaching its destination, the node pauses for some
rest period. It then selects a new destination point, calculates the path it will take to reach the new destination,
220
Corners of an Obstacle
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Infinite
Edges
S3
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S12
S9
Obstacle
S1
Intersecting
Sites
S18
S8
S10
S16
S19
S11
Voronoi
Graph
Edge/Path
S13
S5
S15 S17
Border Tagged
Sites
S14
Terrain Border
Limit
S20
Voronoi Sites
Obtained
S7
Figure 3: Sample Voronoi Diagram with Obstacle
Coordinates and Sites.
S6
Figure 4: Example Terrain with Labeled Sites.
and resumes movement. We point out that nodes can move
through the buildings to reach their destinations; a shortest path between two locations can require going through a
building, as is often the case in the real world.
The following sections describe in detail the construction
and placement of obstacles, the Voronoi diagram computation, and the movement model.
Consider a set of n points P = {p1 , p2 , . . . , pn } in the
two-dimensional plane. For ease of reference, we call each of
these points a location point. The Voronoi diagram of P is
a partition of the plane into convex polygonal cells, one cell
per location point, so that every point in a cell is closer to
its location point than to any other location point. Thus,
a Voronoi cell of a location point pi can be thought of as
pi ’s region of influence. The boundary edges of the cells are
straight line segments, and each segment is equidistant from
its two closest location points. The Voronoi diagram of n
location points has O(n) vertices and edges, and it can be
computed in worst-case time O(nlogn) [15].
The topological structure of a Voronoi diagram is an embedded planar graph with straight line edges. We will call
this the Voronoi graph of P . Some of the edges of the diagram are semi-infinite1 , and thus it is convenient to assume
that the diagram is drawn on the surface of a sphere. In
our case, we assume that the simulation is limited to a large
square region of the plane, and so the Voronoi diagram is
clipped inside the square, as shown in figure 3. Thus, if our
terrain had only point-size obstacles P = {p1 , p2 , . . . , pn },
then the Voronoi graph will represent a natural set of pathways; that is, the path segments lie at equal distance from
the two closest obstacles (location points). We now describe
how we build the Voronoi graph and pathways for our polygonal obstacles, and how we connect the pathways to buildings.
We use the corners of all the obstacles in our terrain as
the set of location points. Thus, the example in figure 4
has eight location points, which are the corners of the two
rectangular obstacles. The reader may note that the shown
Voronoi diagram has eight cells (regions). The vertices of
the Voronoi graph together with some additional vertices
(defined below) act as the vertices of our pathways. First,
we clip the Voronoi graph to lie entirely within the simulation region. The points of intersections between this outer
boundary of the simulation region and the Voronoi graph
also become the vertices in our pathways. Finally, the points
of intersection between the Voronoi graph and the obstacles
boundaries act as doorways.
4.1 Obstacle Construction
In our model, arbitrarily complex polygonal shapes can
be used to specify the obstacles (buildings). Each polygonal shape is specified as an ordered sequence of its vertices
(corners), where each vertex is defined by its coordinates.
Non-linear shapes such as circles can be approximated by
polygons, with the quality of approximation improving with
the number of vertices in the polygon. In the simulations in
section 6, we were motivated to use a section of our university campus topography. Therefore, most of our examples
use rectangular shaped obstacles. With rectangles alone,
one can construct arbitrarily complex shapes by adjoining
multiple rectangles. For instance, two adjoining rectangles
form an L-shaped building, while three such rectangles can
be used to form a U -shaped building.
Each side of the object (building) has one or more doorways through which the nodes can enter or leave the building. The shape and the placement of the obstacles has an
effect on the node connectivity and mobility. In our model,
we assume that obstacle walls are thick enough to completely
block transmission of the wireless signal. We describe the
modeling of transmission signals in section 5. Multipath fading of the signals, as well as shadowing effects are discussed
in section 5.4.
