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適用於都會區車載網路的動態覆蓋式群播機制與基於道路之預測式多路徑繞徑協定

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國 立 交 通 大 學

資訊科學與工程研究所

適用於都會區車載網路的

動態覆蓋式群播機制

與基於道路之預測式多路徑繞徑協定

Dynamic Overlay Multicast and

Road-based Predictive Multipath Routing

in Urban VANETs

研 究 生:謝宜玲

指導教授:王國禎 博士

(2)

適用於都會區車載網路的

動態覆蓋式群播機制

與基於道路之預測式多路徑繞徑協定

Dynamic Overlay Multicast and

Road-based Predictive Multipath Routing

in Urban VANETs

研 究 生:謝宜玲 Student: Yi-Ling Hsieh

指導教授:王國禎 Advisor: Kuochen Wang

國 立 交 通 大 學

資 訊 科 學 與 工 程 研 究 所

博 士 論 文

A Dissertation

Submitted to Institutes of Computer Science and Engineering Department of Computer Science

National Chiao Tung University in Partial Fulfillment of the Requirements

for the Degree of Doctor of Philosophy

in

Computer Science and Engineering January 2013

Hsinchu, Taiwan, Republic of China

(3)

適用於都會區車載網路的

動態覆蓋式群播機制

與基於道路之預測式多路徑繞徑協定

學生:謝宜玲 指導教授:王國禎 博士

國立交通大學資訊科學與工程研究所

摘 要

在車載網路中,多媒體串流及群組通訊為兩種重要且有潛力的服務,而

一個高效能的繞徑協定將能顯著地提升來源端至接收端的多媒體串流效

能。因此,在本論文中,在應用層我們提出一個動態覆蓋式群播機制來提

供實況多媒體串流給群組節點;而在網路層我們提出一個新穎的服務品質

感知之基於道路多路徑繞徑協定。我們所提出的這兩個方法都旨在都會區

車載網路中提供流暢的多媒體串流服務。

在都會區車載網路的各種應用服務中,提供資訊娛樂服務(infotainment

service)已經是可預見的趨勢,而多媒體串流是潛力極高的資訊娛樂服務。

我們考慮的情境是在群組車輛間進行實況多媒體串流群播服務,為此我們

使用動態應用層覆蓋(dynamic application-layer overlay)方式來達成。由於非

群組中的車輛不一定願意合作來協助群播,因此以應用層覆蓋式群播的方

式會比其他種類的群播方式,如基於網路編碼之群播以及網路層群播,更

具彈性。因此,為了適應都會區車載網路高移動性及障礙物密集的特性,

我們提出了一個稱作 OMV (Overlay Multicast in VANETs)的高效能動態覆

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蓋式群播機制來提供多媒體串流。在這個 OMV 方法中,我們提出兩項策略

來增強覆蓋(overlay)的穩定性:(1)滿足服務品質之動態覆蓋及(2)網狀結構

之覆蓋。滿足服務品質之動態覆蓋的策略是按照封包遺失率及端到端延遲

時間來挑選潛在的新父節點,以優化此覆蓋架構。而網狀結構之覆蓋的策

略是允許子節點可擁有多個父節點。我們採用了兩個真實的影音短片來評

估及驗證 OMV 在多障礙物的都會區車載網路中傳送影音的可行性。評估結

果顯示,相較於目前在車載網路上最佳的方法—Qadri 等人使用靜態網狀覆

蓋的研究,平均來說 OMV 降低了 27.1%的封包遺失率、11.7%的端到端延

遲時間,但只增加 2.1%的額外控制負荷。我們並將樹狀 OMV 與 ALMA 作

比較,其中 ALMA 為另一個樹狀覆蓋式群播且是行動隨意網路(MANETs)

中的最佳方法,OMV 降低了 7.1%的封包遺失率及 13.1%的端到端延遲時

間。此外,針對都會區車載網路中障礙物密集的問題,我們歸納出在不同

的道路疏密度下可行之串流速度與群組大小。據我們所知,現有的車載網

路文獻中尚未有如何動態地調整應用層群播覆蓋架構,以有效傳送多媒體

串流的研究。總結來說,為處理都會區車載網路中高變動的拓樸,我們提

出一個能滿足服務品質的策略,使群組節點可切換至能提供較佳服務品質

的新父節點。我們所提出的 OMV 適用於實況多媒體串流,例如緊急實況影

音傳輸及同一群組車輛的遊客們實況影音導遊。

至於在網路層中,穩定且效能高的繞徑是車載網路成功的關鍵。現有文

獻已經證明基於道路的繞徑方式是非常適用於車載網路。此外,一旦使用

中的路徑失敗時,多路徑繞徑方式可提供額外的路徑供切換。然而,現有

的多路徑繞徑協定皆為基於節點的繞徑方法,因此並不適用於都會區之車

載網路。在本論文中,我們也提出了一個適用於都會區車載網路之新穎的

服務品質感知之基於道路多路徑繞徑協定(RMRV)。我們所提出的 RMRV

能找到多條路徑並且被有效地使用。我們提出了一個新穎的時空平面圖

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(space-time planar graph)的方法來預測一條路徑中各個路段的連通性,以得

到此路徑未來的各個存活時段(life periods)。如此一來,源節點(source node)

可動態地切換使用一條目前是連通且延遲時間較短的路徑,我們稱此為基

於服務品質之路徑切換方法(QoS path switching)。採用此方法可預先避免封

包遺失及可選用潛在延遲時間較短的路徑。模擬結果顯示,相較於另一個

代表性的基於道路單路徑之繞徑協定,RBVT-R,我們所提出之 RMRV(一

次只使用一條路徑來傳送資料)提高了 16.6%的封包送達率、降低了 35.3%

的端到端延遲時間,以及減少了 45.8%的額外控制負荷。據我們所知,現有

文獻中尚未有適用於車載網路的基於道路之多路徑繞徑協定。

關鍵詞

關鍵詞

關鍵詞

關鍵詞:

:多路徑,服務品質,基於道路,繞徑,動態覆蓋式群播,多媒體

串流,都會區車載網路。

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Dynamic Overlay Multicast and

Road-based Predictive Multipath Routing

in Urban VANETs

Student: Yi-Ling Hsieh Advisor: Dr. Kuochen Wang

Department of Computer Science and Engineering National Chiao Tung University

Abstract

In VANETs (Vehicular Ad Hoc Networks), multimedia streaming and group

communication are two important potential services. An efficient routing protocol can

significantly enhance source-destination multimedia streaming performance. Therefore, in the

application layer we propose a dynamic overlay multicast scheme for live multimedia

streaming among a group of nodes, and in the network layer we propose a novel road-based

QoS-aware multipath routing protocol. Both the proposed approaches aim to provide smooth

multimedia streaming in urban VANETs.

For various application layer services, infotainment service has been a foreseeing trend

in VANETs, and multimedia streaming has a high potential in VANET infotainment service.

