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BLR: beacon-less routing algorithm for mobile ad hoc networks

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Only the node with the most progress relays the packet.<br />

There<strong>for</strong>e, we are interested in the distribution of the<br />

maximum function of independent and identically distributed<br />

(referred to as i.i.d.) random variables X i ði # nÞ; where<br />

the density function of each X i is given by F XðtÞ:<br />

The distribution of the maximum of i.i.d. random<br />

variables X i with ði # nÞ is calculated as follows.<br />

F maxi#nX i ðtÞ ¼Pðmax i#nX i # tÞ ¼PðX i # t; ;i # nÞ<br />

¼ PðX 1 # t; …; X n # tÞ ¼½PðX 1 # tÞŠ n<br />

¼½F X1 ðtÞŠ n<br />

The expected value EðZÞ <strong>for</strong> a random variable Z and its<br />

distribution function F Z is given by<br />

EðZÞ ¼<br />

ð1<br />

0<br />

ð0<br />

ð1 2 FZðxÞÞdx 2 FZðxÞdx 21<br />

Together with Eqs. (6) and (7), this yields <strong>for</strong> the<br />

expected progress per hop<br />

ð<br />

Eðmaxi#nXiÞ¼ ffiffiffiffi p<br />

12=p<br />

½1 2 ðFXðtÞÞ 0<br />

n Šdt<br />

rffiffiffiffiffiffiffi<br />

p 2n<br />

< pffiffiffi<br />

12 2n þ 1<br />

The corresponding functions <strong>for</strong> the other <strong>for</strong>warding<br />

areas are calculated analogously. In Fig. 7, the expected<br />

progress Eðmax i#nX iÞ is shown depending on the number of<br />

nodes located in the <strong>for</strong>warding area. As expected the<br />

progress of the sector is higher than <strong>for</strong> the Reuleaux<br />

triangle and the circle since the center of gravity is located<br />

farther away from the previous node. However, the different<br />

sizes of the <strong>for</strong>warding areas are not taken into account.<br />

From (4) and (8), we obtain the following function <strong>for</strong> the<br />

expected progress P; which takes into account the node<br />

Fig. 7. Expected progress vs. number of nodes.<br />

M. Heissenbüttel et al. / Computer Communications 27 (2004) 1076–1086 1083<br />

ð7Þ<br />

density n:<br />

P < X1<br />

k¼1<br />

rffiffiffiffiffiffiffi<br />

p<br />

¼ pffiffiffi<br />

12<br />

Fig. 8. Expected progress vs. number of neighbors.<br />

e 2nA FðrÞ ðnA FðrÞÞ k<br />

k!<br />

e 2nA FðrÞ X1<br />

k¼1<br />

rffiffiffiffiffiffiffi<br />

p 2k<br />

pffiffiffi<br />

12 2k þ 1<br />

ðnA FðrÞÞ k<br />

k!<br />

2k<br />

2k þ 1<br />

In Fig. 8, the expected progress P is shown as a function<br />

of the number of neighbors of a node, which is directly<br />

related to the overall node density and the transmission<br />

range r: The progress is almost the same <strong>for</strong> all <strong>for</strong>warding<br />

areas, independent of the actual number of neighbors.<br />

There<strong>for</strong>e we may conclude that the best choice <strong>for</strong> the<br />

<strong>for</strong>warding area is the circle since it gives about the same<br />

progress per hop as the other two <strong>for</strong>warding areas,<br />

independent of the actual node density, and at the same<br />

time gives by far the highest number of successful hops<br />

be<strong>for</strong>e the greedy mode fails (cp. Fig. 4).<br />

5. Per<strong>for</strong>mance considerations<br />

In this section, the concept of <strong>BLR</strong> is verified through<br />

simulations. We compare the per<strong>for</strong>mance of <strong>BLR</strong> to the<br />

well-known GPSR [12] and LAR1 [13] protocols. The<br />

protocols are implemented in QualNet [46], a discrete-event<br />

network simulator that includes detailed models <strong>for</strong> wire<strong>less</strong><br />

networking. The following scenarios are configured <strong>for</strong> the<br />

per<strong>for</strong>mance evaluation. 200 nodes are randomly placed<br />

over a 600 £ 3000 m 2 flat terrain where the simulation lasts<br />

<strong>for</strong> 900 s. The rectangular shape of the simulation area is<br />

chosen to obtain longer paths, i.e. a higher average hop<br />

count. The random waypoint mobility model is applied<br />

where the speed of the nodes is randomly chosen between 1<br />

and 40 m=s: (cp. [47]). There is one Constant Bit Rate (CBR)<br />

source which generates two 64 byte UDP packets each<br />

second. The source and destination node of the CBR flow<br />

are randomly chosen among all 200 nodes. The traffic starts

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