4.2 Voronoi Graph and Pathways
We now discuss how to model the potential pathways that
exist in the presence of obstacles. There can be no single
model that is the best for all terrains, but an appealing “geometry based” approach is to let the obstacles determine
the pathways. Voronoi-diagram based pathways generalize
the intuitive notion that the pathways typically run in the
middle of the two adjacent buildings. Before we discuss our
pathways, we briefly describe the classical notion of Voronoi
diagrams from computational geometry.
1
A semi-infinite edge is defined to be an edge that is unbounded on one end.
221
S2
S3
S12
S9
S1
by running a shortest path computation, such as Dijkstra’s
algorithm. Once computed, the path to the destination site
is maintained for each node. When the node reaches its
destination, the process is repeated using the node’s new
location.
S4
S18
S8
S10
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S5
S15 S17
5.
S14
S20
S7
TRANSMISSION BEHAVIOR
The presence of objects in the network area influences the
behavior of node transmissions. In our initial model, we
assume that objects are substantial enough to prevent the
passage of transmissions through their walls. We assume the
use of omni-directional antennas by the mobile nodes. We
model the behavior of the transmissions around the objects
with the use of obstruction cones, as described in section 5.1.
In addition, we utilize a reachability matrix to represent
the reception likelihood of a transmission between a pair of
nodes. The use of this matrix is described in sections 5.2
and 5.3.
Propagation of signals, as well as fading and shadowing
effects on the transmission are discussed in section 5.4.
S6
Figure 5: Example Movement Paths.
Figure 4 illustrates the computed Voronoi diagram for a
network containing two objects. The set of sites is
5.1
S = {s1 , s2 , ..., sn }∪{sb1 , sb2 , ..., sbm }∪{si1 , si2 , ..., sik },
Obstruction Cones
0000000
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0000000
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0000000
1111111
000000
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0000000000000000000
1111111111111111111
0000000
1111111
000000
111111
1111111111111111111
0000000000000000000
0000000
1111111
000000
111111
0000000000000000000
1111111111111111111
0000000
1111111
000000
111111
1111111111111111111
0000000000000000000
0000000
1111111
0000000000000000000
1111111111111111111
0000000
1111111
0000000000000000000
1111111111111111111
0000000
1111111
0000000000000000000
1111111111111111111
0000000
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0000000
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0000000
1111111
0000000
1111111
Node i
where s1 to sn are the n intersecting sites (e.g., s8 through
s15 in figure 4), sb1 to sbm are the m border sites (e.g., s1
through s7 ), and si1 to sik are the k sites generated by the
Voronoi computation (e.g., s16 to s20 ).
Given the set of sites S, the resulting set of edges generated by the Voronoi computation are
j2
o
j1
o
o i1
Node j
Obstacle
E = {e1 , e2 , ..., el }
o
i4,j4
where ei is an edge in the Voronoi diagram D.
o i2
4.3 Semi-Definitive Node Movement
o
j3
In the proposed mobility model, nodes move along paths
that are defined by the edges of the Voronoi diagram between the set of objects. These edges represent pathways
that would typically be present connecting buildings on a
business or college campus. Figure 5 represents examples of
paths that may be selected in the given network. The random component of the movement is achieved through the
initial placement of nodes at the sites within the network,
and the selection of destination sites. Further, the speed at
which nodes travel to their destinations, as well as the pause
times once they reach their destinations, are randomly chosen from a distribution input by the user. Hence, different
seed values can be used to create variations in the initial
distribution of nodes, the selection of destinations, and the
speed of movement.
Once the location of a node and its intended destination
is determined, the path it will take to the destination is
selected from the paths defined by the Voronoi diagram.
The Voronoi diagram is pre-defined and establishes a path
from each site to every other site. It is possible for the
path between a pair of sites to traverse intermediate sites,
as indicated by the example in figure 5.
