Performance Comparison of Ad Hoc Routing Protocols: An ...
Performance Comparison of Ad Hoc Routing Protocols: An ...
Performance Comparison of Ad Hoc Routing Protocols: An ...
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<strong>Performance</strong> <strong>Comparison</strong> <strong>of</strong> <strong>Ad</strong> <strong>Hoc</strong> <strong>Routing</strong> <strong>Protocols</strong>: <strong>An</strong><br />
Implementation Study<br />
Dr. Kendall Nygard<br />
Pr<strong>of</strong>essor,<br />
Dept. <strong>of</strong> Computer Science<br />
North Dakota State University, Fargo<br />
Phone No.:701-231-8203<br />
E-mail: Kendall.Nygard@ndsu.edu<br />
Kanwalinder jit Kaur<br />
PhD Student,<br />
Dept. <strong>of</strong> Computer Science<br />
North Dakota State University, Fargo<br />
Phone No.701-364-7994<br />
E-mail: kanwalinder.gagneja@ndsu.edu<br />
ICWN'08: International Conference on Wireless Networks<br />
ABSTRACT<br />
Using simulation methodologies, we empirically compare the performance <strong>of</strong> TORA,<br />
AODV and DSR routing algorithms for ad hoc mobile networks. Four performance<br />
metrics are evaluated. The results show that the throughput <strong>of</strong> sending/receiving bits is<br />
highest for DSR, average with AODV and lowest with TORA. The throughput <strong>of</strong><br />
dropping bits in DSR is almost Zero, average with AODV and highest with TORA. The<br />
throughput <strong>of</strong> sending bits versus average simulation end to end delays for DSR is the<br />
highest, average for AODV and lowest for TORA. For sending bits versus average<br />
simulation jitter the throughput is highest for DSR, average for AODV and lowest for<br />
TORA.<br />
Key Words: <strong>Ad</strong> <strong>Hoc</strong> Mobile Networks, Jitter, Throughput, <strong>Routing</strong> <strong>Protocols</strong>.<br />
INTRODUCTION<br />
<strong>Routing</strong> has long been a key challenge in Mobile <strong>Ad</strong>-hoc Networks (MANETs). Many routing<br />
protocols for MANETs have been proposed and these protocols can be classified into different<br />
categories using several criteria. If classified by the manner in which they react to network<br />
topology changes, routing protocols can be grouped into proactive protocols and reactive<br />
protocols [11]. If classified by the role <strong>of</strong> routing nodes and the organization <strong>of</strong> the network,<br />
routing protocols can be grouped into flat protocols and hierarchical protocols.<br />
Proactive protocols propagate topology information periodically and find routes continuously,<br />
while reactive protocols find routes on demand. <strong>Performance</strong> analysis and simulation results<br />
typically show that reactive protocols outperform proactive protocols in terms <strong>of</strong> packet delivery<br />
ratio, routing overhead, and energy efficiency [10]. We focus our work on reactive protocols. The<br />
Dynamic Source <strong>Routing</strong> protocol (DSR), <strong>Ad</strong> hoc On-demand Distance Vector routing protocol<br />
(AODV), and Temporally Ordered <strong>Routing</strong> Protocol (TORA) are all reactive routing protocols.<br />
1. Dynamic Source <strong>Routing</strong> (DSR): Because it is a reactive routing protocol, the<br />
Dynamic Source <strong>Routing</strong> (DSR) Protocol manages a MANET without using periodic tableupdate<br />
messages as do the table-driven routing protocols. DSR was designed for use in multi-hop<br />
wireless ad hoc networks. DSR allows the network to be completely self-organizing and selfconfiguring,<br />
which eliminates the need for an existing network infrastructure or administration.<br />
The process to find a path is only executed when a path is required by a node (On-Demand<br />
<strong>Routing</strong>) [3, 4, 5, 7], which avoids the misuse <strong>of</strong> bandwidth. The sender using the DSR protocol
knows the whole path from the source to the destination node (called Source-<strong>Routing</strong>) and<br />
includes the addresses <strong>of</strong> the intermediate nodes <strong>of</strong> the route in the packets. DSR does not use<br />
hello-messages between the nodes to notify their neighbors <strong>of</strong> their presence. DSR basically is<br />
based on the Link-State-Algorithms [11], in which each node is capable <strong>of</strong> saving the best route<br />
to a destination. Also if a change appears in the network topology, then the whole network will<br />
get this information by flooding.<br />
2. <strong>Ad</strong> hoc On demand Distance Vector (AODV): The <strong>Ad</strong> hoc On demand Distance Vector<br />
(AODV) routing algorithm is also designed for MANETs. It is an on demand algorithm, meaning<br />
that it maintains routes as long as they are needed by the sources. AODV uses sequence numbers<br />
to ensure the freshness <strong>of</strong> routes [3]. These routes are loop-free, self-starting, and scale to large<br />
numbers <strong>of</strong> mobile nodes.<br />
3. Temporally-Ordered <strong>Routing</strong> Algorithm (TORA): The Temporally-Ordered <strong>Routing</strong><br />
Algorithm (TORA) is an algorithm for routing data across MANETs. TORA does not use a<br />
shortest path to the greatest extent possible for message propagation. TORA generates and<br />
maintains a Directed Acyclic Graph rooted at a destination. No three nodes can have the same<br />
height. Data can flow from nodes with higher heights to nodes with lower heights, meaning that<br />
data can only flow downhill and can not flow back to the source [6, 13]. By maintaining a set <strong>of</strong><br />
totally-ordered heights at all times, TORA achieves loop-free routing.<br />
t time <strong>of</strong> a link failure<br />
oid originator id<br />
r reflection bit indicates 0=original level 1=reflected level<br />
d integer to order nodes relative to reference level<br />
i the nodes id<br />
