A protocol for the moderation of non-cooperative nodes in wireless local area networks Martı́n López and Fernando Paganini Universidad ORT Uruguay Abstract— MAC protocols for wireless networks such as 802.11 have been designed with a cooperative philosophy, that requires nodes to back off in the presence of collisions. What happens if a node deviates from this backoff rule and accesses the channel aggressively? If the rest complies with the standard, the misbehaving node receives a higher share of the channel. This creates incentives to misbehave, but if all were to do so the network would degrade into generalized collisions. This paper proposes a method by which a wireless access point can moderate non-cooperative nodes to a fair and efficient channel usage, eliminating incentives to act aggressively. The method is based on imposing wait-states to each node after a successful transmission; its parameters are designed based on a Markov chain analysis. We then develop a packet implementation in ns2, and use it to validate the properties of our alternative MAC protocol. I. INTRODUCTION Wireless local area networks rely on multiple access control (MAC) protocols to arbitrate the access of different nodes to the common telecommunications medium. Prevailing MAC mechanisms are based on random access and a backoff mechanism to handle collisions, making nodes reduce their channel usage in the case of high contention. For instance, IEEE 802.11 employs a backoff window that controls the number of wait states before reattempting transmission, and is increased upon successive collisions (see [?]). The above mechanism is cooperative: a node running this protocol is willing to withhold from transmitting for the “common good” of the network. Now consider a non-cooperative and sophisticated user that is able to tamper with the MAC layer protocol. By ignoring the backoff mechanism followed by the rest, the misbehaving node acquires a high bandwidth, pushing the rest out of the network: indeed, the other nodes would only see collisions and thus wait for increasing periods of time, during which the selfish user can transmit successfully. Thus, selfish incentives go in the way of aggressive access with no backoff. Now, if two or more users follow these incentives then collisions become permanent and nobody obtains any throughput. This is an instance of the “tragedy of the commons” [?], in which greedy use of a common resource results in performance degradation for all. From the point of view Cuareim 1451, Montevideo, Uruguay. Email: {lopez ma,paganini}@ort.edu.uy. This work was supported by PDT-Uruguay, project S/C/IF/54/119, and by AFOSR-US, grant FA9550-06-1-0511 of non-cooperative game theory [?], there is a single equilibrium from which no player has an individual incentive to deviate, but where nobody receives any benefit. In Section II we elaborate on this phenomenon, thus motivating the use of a moderation mechanism to alter the incentives of the nodes in such a way that the optimal cooperative point becomes the equilibrium. In a wireless infrastructured network, the natural moderator is the access point (AP). The AP can discard packets of a node deemed too aggressive; we propose to impose wait states to the owner of a successful transmission, the wait increasing with the level of collisions preceding this transmission. We argue qualitatively why this can remove the non-cooperative incentives. In Section III we turn to modeling to characterize selfish user behavior under this moderator scheme. We develop a Markov chain model of each node, with wait and transmission states, and where nodes choose a persistence probability in the latter. The model is used to compute the success probability of the node as a function of its own, and others’ strategies, from where an incentive-compatible protocol is designed. Finally, an additional moderator parameter is introduced to match the equilibrium throughput of the cooperative case. In Section IV we develop a packet implementation of our protocol based on the standard ns2 simulator, by modifying existing implementations of the 802.11 standard. Our simulations verify that the protocol behaves as predicted by the model, in particular that it reaches the desired equilibrium points, and that nodes that deviate from it are penalized in throughput. Conclusions are given in Section ??. II. MOTIVATION AND PROPOSAL The most common wireless networks are composed of a station that has a wireless and wired interface (AP), and many stations with wireless interfaces only (nodes). These are referred to in the IEEE 802.11 standard as infra-structured wireless networks [?]