The Voronoi graph consists of undirected edges, where the
weight of an edge is the length of that edge. Intuitively, a
mobile user would tend to select the shortest path to its
destination. Using this model, we can obtain the shortest
path between a node’s current location and its destination
o
i3
Figure 6: Obstruction Cones for Nodes i and j.
The obstacles placed within the network have the effect of
obstructing node transmissions. We assume the walls of the
obstacles prevent the passage of signals between exterior and
interior nodes. We model the propagation of signals around
obstacles through the use of obstruction cones, as illustrated
in figure 6. Because there may be more than one obstacle in
the omni-directional transmission range of a node, the node
can have multiple obstruction cones. The obstruction set is
then the set of all nodes located in the obstruction cones of a
node. Obstruction sets can be represented as the following:
OS(nodei ) = {nodej | j is not in the line of
sight (LOS) of i},
where nodej represents a node j that lies in the obstruction
cone of nodei . Note that this property is also symmetric,
where
if nodei ∈ OS(nodej ), then nodej ∈ OS(nodei )
222
matrix for the nodes. This matrix is treated as a reference
matrix to represent the reachability of a transmission between a pair of nodes. The reachability matrix can be represented as shown in figure 7. The rows and columns denote
the placement of the transmitting and the receiving nodes,
respectively. Hence, by the representation of the matrix, a
reachability policy is determined. As shown in the figure,
there are four possible cases for the node-pair configuration.
An entry in the matrix for the two nodes i and j under
consideration represents the reachability of a signal between
the two nodes. A ’1’ indicates complete reachability, while
a ’0’ indicates a completely blocked transmission. Further,
if N is the set of nodes, then i, j ∈ N . In the following
notation, I denotes the location of a node within an obstacle, while E denotes the position of a node exterior to every
obstacle in the network. The following discussion, as well as
the reachability matrix, assumes the two nodes are within
transmission range of each other.
As figure 6 illustrates, transmission of the signal is completely blocked once the signal reaches the object; the signal does not pass through the object. For instance, node
i’s signal is blocked in the region defined by the points i1,
i2, i3, and i4, while node j’s signal is blocked in the region j1, j2, j3, and j4. In real-world scenarios, buildings and
other obstacles are composed of different materials of varying thicknesses. The propagation of the signal through the
obstacle is a function of both of these factors. In this initial
model, we assume the obstacles block all signal propagation
through their walls. Future modifications to our algorithm
will consider the effects of non-opaque obstacles.
5.2 Position Tags
During the simulation, the position of each node is continually maintained. This assists the model in the quick
computation of the obstruction cones. In addition to the
coordinate location of the nodes, we introduce the notion of
position tags for mobile nodes. Position tags indicate the
location of the node with respect to whether it is currently
exterior or interior to a simulation object. If the node is
interior to an object, the tag indicates the object in which
the node is located. Hence, each object is also given an
identifier.
We define tag as the function that indicates the position
properties of a node and k as the integer identification given
to an obstacle. Hence, we have
• I-to-I : When two nodes are within the same obstacle
and there is a straight line that can be drawn connecting the two nodes, the nodes are capable of communication with each other. In the case that two nodes
are within the same obstacle and a straight line cannot be drawn that connects the two nodes, we assume
that the two nodes cannot communicate. This can occur when nodes are located within concave polygons.
In the case that the two nodes can communicate, the
following property holds:
if k ≥ 1, tag(i) = k,
else tag(i) = 0,
tag(i) = tag(j) but i ∈ OS(j)
where k represents the identifier of the obstacle in which the
node is currently located, k ∈ {1...N umber of objects} and
k = 0 denotes that the node is not currently located interior
to an object.
• E-to-I : A transmission between nodes exterior and
interior to an object is blocked because the nodes lie
within the obstruction cone sets of each other.
5.3 Reachability Matrix
• I-to-E : This scenario is the same as specified in the
E-to-I case.