We consider the scenario of live multimedia streaming multicast to vehicles of the same group

using a dynamic application-layer overlay. Due to the willingness for cooperation of

non-group nodes, application-layer overlay multicast is more feasible than other kinds of

multicast such as network-coding-based multicast and network-layer multicast. To adapt to

high mobility and full of obstacles in urban VANETs, we propose an effective dynamic

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VANETs). The proposed OMV enhances an overlay’s stability with two strategies: (1)

QoS-satisfied dynamic overlay and (2) mesh-structure overlay. The QoS-satisfied strategy to

adjust the overlay selects potential new parents based on their streams’ packet loss rates and

end-to-end delays. The mesh-structure strategy allows a child to have multiple parents. We

evaluate the proposed OMV in urban VANETs with obstacles using two real video clips to

demonstrate the feasibility of the OMV for real videos. Evaluation results show that

comparing the proposed OMV to Qadri et al.’s work, which is a static mesh overlay and is the

best method available in VANETs, the packet loss rate is reduced by 27.1% and the

end-to-end delay is decreased by 11.7%, with a small control overhead of 2.1%, on average.

Comparing the proposed OMV for tree overlays to ALMA, which is for dynamic tree

multicast overlays and is also the best method available in MANETs, the packet loss rate is

reduced by 7.1% and the end-to-end delay is decreased by 13.1%. In addition, to address the

problem of obstacle-prone urban VANETs, we also derive feasible stream rates and overlay

sizes for city maps with different road section sizes. To the best of our knowledge, how to

organize and dynamically adjust an application layer multicast overlay for live multimedia

streaming have not been studied in existing VANET literatures. In summary, to deal with

highly dynamic topologies in urban VANETs, we propose a QoS-satisfied strategy for group

nodes to switch to new parents that can offer better QoS. The proposed OMV is feasible for

live multimedia streaming applications, such as emergency live video transmission and live

video tour guides for passengers in different vehicles that belong to the same multicast group.

As to the network layer, stable and efficient routing plays a key role for the success of

VANETs. Road-based routing has been shown well-suited for urban VANETs, and multipath

routing provides alternative routes once the current route fails. However, existing multipath

routing protocols are node-based, which are not suitable for urban VANETs. In this

dissertation, we propose a novel road-based QoS-aware multipath routing protocol for urban

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We also propose a space-time planar graph approach to predict the connectivity of each road

section (RS) in a path, and then derive the path’s future life periods. In this way, the source

node may dynamically switch to use a path which is currently connected with shorter delay,

which is called QoS path switching. QoS path switching avoids packet loss in advance and

chooses the path with potential shorter delay. Simulation results show that comparing to a

representative approach, RBVT-R, which is a single-path road-based routing protocol, the

packet delivery ratio of the proposed RMRV (only one path used at a time) is 16.6% higher

than that of RBVT-R, the average end-to-end delay of RMRV is 35.3% lower than that of

RBVT-R, and the control overhead of RMRV is 45.8% lower than that of RBVT-R, on

average. To the best of our knowledge, there is no existing road-based multipath routing

protocol for VANETs.

Keywords: Multipath, QoS, road-based, routing, dynamic overlay multicast, multimedia

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誌 謝

由衷感恩在博士班期間,所有幫助我的人事物,最終得以這本論文來

總結及呈現這段期間的所學所成。能完成這份學業,首先感謝我的指導教

授,王國禎老師的指導與照顧,總是以嚴謹的態度來幫助我完成每一篇論

文,由衷謝謝您的指導與示範。而此生中有機會攻讀博士班,感恩我的靈

性導師, 悟覺妙天師父,造化我、幫助我成就未來更高的成就,感恩 師

父的栽培。而多年的求學過程裡,感恩家人給予我堅強的後盾,謝謝最愛

我也是我最愛的媽媽與弟弟。此外並感謝學長黃貴笠、學弟莊宜達,常熱

心回饋各種建議,以及模擬程式上的幫助。還有謝謝校內審查/口試委員,

曾煜棋院長及趙禧綠教授,給予這份論文豐富的回饋,以及謝謝校外口試

委員們,郭斯彥院長、許健平教授、林偉教授及楊竹星教授蒞臨驗證學生

的博士論文研究成果,讓我有機會將這份研究成果充分的反芻檢視。還有

許許多多給予我幫助的前輩、同儕,以及MBL實驗室的學長學弟妹,謝謝

你們。最後,感謝國科會研究計畫(編號:NSC94-2213-E-009-043、

NSC95-2221-E-009-022、NSC96-2628-E-009-140-MY3、

NSC97-3114-E-009-001、NSC98-2219-E-009-008、NSC99-2219-E-009-006、

NSC100-2219-E-009-004)長期的支持。

謹以此博士論文,獻給我最愛的家人,以及最敬愛的 師父。

(10)

Content

摘 要 ...i Abstract...iv 誌 謝 ...vii Content... ...viii List of Figures...xi

List of Tables ...xiii

Chapter 1 Introduction ...1

1.1 Overlay multicast in VANETs ...2

1.1.1. Live multimedia streaming with overlay multicast in VANETs...3

1.1.2. QoS-satisfied dynamic overlay for urban VANETs...4

1.2 Routing in urban VANETs...6

Chapter 2 Related work...9

2.1 Multimedia streaming approaches for VANETs ...9

2.1.1. Network coding based streaming ...10

2.1.2. Hop-by-hop forwarding based streaming ...10

2.1.3. Cluster based streaming... 11

2.1.4. Overlay based streaming ...12

2.2 Routing protocols in urban VANETs ...14

2.2.1. Road-based vs. node-based routing ...14

2.2.2. Multipath routing...16

2.2.3. QoS routing ...16

Chapter 3 Proposed dynamic overlay multicast for live multimedia streaming in urban VANETs ...18

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3.1 Overview of the proposed overlay multicast in VANETs (OMV) ...18

3.2 Proposed overlay construction and QoS-satisfied overlay adaptation ...20

3.2.1. Join and leave ...21

3.2.2. QoS-satisfied overlay adaptation...25

3.2.3. Two-parent overlay...31

3.2.4. Detection of a node unexpected leaving or a node disconnected from its parent ...32

3.2.5. Summary of our OMV features for urban VANETs ...32

3.3 Evaluation and discussion ...33

3.3.1. Packet loss rate evaluation...37

3.3.2. End-to-end delay evaluation...42

3.3.3. Control overhead evaluation...45

3.3.4. Feasibility evaluation of the proposed OMV ...46

3.3.5. The impact of road section sizes to overlays performance...51

3.3.6. Discussion...55

Chapter 4 Proposed road-based multipath routing protocol for urban VANETs ...57

4.1. Problem description...57

4.2. Multipath discovery...58

4.3. RS life periods estimation ...59

4.3.1. RS connectivity problem ...59

4.3.2. Proposed space-time planar graph approach for predicting an RS’s connectivity ...61

4.4. Path life periods estimation ...65

4.5. QoS Path switching ...65

4.6. Simulation results ...69

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4.6.2. End-to-end delay comparison...71

4.6.3. Control overhead comparison...72

Chapter 5 Conclusion and future work...76

References ...78

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List of Figures

Figure 1. Illustration of the protocols proposed in different layers ...2

Figure 2. An example overlay multicast in a VANET ...4

Figure 3. Classification of existing multimedia streaming approaches for VANETs ...9