. Here nodes do not communicate with each other, they exchange information through the AP, which also acts as a gateway to the Internet, implements security policies, synchronization tasks, and so on. The AP is configured and maintained by a network operator that can be assumed to act in the common interest, seeking in particular a fair allocation of resources among user nodes. These, however, may have selfish objectives, and it is increasingly feasible that could install a software patch to circumvent some of the cooperative features of the 802.11 protocol. As argued in the introduction, such aggressive behavior on the part of one user can lead to very unfair system usage, and if generalized leads to a degraded network for all. We now elaborate more on the game-theoretic perspective (see, e.g. [?]) applied to this problem. At the most elementary level, consider the allocation of a single time-slot: each node can be thought as playing a game with two moves: access the channel (A) or wait (W). The payoff is 1 if the player is the only one to access, and 0 if it waits or if more than one node chooses to access. In the two-player case, this elementary game is characterized by the following payoff matrix. A W A (0,0) (0,1) W (1,0) (0,0) A simple analysis of the alternatives shows that (A) is a dominant strategy for this non-cooperative game. In other words, no matter what the other player does, I am no worse by accessing the channel that by waiting. But then the dominant strategy equilibrium (and hence, the Nash equilibrium) is with all players accessing the channel and receiving no throughput. A random access method in which the access decision is taken by the nodes based on the “persistence probability” pi for each node i, is in the game theory language equivalent to playing the above game with mixed strategies. In this case, the success probability (expected payoff measured in time slots) for user i is Y (1) PiS = pi (1 − pj ). Can we give incentives for selfish users to choose a cooperative p? In [?], a method based on pricing is used to moderate this “random access game”. Modeling the problem through a node utility function that includes a penalty term, the AP can charge the users to make the cooperative point desirable. The difficulty with such proposals from a practical standpoint is that they require an out-of-network mechanism for charging users, and thus enforce cooperation. In this paper we address the question of whether the AP can enforce an “in-network” procedure that directly penalizes aggressive nodes by reducing their throughput, creating incentives for the desired equilibrium to emerge from selfish behavior. A. Throughput Penalization Method We would like to enforce a waiting period for each node after a successful transmission, the amount of this wait regulated by the the level of contention of the channel. The AP can enforce this by discarding packets it receives before the correct waiting time. The nodes must be aware that this mechanism is in place, and be able to infer when their packets will be forwarded, so as to remove any incentive for them to access out of turn. Further, they should be penalized if they do so. Establishing wait states does not mean we go to a completely scheduled network. We will retain the random access component among nodes who are not waiting, so we must still create incentives for these nodes to moderate their access probability when in the transmission mode. The idea is to make the assigned waiting a function of the aggressiveness of the player, measured by the collisions it causes. It is, however, not easy to tell who caused collisions, since such packets are typically unreadable. An indirect way is the following: j6=i After a successful transmission, the corresponding node is assigned a waiting period equal to the number of collisions that were observed in the network between this successful transmission and the one before. Two consequences of the above expression are: • Under fixed pj it is still advantageous for node i to choose pi = 1 (always access). Therefore (A) is still a dominant strategy for this non-cooperative game: mixing does not fix our problem. • If, somehow, users are cooperative and choose a common value pi ≡ p to maximize the common payoff, a simple calculation based on (1) implies that the optimal p = N1 , where N is the number of nodes, and the payoff is N −1 1 1 PS = 1− . (2) N N Later on we describe a practical implementation of this mechanism. The motivation behind the above is the following: statistically, the node more likely to succeed is the more aggressive one among the nodes contending for the channel. This is then the node most responsible for the collisions immediately preceding this success. So, by assigning a wait proportional to these collisions, the more aggressive nodes