The triplet (t, oid, r) is called the reference level. <strong>An</strong>d the tuple (d, i) is an <strong>of</strong>fset within that<br />
reference level. Each node maintains a neighbor table containing the height <strong>of</strong> the neighbor<br />
nodes. Initially the height <strong>of</strong> all the nodes is NULL and their quintuple is (-,-,-,-,i). The height <strong>of</strong> a<br />
destination neighbor is (0, 0, 0, 0, dest).<br />
EVALUATION<br />
We used simulation to evaluate the three routing algorithms. The algorithms were implemented<br />
using ten mobile nodes in a predefined network. In this network the source node is 0, and the<br />
destination node or sink is 1. In all three algorithms, the initial route for data transmission is 0-3-<br />
4-7-1 as shown in figures 1 and 2. But as the transmission progresses the nodes move, resulting in<br />
the new and different route shown in figure 3. The random movement model is used for nodes<br />
movement. The performance metrics addressed are the throughput <strong>of</strong> sending/receiving bits,<br />
throughput <strong>of</strong> dropping bits, throughput <strong>of</strong> sending bits versus average simulation end to end<br />
delays, and throughput <strong>of</strong> sending bits versus average simulation jitter.<br />
SIMULATION ENVIRONMENT<br />
The ns-2 simulator [1, 12] was used for the study. The hosts are placed on a square field <strong>of</strong> 600m<br />
x 600m. The protocol used for data transmission is TCP/UDP. Acknowledgment Packets are also<br />
TCP/UDP. <strong>An</strong>y source-destination (S-D) pair could be chosen for data transmission. The packet<br />
size is 24 bytes. Each connection starts at a time from 1 simulated second and the simulation runs<br />
for 150 simulated seconds.
PERFORMANCE ANALYSIS<br />
Figure 1 Initial state <strong>of</strong> nodes<br />
The performance <strong>of</strong> the algorithms was evaluated using the ns-2 simulator. The following key<br />
issues are addressed:<br />
1. Throughput <strong>of</strong> sending bits/receiving bits.<br />
2. Throughput <strong>of</strong> dropping bits.<br />
3. Throughput <strong>of</strong> sending bits versus average simulation end to end delays.<br />
4. Throughput <strong>of</strong> sending bits versus average simulation jitter.<br />
Figure 2 Initial route when data transmission starts from source 0 to destination 1
Figure 3 Final state when simulation ends, showing nodes in different positions in<br />
comparison to initial state (fig. 1)<br />
RESULTS<br />
1. Throughput <strong>of</strong> sending bits/ receiving bits. For approximately the first 40 simulation<br />
seconds the sending/receiving pattern for all three protocols is almost the same. After 40<br />
simulation seconds the throughput <strong>of</strong> the TORA method remains almost the same, 2.5X10 5<br />
bits/sec. For DSR the throughput increases to 3.5X10 5 bits/sec by 10 5 bits/sec but for AODV it<br />
decreases to 1.5X10 5 bits/sec by almost 10 5 bit/sec. The sending/receiving behavior again<br />
changes at approximately 95 simulation seconds. Throughput <strong>of</strong> TORA drops almost to Zero,<br />
throughput <strong>of</strong> AODV increase to 3.5X10 5 bits/sec (i.e. by about 2X10 5 bits/sec) and for DSR it<br />
dramatically rises to grater than 7X10 5 bits/sec (a total increase <strong>of</strong> 3.5X10 5 bits/sec). The sending<br />
and receiving pattern are the same in all the three protocols. (fig. 4, 5).<br />
Figure 4 Throughput <strong>of</strong> sending bits
Figure 5 Throughput <strong>of</strong> receiving bits<br />
2. Throughput <strong>of</strong> dropping bits: At 55 simulation seconds the number <strong>of</strong> dropped bits in<br />
TORA is the maximum 17X 10 4 bits/sec, the AODV has a 9.5X10 4 dropped bit rate, and DSR has<br />
almost no dropped bits. (Figure 6)<br />
Figure 6 Throughput <strong>of</strong> dropping bits<br />
3. Throughput <strong>of</strong> sending bits versus average simulation end to end delays. Initially<br />
all three algorithms show some transmission delay. DSR has the highest delay <strong>of</strong> about 2.0<br />
simulated seconds, AODV has a lower delay <strong>of</strong> about 0.7 simulated seconds, and TORA has the<br />
least (about 0.3 simulated seconds) when the throughput <strong>of</strong> sending bits is less than 1X10 5<br />
bits/seconds (Figure 7). In AODV the delay is highest at 1.4 simulated seconds when throughput<br />
is 1.5X10 5 bits/second. For AODV and TORA the delay stops when throughput is 3X10 5<br />
bits/second, but continues for DSR until the transmission ends.
good, but throughput <strong>of</strong> sending bits versus average simulation end to end delays and throughput<br />
<strong>of</strong> sending bits versus average simulation jitter is highest (which is not good). Among all three<br />
protocols, AODV shows average behavior for all four metrics. For TORA the throughput <strong>of</strong><br />
sending/receiving bits is lowest and throughput <strong>of</strong> dropping bits is highest (which is not good),<br />
but the throughput <strong>of</strong> sending bits versus average simulation end to end delays and the throughput<br />
<strong>of</strong> sending bits versus average simulation jitter is lowest for TORA (which is good). Overall, the<br />
results show that in one environment one protocol works best and in the other environment,<br />
another works best.<br />
FUTURE WORK<br />
Although the empirical work performed thus far is insightful, a complete experimental design is<br />
called for to provide statistical evidence for comparing these protocols. These experiments should<br />
be performed on alternative network structures, including different number <strong>of</strong> nodes and different<br />
node moving strategies. In this way, more general statements can be made.<br />
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