Figure 4. Classification of routing protocols for urban VANETs ...14

Figure 5. An illustration of a multicast overlay in urban VANETs ...19

Figure 6. Flowchart of the life cycle of a group node in the proposed multicast overlay...20

Figure 7. Imbalanced tree problem due to JOIN requests bottleneck in the BSN...24

Figure 8. Solution to the imbalanced tree problem ...24

Figure 9. Choosing a better parent ...25

Figure 10. The PROBE procedure for node A to find and switch to a better new parent ...29

Figure 11. An example to illustrate the PROBE procedure...30

Figure 12. Packet loss rate comparison among different cases of overlays ...41

Figure 13. Packet loss rates of the proposed OMV using different MAX_CHILDREN ...42

Figure 14. End-to-end delay comparison among different cases of overlays ...44

Figure 15. Control overhead comparison among dynamic and static overlays...46

Figure 16. The impact of a different stream rate to the packet loss rate...48

Figure 17. Packet loss rate comparison among different video clips ...50

Figure 18. End-to-end delay comparison among different video clips ...51

Figure 19. Packet loss rates under different road section sizes ...53

Figure 20. End-to-end delays under different road section sizes ...54

Figure 21. Road-based multipath routing: three paths from the S to D are discovered ...59

Figure 22. An example of the RS connectivity problem at each time instance...61

Figure 23. An example of using the space-time planar graph approach to estimate future connectivity of an RS ...64

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Figure 24. The flowchart of the proposed QoS path switching for a source node ...68

Figure 25. Path switching for better QoS. ...69

Figure 26. Comparison of packet delivery ratio ...73

Figure 27. Comparison of average end-to-end delay ...74

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List of Tables

Table 1. Comparison of existing multimedia streaming approaches for VANETs ...13

Table 2. Comparison of representative road-based routing protocols for urban VANETs ...17

Table 3. Settings of city maps and vehicle mobility...35

Table 4. The settings of an overlay in VANETs ...36

Table 5. Labels used to represent different cases of overlays...37

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Chapter 1

Introduction

A VANET (Vehicular Ad Hoc Network) is a special class of MANETs (Mobile Ad Hoc

Networks). VANETs are composed of vehicles so that through inter-vehicle communications,

vehicles can exchange data with each other for purposes of safety or infotainment services.

Nowadays, the feasibility of VANETs is promising due to deployment of ITS (Intelligent

Transport System) infrastructure, availability of OBUs (on-board units) for vehicles, and

emerging standards for inter-vehicle communications, such as IEEE 802.11p and IEEE

1609.1-4. Especially, group communication and multimedia streaming are important potential

services for VANETs. Using application-layer overlay multicast to support multimedia

streaming for a group of nodes in VANETs has been studied in literature and has shown its

potential feasibility. Besides, in ad hoc networks, packets are node-by-node relayed from one

node to another node; thus an efficient routing protocol can significantly enhance the

source-destination data transmission performance. Therefore, aiming to provide smooth data

transmission in urban VANETs, in network layer we propose a road-based QoS-aware

multipath routing protocol, called RMRV, and in application layer we propose a dynamic

overlay multicast scheme, called OMV, for live multimedia streaming among a group of

nodes. As shown in Figure 1, we propose OMV for multimedia streaming service in

application layer and in network layer we propose RMRV for packet routing. As to the other

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Network layer

(routing)

RMRV, a road-based QoS-aware multipath routing protocol

Application layer

(multimedia service)

OMV, a dynamic overlay multicast scheme for live multimedia streaming

among group nodes

Data link layer

MAC: IEEE 802.11p

PHY layer

IEEE 802.11p

Transport layer

TCP, UDP

Figure 1. Illustration of the protocols proposed in different layers.

1.1

Overlay multicast in VANETs

Infotainment service is a foreseeing trend in VANETs. More and more studies reveal its

feasibility and applicability [2][3][4][5][6][7][8][22]. The delivered infotainment data may be

in a form of messages, files, or multimedia streaming. Multimedia streaming allows

passengers not having to wait for video downloading to finish, and it enables live multimedia

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1.1.1.

Live multimedia streaming with overlay multicast in VANETs

This dissertation first considers the scenario of live multimedia streaming among

vehicles of the same group using a dynamic overlay to support application layer multicast.

With live multimedia streaming multicast, passengers in vehicles can join a tour guide’s live

video tour from a source vehicle. For example, in a bus trip that includes several buses, to

save travel expenses, only one tour guide is hired to give live touring in one bus. The

passengers in the rest of buses can view live touring video streaming from the bus with a tour

guide. In this dissertation we focus on live streaming; however, if on-demand streaming is

required, live streaming can be easily extended to support on-demand streaming by

incorporating mechanisms such as retransmission and prefetch.

As shown in Figure 2, vehicles interested to join a multicast group can form an

application-layer overlay. The overlay can be organized as a tree or mesh, and the video

streaming source is the root of the overlay. The main advantage using an overlay is that it only

requires group nodes to support the multicast overlay construction and maintenance, which

eliminates the problem of intermediate non-member vehicles’ willingness for cooperation. In

VANETs, we cannot assume that all vehicles support a specific multicast protocol. By using

an overlay that builds logical paths (i.e. overlay links) between group nodes, an advantage is

that the overlay may still work well even if the group nodes are not dense enough. Another

advantage of using an overlay is routing flexibility. Packet delivery among group nodes is

handled by an underlying routing protocol that may cope with a dynamic VANET better.

There has been various routing protocols designed for VANETs [12][13][14][15]. An overlay

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Figure 2. An example overlay multicast in a VANET.

1.1.2.

QoS-satisfied dynamic overlay for urban VANETs

Using an overlay for live streaming in urban VANETs, due to that live streaming is

delay-sensitive, the overlay should be able to deliver streams to each group node timely. In

urban VANETs, facing many obstacles and road intersections, the connections between

children nodes and their parents may suffer from frequent disconnections and result in high

packet loss. Therefore, we propose two strategies to enhance the overlay stability: (1)

QoS-satisfied dynamic overlay and (2) mesh-structure overlay. The QoS-satisfied strategy is

proposed to dynamically adjust the overlay to meet its QoS. The mesh-structure strategy is to

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As far as we know, only Qadri et al. studied an overlay for multimedia streaming in

VANETs, but they uses a static overlay [1][11][24]. In MANETs, there existed literatures of

dynamic overlays [16][17][18][19][25], but they were not designed for multimedia streaming.

Facing high-mobility, obstacle-prone and broken-link-prone VANETs, they fail to meet the

QoS requirements of multimedia streaming. Therefore, we propose a dynamic overlay for live

multimedia streaming that focuses on QoS in terms of the stream’s packet loss rate and

end-to-end delay. It is a simple and effective QoS-satisfied overlay approach to cope with

high mobility in urban VANETs.