are required to wait more. For large N , we have P S ≈ N1e and the aggregate throughput is approximately 1/e. In summary, nodes are better off if they all cooperate and use a moderate access probability, but given cooperation of the other N − 1 nodes, a selfish node has the incentive to access the channel aggressively; this behavior, when generalized, destroys everybody’s performance. B. Wait Is A Dominating Strategy Note that while the AP can refuse to forward packets of a certain user determined to be in the wait mode, it cannot directly prevent the user from trying to access, possibly collisioning others. So, the user must have selfish incentives to stay out when assigned the wait mode by the AP: waiting must be a dominant strategy for the user. This is the case for the following reason: clearly a player accessing out of turn receives no positive payoff, since the AP discards its packet. Furthermore, there is a chance this access would cause a collision with another player who would have otherwise succeeded; this means the time required for the next success is delayed, and then the aggressive player would have to wait more to come out of the wait state, reducing its throughput. In summary, if the player knows when it is in wait state, it has selfish incentives not to access the channel. C. Implementation The players and the moderator can transmit and receive, as in the IEEE 802.11 standard. Time is divided in slots, which may be idle, occupied by a collision or a successful transmission. We assume they are within listening range of each other, so that each player can listen to all transmitted packets and recognize a collision, even without its own participation. The moderator (AP) has a list of the size of the number players, which specifies for each node whether it is in transmission mode or in wait mode, and in the latter case includes a wait counter. DATA frames from players in transmission mode are forwarded, otherwise they are dropped. The moderator also has a collision counter, that measures the number of collisions since the last successful transmission. After a successful transmission: • If the collision counter is not at zero, the successful node will be changed from transmission mode to waiting mode, and assigned a wait counter equal to the current value of the collision counter. • The collision counter is reset to zero. • The wait counters of the remaining waiting nodes are decremented. • If one of the wait counters reaches zero, the corresponding player is changed to transmission mode. Each player knows its initial condition in the game, and can track from the observed collisions the evolution of the collision counter, and from the successful transmissions (confirmed by ACK packets) it can keep track of its own wait counter. Hence it knows when it is allowed to transmit. Alternatively, the AP could advertise with ACKs which nodes are allowed in the transmission mode. When in this mode, a node will access the channel with a probability of its own choosing, that it can adjust to obtain the most throughput from the system. Remark: There is an arbitrary choice being made in the above mechanism: to make the number of wait states equal to the number of preceding collisions, instead of another increasing function of this quantity. Any such function would create incentives for individual restraint, but the resulting equilibria may be different. We will stick to the above rule for simplicity, but later on we introduce an additional “knob” that regulates the transfer between wait and transmission modes, to make the equilibrium more efficient. III. MODELING AND DESIGN PARAMETERS In this section we will apply mathematical modeling to analyze the mechanism and formalize it as a game. We consider a fixed number of players, N , which always have a DATA frame to transmit. Time is discrete and synchronized between nodes. A time slot includes a complete transmission and its confirmation, or a collision as the case may be. The following notation is introduced: • t represents discrete time. • i, j, k,... represent the players (wireless nodes). • si is the conditional access probability of player i, conditioned on being in the transmission mode. • s := (si )i∈N . • s−i := (si )i∈N/{i} . Note: s := (si , s−i ). T • πi is the probability that node i is in the transmission mode. It depends on both si and s−i . • pi is the unconditional access probability of player i. Thus pi = si πiT . • q−i is the probability that one or more players, different from player i, access the wireless medium. • r−i is the probability that only one player, different from player i, accesses the wireless medium. A. Game Formalization The players’ strategy space is defined by an access probability for the channel, similar to the random access game in [?]