Node j
Interior to an Object
Exterior to an Object
Node i
Interior to an Object
0: if i and j lie within
disparate obstacles, or
there is no straight line
connecting i and j wholly
contained within the
object
• E-to-E : This mode of transmission is dictated by
the obstruction cone of the source node. The packets
are dropped according to whether the destination is
a member of the source node’s obstruction set; i.e., if
j ∈ OS(i) then the transmission from node i to node
j is blocked.
Exterior to an Object
0
In our transmission model, when a node is attempting to
transmit a packet to another node, the reachability matrix
for that pair of nodes is checked. If the reachability matrix indicates that the packet should not be received by the
receiver (due to, for instance, the receiver being located in
the obstruction cone of the sender), the packet is dropped
and prevented from reaching the receiver node. This action
results in non-reception of the packet by the receiver node.
1: if i and j lie within the
same object and there is a
LOS path between i and j
0
0: if i is within the
Obstruction Cone of j
and there is not a LOS
path between i and j
5.4
1: otherwise
Propagation Characteristics of Wireless
Transmissions
One of the primary limitations of the performance of wireless networks is the attenuation experienced by the signal as
it propagates from the sender to the receiving node. In a
setting with obstacles, the signal may reach the receiver via
non-LOS (non-line-of-sight) propagation mechanisms, such
as reflection, diffraction and scattering. This effect of multipath fading results in a drop in the Signal-to-Noise Ratio
(SNR) of the received signal. The free-space fading models
Figure 7: Representation of Reachability Matrix.
To determine whether an object will influence the communication ability of a pair of nodes, we utilize a reachability
223
are not generally suited to calculate the attenuation undergone by the signal being received. Additionally, the fluctuations of the signal take place around a mean value and have
long periods, leading to a phenomena called long-term fading that is characterized using lognormal distributions. In
our simulations we have used the Two-Ray Pathloss Models that accommodate the reflections of the signals off the
surface of the ground in addition to the direct path signals
from the source transceiver to the destination transceiver.
Due to the factors of N-LOS propagation and lognormal
fading (shadowing), in the proposed mobility model we assume that the signals received by the receiver are limited
to direct paths only. We assume the average power of a received packet that is not received through LOS propagation
is below the minimum SNR threshold.
As a consequence, when a signal is propagated between
a pair of nodes and there is an obstacle obstructing the direct transmission path of the nodes, the signal is completely
blocked by the obstacle. Thus the receiver fails to receive
the transmission.
• Path Length: Number of hops from a source to a
destination.
For comparison, the above metrics are also evaluated for the
random waypoint model.
To determine the impact of the obstacles and pathways on
the performance of routing, we utilize the AODV protocol
for route discovery and path set up. In these simulations,
we also compare the results with the performance of AODV
using the random waypoint model. The metrics we evaluate
in these simulations are the following:
• Data Packet Reception: Number of data packets
received at their intended destinations.
• Control Packet Overhead: Number of networklayer control packet transmissions.
• End-to-End Delay: End-to-end transmission time
for data packets. This value includes delays due to
route discovery.
The network scenario we utilize to evaluate the obstacleoriented mobility model is shown in figure 8. This model was
created based on the locations of buildings on the campus
of the University of California at Santa Barbara. The model
is a representation of the buildings on a selected area of the
campus. We model an actual campus in order to create a
realistic simulation terrain. The complexity of the geometric
shapes of the buildings has been reduced by approximating
the structures as units of rectangles, as described in section 4.1. The Voronoi paths are then generated based on
this model. Interestingly, the Voronoi diagram generated by
this model closely approximates the actual paths that exist around these buildings. At the beginning of simulations
runs, the nodes are randomly placed at the sites composing
the Voronoi graph.
When using the random waypoint model, there are no
obstacles in the simulation area. At the beginning of the
simulation, the nodes are randomly placed within the simulation area. The following sections give further details about
the simulation parameters, as well as the obtained results.
Simulated terrains, such as the one shown in figure 8, can
be generated by a Java tool named TerGen, we developed
for the project. The tool allows the user to specify the terrain size and place obstacles on the terrain. The tool then
generates terrain files that are used as input by the network
simulator to indicate the obstacles and compute the pathways.