The QoS-satisfied overlay strategy is for a group node to switch to a new parent which

can offer better QoS. This strategy is receiver oriented. To achieve feasible streaming quality,

a low packet loss rate and timely receiving of data packets is required. Therefore, we propose

to use both the stream’s packet loss rate and end-to-end delay to decide whether to switch to a

better parent. Finally, to further ensure packet arrival’s reliability, a two-parent mesh overlay

is constructed. If the route to one parent temporarily fails, the child can still receive streaming

data from the other parent.

In addition, in urban VANETs, there are full of obstacles [13][23][31]. Our simulation

results show that the packet loss rate under large obstacles, such as buildings, can be very

high compared to that under no large obstacles. Therefore, we also investigate a feasible

stream rate and an overlay size for a city map of different road section sizes.

In summary, we propose a dynamic overlay multicast design suited for multimedia

streaming in urban VANETs. To the best of our knowledge, dynamic overlay multicast for

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1.2

Routing in urban VANETs

Routing in urban VANETs is quite challenging due to high mobility of vehicles (nodes)

and dense large obstacles, such as buildings. Due to high mobility, communication links may

be broken easily. And dense obstacles limit the radio coverage of a node within a road section,

which degrades node connectivity. As a result, the routes among nodes in VANETs are quite

instable. However, node movements are restricted by the road geometry so that node

movements can be predicted. Besides, vehicle engines can provide unlimited energy for

computation. Nodes may fully utilize the information they learn from each other to obtain

optimal routing decisions. Therefore, routing protocols for VANETs can be well designed to

adapt to the characteristics of VANETs, especially in urban areas.

In urban VANETs, traditional routing protocols are node-based [54][55], while most of

recent routing protocols are road-based [45][46][47][48]. In node-based routing protocols, a

path is composed of selected nodes, and packets are relayed along the determined sequence of

the nodes. However, due to high mobility in VANETs, nodes move apart from each other

easily. The link of two consecutive relay nodes may easily get broken so that route failures

occur frequently in node-based routing protocols. Frequent route failures result in a high

packet loss rate and extra control overhead for route re-discovery. Therefore, road-based

routing protocols were proposed to improve route stability. In road-based routing protocols, a

path consists of a succession of road sections (RSs) from source to destination, and data

packets are transferred along the RSs. Within each RS, geographical forwarding is used.

Geographical forwarding is that upon receiving a packet then a relay node decides its next hop

depending on current neighbor nodes’ positions. The neighbor node currently nearest to the

next RS would be chosen as the next hop. In this way, the choice of a next hop is flexible. As

long as nodes are dense enough in each RS of a path, a data packet can successfully be

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RS does not vary too much, in a short period of time. Therefore, road-based routing is steadier

than node-based routing.

To further enhance route stability, multipath routing provides alternative routes

immediately once the current route fails [42][43][49], or provides concurrent transmission

with multiple paths [44]. However, existing multipath routing approaches [42][43][44][49] are

node-based. They still inherit the drawback of frequent routing failure in node-based routing

protocols.

On the other hand, to find the routes with better quality (e.g., higher probability of

connectivity, longer path lifetime, lower packet delay, etc.), some QoS routing approaches for

urban VANETs were proposed [45][51][52][53]. However, most of current QoS routing

protocols for VANETs are node-based, and they only consider scenarios of straight roads (e.g.,

highways) or city roads with limited scope of one or two intersections. For a general city

geometry, road-based routing is more suitable. Recently, IGRP [45] was proposed to utilize

node density and average speed in each RS so as to calculate the probability of connectivity

and hop count, etc., from source to destination. However, it needs an additional traffic

statistics service to obtain the required node density and average speed information.

In this dissertation, we propose a road-based QoS-aware multipath routing protocol for

urban VANETs. Since road-based routing has been shown suitable in urban VANETs

[45][46][47][48], we extend it to find multiple road-based paths. In addition, with multiple

paths available, we propose a QoS path switching scheme to efficiently utilize a better path to

achieve better QoS. Due to node mobility, for each RS in a path, the RS becomes connected

or disconnected as time elapses. Therefore, we propose a space-time planar approach to

predict each RS’s future connectivity in a path, and then proceed to derive a path’s future life

periods. With each path’s future life periods, the source node may dynamically switch to use

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QoS. To the best of our knowledge, there is no literature on road-based multipath routing

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Chapter 2

Related work

Existing multimedia streaming approaches and routing protocols for urban VANETs are

reviewed in this chapter. We also provide their classifications and comparison tables to

compare different approaches.

2.1

Multimedia streaming approaches for VANETs

Existing literatures on multimedia streaming approaches for VANETs are classified in

Figure 3. We review these literatures in the following, and discuss their feasibility of

multimedia streaming to a group of nodes in urban VANETs.

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2.1.1.

Network coding based streaming

NCDD (Network Coding based Data Dissemination) [3] utilize random network coding

techniques for data dissemination in VANETs. Each group node broadcasts its resource

information to its 1-hop neighbors periodically. In addition, group nodes exchange coded

pieces instead of original pieces. If a coded piece is linearly independent of the coded pieces

in a node's local memory, then the node stores it. A node has to collect enough pieces then for

decoding [2]. Note that network coding based approaches require group nodes periodically

broadcast its collected pieces’ information and retrieves uncollected pieces. Broadcast packets

are not always received by neighbor nodes, and the concurrent transmitting nodes may suffer

from severe collision [4]. Furthermore, network coding based approaches may consume a lot

of time to collect enough pieces to decode if group nodes are not dense enough [4]. Especially

in urban VANETs, due to obstacles, it is difficult for group nodes to hear the broadcasting of

pieces information from one another. CodePlay [22] improves the collision problem of

network coding based approaches (e.g., [2][3]) by adopting a local push scheme that only

selected nodes are allowed to push data packets to other nodes in the same road segment.

However, this technique still did not resolve the problem of group nodes not dense enough.

2.1.2.

Hop-by-hop forwarding based streaming

In SMUG (Streaming Media Urban Grid) [6], a media stream is generated from a certain

point (e.g. a roadside access point), and the stream is fed to SMUG-capable nodes and is

distributed across a VANET [6]. Each node may dynamically be selected as a forwarder, and

its transmissions are scheduled according to a TDMA scheme. Each forwarder is scheduled in

a certain time slot to transmit, and neighboring forwarders would be assigned different time

slots according to the proposed graph coloring technique so as to minimize the chance of

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would result in high packet loss, due to hard to meet any forwarder around. Besides, SMUG

can only be applied in TDMA-based ad hoc networks, and it requires all nodes to follow its

specific TDMA channel access scheme.

V3 [8] provides a scheme to retrieve the scene of a certain area to an interested vehicle.

The application scenario of V3 is that for a certain region on the road, the scene can be

captured by one or more video sources, such as pre-deployed stations or vehicles passing by.

The interested vehicles, called receivers, continuously trigger the video sources to send the

videos back. However, this scheme is not suitable for group communications, because each

receiver establishes a path to a source, which is inefficient. Besides, the packet forwarding

protocol in V3 only considers vehicles in a straight road, such as a highway. Therefore, V3 is

not feasible to urban scenarios where a road map has many road intersections.

2.1.3.