. We distinguish, however, the transmission mode in which si is employed, and the wait mode. For the latter, as argued before, the dominant strategy is not to access; consequently, rather than include an access probability in that mode and then eliminate it as dominated, we will model the reduced game where players only access the channel when they have a chance to succeed. So the strategy set for user i is si ∈ [0, 1]. The payoff of the game is the throughput ui = thp(s), which is proportional to the probability of a successful transmission. Determining this function is quite involved, since it depends on an analysis of the different states of all players. This analysis is now considered. B. Throughput Analysis We will use a Markov chain model for a single player, in which the state is its wait counter when on wait mode, and the collision counter when on transmission mode. Through the study of its stationary distribution we will obtain an expression for the success probability. Strictly speaking, the Markov chain would apply jointly to all nodes; indeed, there can be complex dependencies between their states, for instance with nodes showing some tendency to take turns between the transmission and wait modes. For simplicity we carry out an approximate analysis in which we assume independence; the approximation should improve as the number of nodes grows. Similar kinds of assumptions were made in the analysis of 802.11 protocols of [?]. 1-(sq + (1-s)(q-r)) 0 r v (1-r) s(1-q) -1 (1-s)r 1 (1-s)r (1-s)(1-q) (1-s)(1-q) (1-r) s(1-q) -i + 1 i-1 (1-s)r v := sq + (1-s)(q-r) r (1-r) s(1-q) -i i (1-s)(1-q) Fig. 1. Markov Chain model of the game. As the model is applied individually to each player, to shorten the notation we will drop the sub-indices; so we will write s, q, r instead of si , q−i , r−i respectively. We define a discrete time Markov chain with statespace equal to the integers Z. The non-negative integer states are used to represent the transmission mode; here the state x(t) ≥ 0 represents the value of the collision counter when on transmission mode. The negative part of the state-space models the wait mode: x(t) < 0 means the the node must wait −x(t) successful transmissions from others before its packets can be forwarded. The state-space, and transition probabilities of our Markov chain are represented in Figure 1. We obtain the stationary distribution of this chain, πn = limt→∞ P {x(t) = n}, n ∈ Z. For this we study the balance equations in a similar way to [?], leading after many calculations to these results: πn = β n π0 ∀n ∈ Z+ ∪ {0} s(1 − q) β n π0 ∀n ∈ Z− πn = r 1−β r(1 − β)2 π0 = r(1 − β) + s(1 − q)β sq + (1 − s)(q − r) , where β(s, q, r) := 1 − (1 − s)(1 − q) (3) The throughput in stationary conditions is proportional to the successful transmission probability: PS = s(1 − q)r(1 − β) . r(1 − β) + s(1 − q)β (4) C. Gradient Play How do players choose their strategy to obtain as much throughput as possible? We remark that the game is of incomplete information: while each player can measure collisions and successful transmissions from the rest of the players, it does not have direct knowledge of the other player actions s−i and payoffs. Situations of this kind motivate the use of learning or dynamic games, in which play is repeated over time and strategies are adjusted in response to observations. A player who changes its si provokes a avalanche of effects; even if the others’s strategy s−i remains constant, their effective access probabilities p−i will change and through them q−i and r−i ; this makes it difficult to evaluate the “best response” choice of si . Nevertheless, if we consider small perturbations of si , then the effect on q−i and r−i is negligible, and we can use the earlier analysis to infer in which direction to si should be moved for increased throughput. This motivates us to consider gradient play [?] as a control mechanism, in which the conditional access probability si is slowly perturbed in the direction determined by the gradient of P S in (4), with constant q−i and r−i . It may seem contradictory to impose a certain update algorithm on a possibly non-cooperative player. The rationale is the following: we are developing an algorithm that could be built into the wireless network protocol, and if left to run will reach the cooperative equilibrium; the main feature is that with this mechanism a user should have no incentive to deviate from the preprogrammed protocol. Indeed, in the simulation studies below we will verify that such a node is penalized in throughput. D. Model Upgrade As remarked in the previous section, the mechanism modeled above has an arbitrary choice: the wait counter is