6. SIMULATIONS
A
Figure 8: Simulated Terrain
The primary objective of our simulations is to understand
the impact of obstacles in a simulation environment. To
achieve this understanding, we evaluate two aspects of the
Obstacle Mobility model. First, we determine the characteristics of the network topology created by this model. Due to
the presence of obstacles and defined pathways, characteristics, such as the average node density, are likely to differ
when compared with other mobility models. Second, we
determine the impact of our mobility model on the performance of an ad hoc routing protocol.
Specifically, to understand the network topology characteristics create by our mobility model, we evaluate the following metrics:
6.1
Simulation Environment
All of the simulations were run using the GlomoSim network simulator [1]. The simulation area is 1000m × 1000m,
and the maximum node transmission range is 250m. However, in the presence of obstructions, the actual transmission
range of each individual node is likely to be limited. The
propagation model is the two-ray pathloss model. At the
MAC layer, the IEEE 802.11 DCF protocol is used, and the
bandwidth is 2Mbps. Because we are modeling a campus
environment, the mobility of the nodes, unless otherwise
stated, is randomly selected between 0 and 5 m/s to represent walking speeds. The pause time in our simulations is
also randomly selected between 10 and 300 seconds. Hence,
when a node reaches its intended destination, it pauses for
a certain period of time and then selects a new destination
• Node Density: Average number of neighbors per
node.
224
12
5
Obstacle Model
Obstacle Model without Obstacles
RWP without Obstacles
Obstacle Model
Obstacle Model without Obstacles
RWP without Obstacles
10
Average Path Length per Data Source
Average Number of Neighbors in Range
4
8
6
4
3
2
1
2
0
0
0
200
400
600
800
1000
1200
Simulation Time (seconds)
1400
1600
1800
0
200
400
600
800
1000
1200
Simulation Time (Seconds)
1400
1600
1800
Figure 9: Node Density.
Figure 10: Path Length versus Time.
and speed and continues movement. Each data point is an
average of ten simulation runs with the nodes distributed in
different initial positions.
To evaluate the characteristics of the network topologies
created by the two mobility models, we randomly distribute
the nodes at the beginning of the simulation. The number
of neighbors per node is calculated for this initial distribution, as well as periodically throughout the simulation as the
nodes move. The average path length is computed in two different scenarios. In the first, the nodes periodically discover
routes to specified destinations throughout the simulation.
The average discovered path length is plotted versus simulation time. In the second scenario, we vary the number of
nodes between 20 and 100. We allow the nodes to move for
60 seconds, at speeds between 0 and 5 m/s, so that they can
distribute themselves randomly throughout the simulation
area. Note that this is important for the obstacle mobility
model since the initial placements for the nodes are only
at the sites S of the terrain, as described in section 4.2.
60 seconds after the start of each simulation run, ten route
discoveries are performed, and the average discovered path
length for each is recorded. The nodes continue movement
while the route discoveries are taking place. The simulations
run for a period of 1800 seconds.
For these scenarios, we study the impact of both the predefined movement pathways and the inclusion of obstacles.
To perform experiments using only the pre-defined pathways, we utilize the obstacles to compute the pathways,
and then remove them when computing neighbors and path
lengths. When the obstacles are included, they are utilized
to obstruct transmissions, as well as for the pathway calculations. In both cases, the objects are in the locations
illustrated in figure 8.
The second set of simulations compares the performance
of the AODV routing protocol using both the random waypoint and our obstacle mobility model. After the initial distribution of the nodes, the nodes move for 60 seconds so that
they are distributed throughout the simulation area. Ten
data sessions are then started. The data packet size is 512
bytes and the sending rate is 4 packets/second. The maximum number of packets that can be sent per data session is
set to 6,000. Hence, an aggregate of 60,000 packets can be
received by the 10 destinations chosen. The ten sources and
destinations are randomly selected. In these simulations, all
nodes are assigned the same speed between 0 and 10 m/s,
so that the effect of mobility can be determined. Movement
continues throughout the simulations for a period of 1800
seconds.