Cluster based streaming

Both VAPER (Vehicles Adaptive Peer-to-peer Relay Method) [5] and ZIPPER

(Zero-Infrastructure P2P System) [4] form clusters among vehicles, and multimedia stream

are relayed between clusters. Every vehicle periodically sends a beacon to neighbors to form

clusters. There are a cluster head and also a cluster tail in a cluster. Each vehicle in the same

cluster is one hop neighbor to each other. The main difference between VAPER and ZIPEER

is that VAPER pushes a multimedia stream, while ZIPPER pulls a multimedia stream. In

VAPER, the cluster head broadcasts a multimedia stream to its cluster members, and then the

cluster tail relays the multimedia stream to the cluster head of the subsequent cluster. ZIPPER

assumes a multimedia stream is composed of blocks, and a vehicle can retrieve blocks from

other vehicles if available. If a required block is found, the block would be sent back.

However, both clustering schemes require all vehicles to form clusters and maintain the

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stream. And both clustering schemes consider only straight roads, such as highways. They did

not consider urban scenarios where the map has many road intersections. That is, the

clustering schemes can not be directly applied to urban VANETs.

2.1.4.

Overlay based streaming

In overlay based streaming, the source node multicasts a multimedia stream to group

nodes in an overlay. Various kinds of overlay multicast approaches over MANETs have been

proposed [16][17][18][19][25], while in VANETs, only Qadri et al. [1][11][24] discuss video

streaming using a static overlay, as far as we know. Due to high-speed, obstacle-prone and

broken-link-prone characteristics, urban VANETs is very different from MANETs. For

dynamic overlay approaches proposed for MANETs, most of them [16][18][25] aim to

maintain low cost topology in terms of number of overlay links or physical links, but they

cannot adjust the overlay in time for urban VANETs with high mobility. That is, they may

cope with MANETs with low mobility; however, they are not feasible to urban VANETs with

high mobility. Instead of maintaining low cost topology, OMHF [19] and ALMA [17] adjust

an overlay quickly based on current overlay links’ quality. OMHF [19] uses the number of a

node’s link failures to indicate its quality. If a parent’s link quality is lower than its child’s,

their parent-child roles are exchanged. However, OMHF is not suitable for obstacle-prone

urban VANETs. In obstacle-prone VANETs, the new parent may not be able to connect to the

ancestor, and some children may not be able to connect to the new parent. ALMA [17] uses

the overlay link delay as the estimated quality of an overlay link. If the link delay of a child to

its parent exceeds a threshold, the child switches to another parent with shorter link delay.

However, if applying ALMA to urban VANETs, due to high packet loss and frequent

disconnections, a child may switch to a parent with higher packet loss, although the link delay

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multimedia streaming in urban VANETs. Feasible multimedia streaming in VANETs needs to

consider the connectivity of children and parents as well as the stream’s packet loss rate and

the end-to-end delay.

As to the related work in VANET, only Qadri et al. [1][11][24] discussed video

streaming using an overlay, as far as we know. They evaluated the feasibility of video

streaming using a static overlay in VANETs, and showed the improvement of applying video

coding and error resilience. However, the overlay structure was static, even though nodes are

mobile, which may suffer from inefficient overlay structures and frequent disconnections. In

our work, we focus on dynamic overlay adaptation. In Table 1 the aforementioned approaches

are compared, considering the feasibility of multimedia streaming for a group of nodes in

urban VANETs.

Table 1. Comparison of existing multimedia streaming approaches for VANETs.

Hop-by-hop forwarding

based Overlay based

Approach V3 [8] SMUG [6] Network coding based [2][3][22] Cluster based [4][5] Qadri et al.’s [1] ALMA [17] OMV (proposed) Basic idea Continuously trigger and reply between a receiver and the source Scheduled multicast Network coding coded packets are exchanged among members Nodes form clusters, and packets are relayed between clusters Static mesh overlay (only 7 nodes) 1. Dynamic tree overlay 2. Overlay is adjusted according to overlay link delay (designed for MANETs) 1. Dynamic tree / mesh overlay 2. Overlay is adjusted according to packet loss rate and end-to-end delay Suitable for obstacle-prone environments (eg. urban)

No Yes No No Yes Yes Yes

Required density

of group nodes High Medium Medium High Low Low Low

QoS supported No No No No No No Yes

Obstacles

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2.2

Routing protocols in urban VANETs

Existing routing protocols for urban VANETs are classified as Figure 4. The routing

approaches of each category are reviewed in the following subsections.

Routing protocols for

urban VANETs

Multipath routing Single-path routing QoS routing LOUVRE [47] FROMR [43] AOMDV [42] Road-based Node-based IGRP [45] GyTar [46] QosBeeVanet [51] VOA [52] MURU [53] RBVT [48] RMRV (Proposed) DDR [49] Node-based Road-based Road-based Node-based GPCR [55] GPSR [54]

Figure 4. Classification of routing protocols for urban VANETs.

2.2.1.

Road-based vs. node-based routing

In literatures of routing protocols for urban VANETs, vehicles are assumed to be

equipped with GPS (global positioning systems) and street-level city maps [45][46][47][48].

With GPS, each node knows its own and its neighbors’ positions, and may utilize the position

information to forward data packets toward destination [54][55]. These kind of routing

protocols are node based. However, due to dense obstacles in city maps, sometimes a routing

path may fail to be found. Therefore, road-based routing protocols are proposed. GyTar

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road-based routing protocol. A relay node computes the score of each neighboring road

intersection, and decides the next road intersection to forward packet to. The score is decided

by the node density and road distance to the destination. However, GyTar is a greedy

algorithm so that the current chosen road intersection may later lead to road sections with

poor node density and connectivity.

LOUVRE (Landmark Overlays for Urban Vehicular Routing Environments) [47] builds

an overlay on top of an urban topology [47]. The overlay consists of connected roads in the

topology. To form an overlay, LOUVRE uses a P2P protocol for discovering and distributing

traffic density information of each road among all nodes in a network environment. Each node

exchanges traffic density information with its neighbors via broadcasting. Then, a path

between a source and a destination on the overlay can be found by using Dijkstra’s algorithm.

However, the scalability of the overlay is limited due to P2P exchange delays in the network

environment.

The RBVT (Road-Based using Vehicular Traffic) routing protocol [48] creates a

road-based path consisting of a succession of road intersections [48]. The authors proposed a

reactive protocol, RBVT-R and a proactive protocol, RBVT-P. The route discovery scheme in

RBVT-R is similar to the traditional source routing protocol, but the routing information

piggybacked in a packet is a succession of road intersections instead of nodes. RBVT-P is

similar to LOUVRE. Nodes periodically discover and disseminate the road-based network

topology to maintain a global view of the network connectivity. The performance of RBVT-R

depends on the stability of every RS’s connectivity, and the performance of RBVT-P depends

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2.2.2.