initialized at the current value of the collision counter, when it could in principle have been chosen as any increasing function of this value. The complexity of the Markov model is an incentive to keep this simplifying feature. Experiments with the above model showed that although equilibria had some degree of moderation (access probabilities less than 1), these could be far from optimal. This motivated us to introduce a stochastic tuning of the number of wait states, through the modification shown in Figure 2. Transition probabilities of the final wait state before entering transmission are modified with an additional parameter pM . This can be implemented in the following way: after a successful transmission, wait counters that carry the value 1 are decremented to zero with probability (1 − pM ). To communicate to the players the information of allowed access, we can use a flag in the ACK that confirms the transition was carried out. How is pM set? Through a modification to our model we found that the corresponding success probability is PS = s(1−q)(1−pM )r(1−β) r(1−pM )(1−β)+s(1−q)β((2−pM −β)β+(1−β)2 ) (5) r(1 − pM ) 0 (1 − r(1 − pM )) when colliding, node i doesn’t know whether it collided with one or more competitors. We can, however, write the following expression relating both probabilities. ′ r−i = r−i (1 − si )πiT + r−i (1 − πiT ) ′ r−i ⇒ r−i = , 1 − si πiT -1 where the probability πiT can be estimated by Fig. 2. πiT ≈ Modification of the penalization method. We can then infer the value of pM that corresponds to the maximum success probability P S in the case of symmetric players. This involves an off-line calculation, omitted here, from which one obtains a table of values of pM as a function of the number of players N . IV. PACKET IMPLEMENTATION AND SIMULATIONS We made modifications to the ns-2 version 2.30 implementation of the IEEE 802.11 standard, to comply with the rules of our protocol. Changes are now detailed, distinguished between the AP and network nodes. To comply with the moderator role, the AP manages two registers for each node in the wireless network: a boolean one to register the transmission mode of the node, and the integer wait counter. It also has a general variable to implement the collision counter. The pM parameter is tabulated as explained above, and used for a random draw that determines whether players in the “wait 1” state are allowed into transmission. A bit in the ACK message notifies the result of this draw. Each player (wireless node) is equipped with new variables to follow the state assigned to it in the AP and to measure parameters of the game. The node has a parallel set of variables to those assigned to it by the AP. It also estimates the parameter pM by counting the marks in ACK packets. Another set of variables are allocated to estimate q−i and r−i . By measuring the channel over a long enough period, we count: C • The number S of collision slots observed. su • The number S−i of slots in which another player transmitted successfully. • The total number of slots Sall during the period. Since, when another player transmits, it either participates in a collision or is successful, we can estimate the parameter q−i (probability of access by others) by q−i ≈ su S c + S−i Sall By definition, r−i is the probability of transmission of a single other node, which could either be successful or collide with node i. The probability of another node ′ being successful, denoted by r−i , can be estimated by su S−i /Sall ; but the second is harder to measure, since ST , Sall (6) where ST is the number of slots where player i finds itself in transmission mode. From here the node can infer the value of r−i . An additional issue to discuss are aspects of IEEE 802.11 protocol that are not contemplated in our model: first, the existence of non-DATA packets that implement other functionalities of the network, and occupy channel time. Second, the fact that not all events last the same amount of time: there is a basic time-slot TS in which the idle channel is divided, but if successful transmissions or collisions occur the channel is captured for a much longer period. To address these issues we included a dead time variable TD , in which nodes count the time spent in non-DATA packets, or the extra time (beyond one basic slot TS ) spend in transmitting a frame. By removing this dead-time, the numbers of slots counted by each node correspond only to events in our Markov chain model. In other words, we are mapping the real network in which state transition events are not equally spaced, to a new time axis in which they are. This modification is useful in matching our network to the model, however some imperfections remain: one, if a non-DATA packet