6.2
Results
Network Topology
The average number of neighbors per node throughout the
simulations is shown in figure 9. The number of neighbors
per node for the random waypoint model matches those previously demonstrated for 50 nodes with 250m transmission
ranges in a 1000m × 1000m area [13]. An interesting result
is shown in this figure. Using the obstacle model with the
obstacles, the average number of neighbors per node is considerably lower than in the random waypoint model. This
can be explained by two reasons. The first is that nodes that
are interior and exterior to obstacles are not able to communicate. Hence, nodes that are interior to obstacles only have
as neighbors other nodes that are within line of sight in the
same obstacle. This is likely to be a small number of nodes.
Second, the obstacles block the propagation of the wireless
transmissions of the nodes exterior to the obstacles. Hence,
in many circumstances a node’s neighbors are not all nodes
within the omni-directional transmission range of the node;
the transmission range is typically limited to some subset of
this area. Hence, the number of neighbors is decreased.
For the mobility model with pathways but not obstacles,
the nodes maintain their 360 degree omni-directional transmission ranges. In this scenario, the number of neighbors
per node is much greater than in the other two mobility
models. This is due to the limitation of where the nodes
may travel. Because the nodes can only traverse the defined
pathways, the area of the network that can be occupied by
a node is reduced. The network area can be divided into a
grid as shown in figure 8. In the random waypoint model,
each grid box has an equal probability of containing one or
more nodes. However, the obstacle model limits the number
225
5
60000
Obstacle Model
Obstacle Model without Obstacles
RWP without Obstacles
50000
#Data Packets Received
4
Average Path Length per Data Source
Obstacle Model
Obstacle Model without Interior Movement
RWP without Obstacles
3
2
40000
30000
20000
1
10000
0
20
30
40
50
60
Number of Nodes
70
80
90
0
100
0
Figure 11: Path Length versus Number
of Nodes.
Random Waypoint
Obstacle
Initial Failed
Connections
0.21
3.44
4
6
Node Speed (m/s)
8
10
Figure 12: Data Packet Reception.
tion after the maximum number of RREQ attempts (three,
in AODV). The results, averaged over ten simulation runs,
are shown in table 1. The table shows the number of failed
route discoveries both for the initial route discovery for a
destination and the total route discoveries during the simulation. Route discoveries can fail later in the simulation if a
route breaks due to the source or destination moving into or
out of an obstacle. As the table shows, the number of failed
route discoveries is considerably higher in the network with
obstacles than in the random waypoint model. This fact
significantly impacts the routing performance results shown
in the next section.
The average path length in networks with varying numbers of nodes is shown in figure 11. The figure shows that the
path lengths are roughly the same for the mobility models in
which obstacles do not block transmissions. The routes that
are discovered involve nodes that are either randomly dispersed or on pre-defined pathways of the terrain considered,
but, routes are not broken due to an obstruction. In the
model that considers obstacles as an obstruction to transmission, the figure shows an increase in the average path
lengths as the number of nodes within the network increase
from 20 to 100. When there are fewer nodes, the number
of successful routes discovered is smaller due to the scarcity
and dispersion of the nodes; there are fewer nodes to serve as
relays for routes from a source to a destination. Hence, the
probability of formation of long routes is low, and the routes
that are successfully discovered are short. As the number
of nodes increases, more nodes are available for route formation. For example, nodes on opposite sides of buildings
can communicate since there are other nodes present to act
as relays between the source and destination. Hence, on average, the number of successful route discoveries is greater,
and these routes are longer than the routes discovered when
there are fewer nodes.
of grid boxes that can contain mobile nodes to those containing pathways. For instance, a mobile node will never be
located in the grid box labeled ’A’ in figure 8 because there
is no pathway contained in this area. Hence, by limiting the
movement of the nodes to the pre-defined pathways, the effective area of the network in which nodes can be located is
reduced. This leads to higher clustering of nodes, and hence
a higher node density as indicated in figure 9.
