Abstract

In unsupervised contention-based networks such as EDCA mode of IEEE 802.11(e)(s), upon winning the channel, each node gets a transmission opportunity (TXOP) in which the node can transmit multiple frames consequently without releasing the channel. Adjusting TXOP can lead to better bandwidth utilization and QoS provisioning. To improve WLAN throughput performance, EDCA packet bursting can be used in 802.11e, meaning that once a station has gained an EDCA-TXOP, it can be allowed to transmit more than one frame without re-contending for the channel. Following the access to the channel, the station can send multiple frames as long as the total access time does not exceed the TXOP Limit. This mechanism can reduce the network overhead and increase the channel utilization instead. However, packet bursting may cause unfairness in addition to increasing jitter, delay and loss. To the best of the authors’ knowledge, although TXOP tuning has been investigated through different methods, it has not been considered within a game theory framework. In this study, based on the analytical models of EDCA, a game theoretic approach called GTXOP is proposed to determine TXOP dynamically (i.e. according to the dynamisms of WLAN networks and the number of nodes in the network). Using GTXOP, each node can choose its TXOP autonomously, such that in addition to QoS improvement, the overall network performance is also improved.

Highlights

  • Due to simple deployment and low cost, the IEEE 802.11 is considered as the de facto standard for Wireless Local Area Network (WLANs) technology

  • The IEEE 802.11e standard specifies a new medium access method called Hybrid Coordination Function (HCF) which consists of a contention free channel access method, HCF Controlled Channel Access (HCCA), and a contention-based channel access method called Enhanced Distributed Channel Access (EDCA) [2]

  • A dynamic TXOP tuning method based on a cooperative game and corresponding to the Quality of Service (QoS) requirements, the number of frames in each queue and the number of nodes in each Access Categories (ACs) is proposed in the present study

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Summary

Introduction

Due to simple deployment and low cost, the IEEE 802.11 is considered as the de facto standard for Wireless Local Area Network (WLANs) technology. Game theory based approach, which has not been investigated in the previous works, seems to be applicable in TXOP adjustment To achieve this goal, a dynamic TXOP tuning method based on a cooperative game and corresponding to the QoS requirements, the number of frames in each queue and the number of nodes in each AC is proposed in the present study. In [5] each node measures its throughput in a window and compares it with a target value and tunes its TXOP using the result of this comparison Another TXOP configuring method, based on varying data rates and collision ratios, which provide the required QoS, is presented in [6]. The following section introduces the proposed method in this study

Methods
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