Multipath routing

There is no existing road-based multipath routing protocol for VANETs, as far as we

know. In the following, we review existing node-based multipath routing protocols for urban

VANETs. AOMDV [42], extended from AODV [59], is a representative multipath routing

protocol for MANETs. If it is applied to VANETs, due to high mobility, link lifetimes to next

hops expire soon, thus an alternative route may still fail at a certain relay node. FROMR (Fast

Restoration On-demand Multipath Routing) [43], which is a node-based routing protocol,

extends AODV to discover multiple paths so as to rapidly build an alternate path if the current

route fails. Unlike AODV where duplicate copies of RREQ messages are simply discarded,

FROMR uses some of these copies to form multiple reverse paths. In addition, to reduce

control overhead, FROMR partitions a geographic region into grids and assigns each grid a

grid leader. Only leaders are responsible for control messages broadcasting and data

forwarding. Although FROMR provides more choices of next hops, in essence the link

lifetimes of these next hops still expire soon, due to high mobility in VANETs. DDR

(Differentiated Reliable Routing) [49] is also a multipath routing protocol in hybrid VANETs,

which have road side units (RSUs). In hybrid VANETs, a multi-hop path may include RSUs

as intermediate nodes for packet relaying.

2.2.3.

QoS routing

Most of existing QoS routing protocols in VANETs are node-based. QoSBeeVanet [51]

imitates honey bees’ behavior to find a route with better QoS in VANETs. VOA [52] assumes

a highway scenario. It selects an optimal routing path and backup routing paths in order to

gracefully switch to a backup routing path before the current routing path is broken. MURU

[53] uses an expected disconnection degree (EDD) to estimate a probability that a route will

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only utilizes local map information and it may lead to the local optimum problem.

IGRP (Intersection-based Geographical Routing Protocol) [45] is a road-based single

path QoS routing protocol. In IGRP, a path is composed of a succession of road sections (RSs).

Therefore, a path’s QoS may be estimated with the QoS of RSs. IGRP first retrieves the node

density and average node speed of each RS using an existing location service. Then, these

data are utilized to probabilistically estimate QoS related metrics, such as probability of

connectivity, end-to-end delay, hop count, and bit error rate (BER). Therefore, for paths

between source and destination, only the path that satisfies the constraints of these metrics is

selected.

Finally, in Table 2, we summarize the aforementioned road-based routing protocols,

including their basic classifications, main idea and limitations.

Table 2. Comparison of representative road-based routing protocols for urban VANETs.

Approach Single path or multipath

QoS-

aware Main idea Limitations

GyTar [46] Single path No

Compute the score of each neighboring road intersection with node density and distance to destination

As a greedy algorithm, the current chosen road intersection may later lead to RSs with poor node density and connectivity

LOUVRE

[47] Single path No

Routing path is decided according to the overlay which is built on top of urban topology, consisting of connected roads in the network

Scalability of the overlay is limited due to the road density information exchange delay in the whole network

RBVT [48] Single path No

RBVT can find a

source-destination path consisting of RSs. Then every packet is relayed along the routing path, according to the RS list

piggybacked in the packet’s header

RBVT-R’s performance depends on the stability of each road section’s intra-connectivity; RBVT-P’s performance depends on the delay of network

connectivity information exchange

IGRP [45] Single path Yes

Probabilistically formulate connectivity, delay and bit error rate to derive a path’s QoS

An additional traffic statistics service is required for the probability calculations of road connectivity, BER, etc. RMRV

(proposed) Multipath Yes

Find multiple paths and predict their future life periods for QoS path switching, with very little overhead

If nodes are dense, the advantage of providing multiple paths is limited

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Chapter 3

Proposed dynamic overlay multicast for

live multimedia streaming in urban

VANETs

3.1

Overview of the proposed overlay multicast in

VANETs (OMV)

This chapter considers the scenario of live multimedia streaming multicast to vehicles of

the same group, and these group-member vehicles are organized as an overlay tree, as shown

in Figure 5(a) and Figure 5(b). Group-member vehicles (called group nodes or overlay nodes,

interchangeably) join the multicast tree initiated by a vehicle which is a streaming provider;

this vehicle acts as the multicast source node. Multimedia packets generated by the multicast

source node are delivered along the overlay tree. The link between a parent and its child may

be actually a multiple-hop path through intermediate non-member nodes, which is referred as

an overlay link. In an overlay link, packets are passed using the underlying network-layer

routing protocol. The source node also plays the role of the bootstrap node (BSN) of the

multicast tree. When a node wants to join the multicast tree, it firstly asks the BSN for which

node to be its parent, so as to become a member of the tree.

As vehicles move rapidly, an overlay tree need to change its structure to maintain QoS.

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going far way from its parent node 3 and child node 5. Such a situation will result in high

packet loss and long packet delay in the overlay. Therefore, we propose to dynamically adjust

the overlay to maintain its QoS. In addition, to further enhance the robustness of an overlay,

we build a two-parent overlay, as shown in Figure 5(c). We propose this dynamic overlay (i.e.

QoS-satisfied dynamic overlay and two-parent overlay) to suit for live multicast streaming

scenarios, so that passengers in group-member vehicles can enjoy live reliable video

streaming from the source vehicle.

(b)

(a)

(c)

Figure 5. An illustration of a multicast overlay in urban VANETs: (a) an overlay formed

by interested vehicles, in urban roads; (b) the corresponding overlay tree; (c) expanding the

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3.2

Proposed overlay construction and QoS-satisfied

overlay adaptation

In the following, we introduce the proposed overlay construction and QoS-satisfied

overlay adaptation. Firstly, we present the life cycle of a group node in a multicast overlay in

Figure 6. The life cycle of a group node includes joining the multicast overlay, periodically

exchanging its movement state table with other group nodes, dynamically adjusting its parent,

and finally choosing to leave the multicast overlay.

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3.2.1.

Join and leave

As mentioned previously, the streaming source node also acts as the BSN of the

multicast tree. The BSN has an overlay structure table which records the current successfully

joined nodes, their coordinates, and their children. The purpose of maintaining the overlay

structure table in the BSN is to select a candidate parent for a new node requesting to join the

multicast overlay. Besides, the BSN periodically broadcast its node ID to other nodes

interested in joining the group so that the node ID of the BSN is available to all interested

nodes. When a node requests to join an overlay, the join procedure is executed, which

includes five stages: (1) a requesting node sends a JOIN request to the BSN to ask which node

to be its parent. (2) Then, from the BSN’s overlay structure table, the BSN chooses a node as

the candidate parent and replies to the requesting node. A node in the same road section as the

requesting node is the best choice as its parent; otherwise, the node nearest to the requesting

node would be chosen. (3) When the reply from the BSN is received, the requesting node

sends a JOIN_PARENT request to the candidate parent. The candidate parent will accept it if

its number of children does not exceed a given maximum number of children

(MAX_CHILDREN). (4) If the JOIN_PARENT request is rejected, the requesting node asks

the BSN again and executes the join procedure (2) ~ (4) until it successfully finds a parent. (5)

When the requesting node successfully joins the parent, it then informs the BSN to update the

overlay structure table. Note that in step (4), the requesting node also informs the BSN of the

candidate parent that it failed to join. Then in step (2), the BSN would avoid choosing this

candidate parent.