takes part in a collision, it will inevitably be counted within S C since the node cannot tell its nature. Two, while the success probability formulas (4) or (5) are meaningful among the considered slots, they are not directly mapped to throughput as before, since successes and failures have different length of time. In the simulations below, we will plot the actual throughput variables to verify the performance at this level. A. Simulation Results We built a network topology that consisted of a sink node, wired to the AP, and a set of wireless nodes, near enough to hear the transmissions of each other and of the AP. The wireless nodes are data sources, and every DATA frame is sent to the wired node via the AP. The connection between the AP an the sink node is of 100 Mbps, while in the wireless medium the basic rate is of 1 Mbps and the data rate of 11 Mbps. We present two sets of simulation results. The first illustrates the convergence of our algorithm for different numbers of players. In Figure ?? we show graphs of the 0.7 0.4 0.6 0.3 0.5 0.2 0.4 0.1 0.3 0 50 150 time (s) 250 0.4 0.8 0.3 pi 1.0 0.6 150 time (s) 250 0.2 150 time (s) 0 250 0.25 0.8 0.20 0.6 0.15 si pi 1.0 0.4 0.10 0.2 0.05 0 0 50 150 time (s) 250 50 150 time (s) 0.8 150 time (s) 150 time (s) 250 1.2 0.8 0.4 50 150 time (s) 250 50 150 time (s) 250 0.64 0.48 0.32 0.16 0 i s 0.4 0.2 0 50 150 250 Time (s) 0.64 0.48 0.32 0.16 50 100 150 Time (s) 200 250 250 0.80 50 0.6 Fig. 4. The game simulation with player i misbehaving, with si = 1. 50 0 250 Throughput (Mbps) 50 0.8 0 1.6 1.6 0.1 0.4 0.2 50 2.4 0 Throughput (Mbps) i s i s 3.2 Throughput (Mbps) 0.5 pi 0.8 1.0 Throughput (Mbps) time evolution of the strategies si , the resulting access probabilities pi , and the throughputs, for the situation of 3, 7 and 17 nodes playing the game as described in the previous section, with gradient updates of si . Each player chooses a new si every 0.3(1 + rand) seconds, the rand term was included for desynchronizing, and the step size is |∆si | = 5×10−5 . We verify the convergence of the algorithm, and the steady-state access probabilities pi are approximately equal to the optimal cooperative value N1 , the concordance improving as N grows. Fig. 3. si , pi and throughput for N = 3, 7, 17. The horizontal line in the pi graphs marks the cooperative point 1/N . The second simulation presents a situation where one of the players does not follow the gradient play dynamics, and instead takes a greedy approach, selecting si = 1 which means it always transmits when in the transmission mode. Of course, it would be even more aggressive to transmit regardless of the mode, but that just leads to heavy collisions and no throughput for the node: any packets that don’t collide will be discarded by the AP. As discussed in Section II-B, we can assume this dominated strategy is recognized by the user, so nodes abstain from transmitting when they are in wait mode. It is less obvious that there are no benefits from being aggressive when on transmission mode. This is the situation we explored in the simulations shown in Figure ??: one node uses si = 1 and the rest follow our gradient based protocol. The results show that the aggressive node is actually hurt in throughput; this confirms that our protocol is behaving as intended: it has eliminated the incentives to choose a non-cooperative access probability. V. CONCLUSIONS In this paper we addressed a problem in multiple access control of wireless networks, for which protocols stipulate cooperative rules, but provide no incentives for nodes to adhere to them. In the presence of selfish users, this can lead to unfairness or worse, a general degradation in performance, “the tragedy of the commons”. We have presented a solution to this problem based on the access point playing the role of a moderator of the non-cooperative game, by deciding whether or not to forward packets in a way that creates incentives for a cooperative equilibrium to emerge. The game was analyzed through a discrete Markov chain model, where stationary calculations approximate the steady state behavior, from which a gradient play procedure was constructed, leading to an efficient equilibrium. The proposal was implemented at the packet level in ns-2, and tested in two main scenarios: with or without misbehaving players. The performance matched our expectations; the throughput reached the value of the cooperative solution and it was the same for all players which obeyed the protocol rules. ACKNOWLEDGMENT We thank Andrés Ferragut of ORT University for several stimulating discussions on the Markov chain model. These discussions have influenced much of the work in this paper. 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