Figure 10 illustrates the average path length over time
in each of the networks. The routes are initially discovered
when the data sessions start. This occurs after 60 seconds of
simulation time. The lengths of the paths are then tracked
throughout the simulations. Path lengths may change due
to link breaks and subsequent rediscovery of routes. The figure shows that the path lengths are roughly the same for the
two mobility models in which obstacles do not block transmissions. The third mobility model shows an average 25%
increase in the path length. In this scenario we can conclude that there is an average one-hop increase in the path
length due to the presence of the obstacles. This increase
is directly dependent on the topology of the network. For
instance, if an obstacle was placed horizontally across 90%
of the network width, the path length from one side of the
obstacle to the other would be increased significantly.
What the figure does not represent, however, is the number of routes that were not able to be discovered due to
sources and destinations being located interior and exterior
to obstacles. To determine the effect of these obstructions,
we measured the number of failed route discoveries for the
ten data sessions. A failed route discovery is defined as the
inability to discover a path between a source and destina-
Mobility Model
2
Total Failed
Connections
1.73
9.48
Routing Performance
The total number of data packets received by their destinations is shown in figure 12. The number of data packets
received using the obstacle model is significantly lower than
Table 1: Number of Failed Connections.
226
11000
1
Obstacle Model
RWP without Obstacles
10000
9000
0.8
8000
0.7
End-to-End Delay (msec)
#Control Packets Transmitted
Obstacle Model
RWP without Obstacles
0.9
7000
6000
5000
4000
0.6
0.5
0.4
0.3
3000
0.2
2000
0.1
1000
0
0
0
2
4
6
Node Speed (m/s)
8
10
0
2
4
6
Node Speed (m/s)
8
10
Figure 13: Control Packet Overhead.
Figure 14: End-to-End Latency.
that using the random waypoint model. This is due to the
inability for routes to be discovered between sources that
are interior(exterior) to an obstacle and destinations that
are exterior(interior) to an obstacle. When the source and
destination are either not both exterior to all obstacles or
not both interior to the same obstacle, it is impossible for the
two nodes to find a path to each other. As was shown in table 1, the number of failed route discoveries with the obstacle
mobility model is significantly higher than with the random
waypoint. In our model, once the route discovery is deemed
a failure, the data session between the source and destination is aborted; the route discovery is not re-attempted later
in the simulation.
To isolate the impact of the obstacles on packet delivery,
we evaluate the scenario where nodes are prevented from
entering buildings. The nodes move only on paths on the
exterior to the buildings. If the chosen path of a node should
pass through the interior of a building, we prevent the interior movement and instead have the node ’jump’ to the
appropriate exit doorway. Although this movement is not
realistic, it allows us to study the impact of the obstacles in
obstructing transmissions. The data reception for this scenario is also shown in figure 12. The graph shows a 20-30%
increase in the number of packets received by destination
nodes as compared to data reception of our original model.
This increase is due to the fact that a link between two
nodes may be maintained when one node jumps to the next
doorway, as opposed to entering the building. However, the
packet delivery is still not as high as the random waypoint
model because the movement from one doorway to another
can result in an unrepairable link break.
Based on our results we hypothesize that two mechanisms
could be utilized to improve data delivery. The first is
to permit communication between nodes interior and exterior to obstacles based on the composition of the obstacle
walls. The second is to have the source node periodically reattempt unsuccessful route discoveries throughout the simulation. That way, if a route later becomes available due to
the movement of nodes, data packet delivery could resume.
The investigation of both of these mechanisms is an area of
future work.
The control overhead is shown in figure 13. The graph
shows that the number of control packets transmitted by
the obstacle model is significantly lower than in the random waypoint. This result is directly correlated with the
number of failed data sessions. Because many data sessions
are aborted, fewer sessions are maintained throughout the
simulation, resulting in less overhead.