Note that there is a situation that rarely happens in MANETs, but we found it common in

urban VANETs. The earlier successfully joined nodes may be forced to accept too many

children nodes. Due to route discovery being more difficult in urban VANETs, it often takes 5

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candidate parent. Much time is wasted in request retries. This situation not only relates to end

user satisfaction, but it may cause imbalance load. That is, when an interested node requests

to join the multicast overlay, it usually takes long time to complete the join procedure in urban

VANETs. As a result, the earlier successfully joined nodes may be forced to accept too many

children nodes. Figure 7 shows an example of an imbalanced tree. Assume node 0 is the BSN.

The node number is assigned according to the order of the BSN receiving the corresponding

node’s JOIN request. For example, node 3 is the third node that the BSN receives a JOIN

request. A dotted node means that it has not finished the join procedure. Initially, node 1

successfully joined node 0. At this time, only nodes 0 and 1 can be candidate parents. Then, in

a short duration, the BSN receives nodes 2 ~ 9’s JOIN requests. And the BSN replies each

requesting node a candidate parent of node 0 or node 1, except for node 9 because the

children number of either nodes 0 and 1 has reached MAX_CHILDREN (e.g., 4). Node 9 has

to wait for a new candidate parent. As the BSN is handling the JOIN requests, nodes 2 and 4

finish the join procedure, as shown in Figure 7(b). At the same time, the BSN has received

nodes 10 ~ 15’s JOIN requests. So the BSN replies nodes 9 ~ 15 that their candidate parent

are nodes 2 or 4. Note that node 0 and node 1 cannot be candidate parents because they have

reached MAX_CHILDREN. Therefore, as we can see, the earlier successfully joined nodes

may be forced to accept too many children nodes. This is due to that it takes long time for a

node to finish the join procedure, and by then there may have several arrived nodes waiting

for joining the overlay.

A solution is as follow. Regardless of requesting nodes successfully joining the given

candidate parents or not, all requesting nodes can be used by the BSN as other nodes’

candidate parents so as to increase the number of available candidate parents, as shown in

Figure 8(a). However, in urban VANETs, route failures are common. For example, node 5

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cannot start the multimedia streaming service. To conquer this, we propose a simple and

effective solution. We allow the BSN to provide two candidate parents to a child at once in

stage (2) of the JOIN procedure. The resulting overlay structure is shown in Figure 8(b),

which is a two-parent mesh overlay. In this way, a requesting node has higher possibility to

join a parent successfully. For a tree overlay, when a requesting node successfully joins one of

the candidate parents, the JOIN request to the other candidate parent will be canceled. Figure

8(c) shows the final tree, and is redrawn as shown in Figure 6(d). Thus, the imbalanced tree

problem is resolved, and the join delay is shortened as well.

Finally, when a node wants to leave the multicast tree, it sends a LEAVE message to its

neighbors so as to handover its children to its parent. The LEAVE message lists the leaving

node’s children’s IDs and its parent’s ID. The format of the LEAVE message is <node ID,

parent’s ID, number of children, child 1’s ID, child 2’s ID, …>, so that each child knows its

new parent, and the parent knows its new children. Note that to avoid a leaving node’s parent

from becoming overloaded, the leaving node’s parent will only accept new children up to its

maximum number of children (MAX_CHILDREN). The leaving node’s parent accepts new

children that are close to it based on its movement state table. For those children not accepted

by the leaving node’s parent, they will find their new parents via a parent selection procedure,

called PROBE. The detail of the PROBE procedure is described in the following Section

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(a) (b)

Figure 7. Imbalanced tree problem due to JOIN requests bottleneck in the BSN. (a) The

BSN receives nodes 2 ~ 9’s JOIN requests, but currently only nodes 0 and 1 can be candidate

parents. (b) Nodes 2 and 4 finish the join procedure. Then the BSN replies nodes 9 ~ 15 of

their candidate parents as nodes 2 or 4.

6 0 1 3 2 4 5 7 9 8 (a) (b) (c) (d)

Figure 8. Solution to the imbalanced tree problem, as shown in Figure 7(a). (a) All

requesting nodes are allowed to be assigned by the BSN to be candidate parents. Note that

join failure of a whole subtree may occur, such as node 5 and its descendants. (b) In addition

to (a), let the BSN provide two candidate parents to a child at once. (c) The candidate parent

which is slower to finish the join procedure will be released. (d) We have a more balanced

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3.2.2.

QoS-satisfied overlay adaptation

To dynamically adjust an overlay structure so as to maintain a low packet loss rate, we

propose a QoS-satisfied overlay adaptation mechanism by choosing a better parent

dynamically. An example is shown in Figure 9. Assume node A moves far away from its

parent, resulting in frequent packet loss. At this time, node B is close to node A. Node B may

be more appropriate to be node A’s new parent. And so does node C. Node A has to decide

whether to switch to a new parent that may provide a better QoS. Here we propose a PROBE

procedure for this purpose. However, some knowledge about nodes’ positions (coordinates) is

required in the PROBE procedure. So we first describe how overlay nodes exchange their

positions in Section 2(a), and then introduce the PROBE procedure in Section 3.2.2(b).

Figure 9. Choosing a better parent. (a) Movement state table exchange

In the proposed OMV, each overlay node maintains a movement state table (MST) that

records the movement state of each overlay node. A movement state contains <nodeID, x, y,

parent’s ID, timestamp>, where x and y are coordinates of node nodeID obtained by GPS.

Each overlay node periodically exchanges its MST with its overlay neighbors. Note that each

overlay node only exchange MSTs with its overlay neighbors so as not to incur too much

traffic load. Before a node sends its MST to its neighbors, it refreshes its own movement state

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with the received MST.

(b) Probing for a new parent

As shown in Figure 9, node A may have multiple potential new parents. A new parent with

low packet loss and low end-to-end delay is most preferred. In the following, we propose a

PROBE procedure to decide whether to switch to a new parent for better QoS. Note that to

reflect the correct packet loss rate of a node, the calculation of the packet loss rate only bases

on the duration from the time the node switching to its current parent to the current time. In

addition, for live streaming, each node has a playout buffer. Thus, we define the packet loss

rate of nodei as:

Let t = the time when nodei switched to its current parent.

Dri(t)= non-duplicate data bytes nodei received, from time t to the current time tc. Packets not

arriving within playout buffer time are discarded.

Ds(t) = data bytes of the stream, from time t to the current time tc. Thus Ds(t) = source stream

rate × (tc – t).

Therefore, the packet loss rate ri of nodei is 1 - Dri/Ds.

For example, supposing the source stream rate is 128 kbps. If nodei switched to its current

parent at time 100 s, and nodei receives a PROBE request at time 120 s, then Ds = 128 kbps ×

(120 s – 100 s) = 320,000 bytes. Supposing during this period of 20 s, nodei has received

240,000 bytes, then nodei’s packet loss rate = 1 - 240,000/320,000 = 0.25.

We also calculate the end-to-end delay for each overlay node. The end-to-end delay is

the average time taken for a data packet to be transmitted from the source node to an overlay

node. Note that the calculation of end-to-end delay only bases on the duration from the time a

node switching to its current parent to the current time. In addition, there is no retransmission

for packet loss, since we focus on live streaming. Duplicated data packets and data packets

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end-to-end delay is used to examine that if an overlay node switches to a new parent, whether

the associated end-to-end delay, from the source to the new parent to the overlay node can

meet the playout buffer time requirement. In this way, a node will not select a new parent such

that the node’s end-to-end delay exceeds the playout buffer time.

Proposed PROBE procedure

As shown in Figure 10, assume that node A is to execute the PROBE procedure. From the

MST, node A knows the other nodes’ positions and which nodes are its descendants. From

node A’s MST, node A chooses the nodes which are within the distance threshold

PROBE_RANGE (e.g. 500 meters) fromnode A. These nodes form a set P, such that size(P)

≤ MAX_PROBE. Note that the nodes near to node A would be chosen first. In addition, to

avoid forming loops, the nodes which are node A’s descendants would be removed from P.

Then, node A sends a PROBE request to each node of P. Afterward, node A sets a timeout of

TW and wait for nodes in P to reply. For each node i that has received a PROBE request, it

replies node A with its packet loss rate ri, and its end-to-end delay di. Note that by GPS the

clocks of all nodes can be synchronized. Therefore, the overlay link delay ti, which is the

delay from node i to node A, can be calculated using the timestamp in a PROBE reply packet.

During TW, node A may receive multiple replies from nodes of P. These nodes form a set R.

We pick up the nodes from R such that the resulting end-to-end delay (di + ti) can meet

playout buffer time TB for node A. These nodes form a set R’. That is, R’ = {xi | di + ti < TB,

∀xi∈R}. Finally, we select the node z with the lowest packet loss rate from R’ to be the

candidate parent of node A. Then, node A sends a JOIN_PARENT to node z. If node z accepts

the offer, node A sends a RESIGN message to node A’s current parent. If node z rejects the

offer, node A removes node z from R’ and chooses another node with the next lowest packet

(43)

will not take any action.

Figure 11 uses an example to illustrate the PROBE procedure. Node A looks up its MST

and found 5 nodes (nodes 1 ~ 5) are within PROBE_RANGE to itself. Assume

MAX_PROBE is 3; thus, only three nodes would be chosen for probing. Therefore, nodes 2, 3,

4 will be chosen because they are closer to node A than nodes 1 and 5. Node A sends a

PROBE request to each of these nodes. Then, each of them replies its packet loss rate ri and

end-to-end delay di. The overlay link delay ti is also known using the timestamp in the

PROBE reply packet. Assume the playout buffer time TB is 3 s. For nodes 2, 3 and 4, node 2

cannot meet playout buffer time constraint, due to that d2 + t2 > TB. Therefore, node A discards

node 2. As to nodes 3 and 4, node 4 has a lower packet loss rate than that of node 3. Therefore,

node A changes it parent to node 4 by sending a JOIN_PARENT to node 4.

Notice that a node’s packet loss rate results from its parent’s packet loss rate as well as the

parent-child link loss rate. The parent’s packet loss rate is addressed explicitly in the proposed

PROBE procedure. In addition, the parent-child link loss rate is addressed implicitly in the

PROBE procedure. If a child can successfully receive a PROBE reply from a probed parent

before PROBE timeout, it implies that the associated parent-child link is reliable and has a

(44)
(45)

Figure 11. An example to illustrate the PROBE procedure.

Avoidance of hotspot nodes

Note that in the PROBE procedure, nodes with low packet loss rates may be more

probable being selected as parents and may become hotspot nodes. Therefore, we set an upper

bound (MAX_CHILDREN) of the number of children for a node. In addition, as a node

accepting more children, its packet loss rate will increase due to more traffic load. As a result,

the occurrence of hotspot nodes can be minimized.

Loop-free tree overlay

The loop problem may occur in an overlay due to two conditions: (1) a node chooses its

descendant as its parent, or (2) two nodes simultaneously choose each other or each other’s

descendant as their parents [17]. For a tree overlay, these two conditions also result in network

(46)

avoided in the proposed PROBE procedure. This is because a node always tries to switch to a

new parent with low packet loss rate, which makes the overlay formed a minimum heap. That

is, the packet loss rate of a node is lower than that of its descendants, in a minimum heap.

Thus, for condition (1), a node would not choose any of its descendants as its parent, since the

packet loss rates of the descendants are higher than that of the node. In addition, as mentioned

previously in the PROBE procedure, a node will not choose its descendants and send them

probe requests. This is to avoid loops and also not to waste time to probe for descendants. As

to condition (2), in a minimum heap, for any node x, assuming node x chooses a new parent

node y, this implies that the packet loss rates of node y and the ancestors of node y are lower

than those of node x and those of node x’s descendants. Consequently, neither node y nor the

ancestors of node y would choose node x or node x’s descendants as parents. That is,

condition (2) would not happen in the PROBE procedure. In summary, the proposed tree

overlay is a loop-free overlay, and it will not suffer from network partitions.

3.2.3.

Two-parent overlay

The disconnection of any overlay node from its parent in a tree overlay leads to its entire

offspring disconnected, which would result in severe performance degradation, especially in

urban VANETs. In this dissertation, we use a mesh overlay to enhance the tree overlay. We

adopt a two-parent overlay. Each node in an overlay may have two parents. If the route to one

parent fails, the child can still receive streaming data from the other parent. For the mesh

overlay, the procedures of MST exchange and PROBE are basically the same as those of the

tree overlay. However, one thing is different from the tree overlay. In the PROBE procedure

for the mesh overlay, if a node is going to replace its current parent with a better parent, the

node does not resign the current parent immediately. The current parent is set as a “supporting

(47)

MST exchange and run the PROBE procedure. The purpose of the supporting parent is that if

some stream is not received by the main parent, the child can still receive lost packets from

the supporting parent. Duplicate packets will be discarded. If later the PROBE procedure

finds a better parent, the supporting parent will be discarded, and the main parent will become

a supporting parent. Finally, for the case of an overlay allowing more than two parents, our

scheme is still workable: one main parent and the others are supporting parents. However, an

overlay with too many parents is inefficient, due to too many duplicate data. In VANETs, we

adopt two parents for a child in an overlay for a better packet loss and duplication data. Since

main parents execute the proposed PROBE procedure, the tree formed by main parents is

loop-free, as explained previously. Thus, the proposed mesh overlay would not suffer from

network partitions.

3.2.4.

Detection of a node unexpected leaving or a node disconnected

from its parent

If a node unexpectedly leaves the overlay, or a node is disconnected from its parent, the

overlay can be repaired by the PROBE procedure, as described in Figure 10. The PROBE

procedure is periodically invoked. Therefore, for nodes disconnected from their parents, or for

the children that their parent unexpectedly left, they will find new parents in the PROBE

procedure.

3.2.5.

Summary of our OMV features for urban VANETs

To adapt to urban VANETs, the proposed OMV scheme has the following features:

(1) Avoiding imbalanced load in the overlay structure: The earlier successfully joined

數據

Figure 1. Illustration of the protocols proposed in different layers.
Figure 2. An example overlay multicast in a VANET.
Figure 3. Classification of existing multimedia streaming approaches for VANETs.
Table 2. Comparison of representative road-based routing protocols for urban VANETs.
+7

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