Figure 14 shows the end-to-end data packet delivery delay. This measurement includes route acquisition latencies
for discovering the route. The figure shows that the data
delivery delay for the obstacle model is significantly lower
than in the random waypoint model. Because there are
fewer data sessions that are able to be completed, there is
less data traffic in the network overall. Hence data packets
experience less contention for transmission and are able to
be delivered more quickly to their destinations.
7.
CONCLUSIONS
This paper describes a new mobility model that enables
the inclusion of obstacles in ad hoc network simulations. The
user specifies the placement of polygons within the simulation area by defining the coordinates of the obstacles. The
model then incorporates the obstacles into the simulation
terrain and calculates pathways between the obstacles using
the Voronoi path computation. The obstacles are used both
to define the movement pathways of the mobile nodes, and
to obstruct the transmission of the nodes. Each time a node
transmits a packet, the model determines whether the intended recipient of the packet is within the obstruction set
of the transmitting node. If so, reception of the packet is
blocked.
The simulation results of the obstacle model and the random waypoint model concur with a previous mobility model
comparison [6] in that the mobility model significantly impacts the performance of an ad hoc network routing protocol. Through the use of the AODV protocol, we have shown
that the mobility model effects a variety of characteristics,
including the connectivity of the nodes and network density,
as well as the packet delivery and overhead of the routing
protocol.
227
8.
There are a number of ways to extend this initial work.
The first of these relates to the selection of destinations. In
this model each destination site has a nonzero probability
of being selected by a given node. In reality, it is often
the case that people travel most frequently between buildings located physically close to each other and travel less
frequently to buildings further away. This would be the
case, for instance, in a college campus that had the science
buildings clustered in one area and the humanities buildings
in another area. Upper-division science students would be
likely to move within the science area and would travel less
frequently into the humanities area. The opposite would
be true for the humanities students. To model this phenomenon, destination selection could be exponential based
on the distance between the potential destination and the
node’s current position.
In addition to using an exponential distribution for destination selection, it is also sometimes that case that certain
locations act as attraction points for people at specific times.
For instance, the university center is likely to be a popular
destination during the lunch hour if a variety of meal options are available. Concerts, lectures, and special events on
a campus can all act as attraction points where individuals
from all areas of the campus flow to one area at a specified
time. We would like to investigate the modeling of such attraction points and the impact on throughput and network
performance resulting from such concentrated traffic areas.
In the current model, the intersecting sites are determined
by the Voronoi computation, as described in section 4.2.
This can result in occurrences of non-optimal doorway placement, for instance where two doorways are located on the
same side of an object. To enable realistic doorway placement, or to exactly model existing buildings, the user should
be allowed to indicate the placement of the doorways on the
object sides. These preferences can then be considered in
the Voronoi computation, such that the graph is modified
to include these new points.
Finally, this work can also be improved through higher
granularity modeling of transmissions through and around
buildings. In this initial model, we have assumed that buildings are opaque and completely block signal propagation. In
reality, many buildings do permit the propagation of wireless signals through their exterior walls. The quality of the
signal penetration is a function of the composition and the
thickness of the wall. We would like to develop a method
for modeling this characteristic of the objects. Non-blocking
walls would be likely to have a significant impact on the
network topology characteristics. For instance, the average
node density and data packet delivery would be higher if
nodes interior to buildings were not isolated from the rest
of the network.
The specific values obtained in our simulations are strongly
dependent on the configuration of the obstacles in the network terrain. However, the data leads to an important conclusion. The results show that a wide range of scenarios
must be studied to discern the overall performance of the
routing protocol. Testing of a broader range of network
conditions and topologies is needed for a complete understanding of ad hoc routing protocol performance. We intend to distribute our model as a plug-in to the GlomoSim
simulator so that it can be useful to other wireless network
researchers.
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