IEEE Communications Magazine • March 2005 101 0163-6804/05/$20.00 © 2005 IEEE
TOPICS IN AD HOC NETWORKS
WHAT IS THE
TRANSMISSION RADIUS?
The designers of network layer protocols for ad
hoc and sensor networks assume the unit disk
graph (UDG) communication model, where two
nodes communicate if and only if they are within
distance R, where R is the transmission radius,
equal for all nodes. Almost all articles even use R
as the independent variable in their simulations.
While the protocols at the network layer are
designed with simple assumptions and perfor-
mance metrics, experiments are normally carried
on simulators that implement more realistic phys-
ical and medium access control (MAC) layers.
Simulators are trying to match the physical
layer, which suggests that the UDG model is not
realistic because it ignores random variations in
received signal strengths. It was demonstrated
that signal strength fluctuations have a signifi-
cant impact on ad hoc network performance
metrics, sometimes “outperforming” the impact
of node mobility. Thus, nondeterministic radio
fluctuations cannot be ignored when designing
robust ad hoc network protocols based on ad
hoc network simulation and analysis.
Assuming fixed signal-to-noise ratio (SNR),
the model used in simulators and that hopefully
matters in real equipment then looks like the
one in Fig. 1, which shows how packet reception
probability p(x) depends on distance x between
two nodes. The exact shape of the curve depends
on the exact model used (combined Friis and
two-ray ground model in [1]; lognormal shadow-
ing model [2, 3]). It is obvious that the UDG
model is indeed a good initial approximation for
this, since the reception probability is close to 0
or 1 everywhere except around the transmission
radius. But what is the transmission radius in
Fig. 1? Is R = 30 (refer to distances in Fig. 1),
meaning that the failure rate for transmissions is
≤ 5 percent? Is R = 50, meaning that the recep-
tion probability is ≥ 5 percent (i.e., two nodes
Ivan Stojmenovic, Amiya Nayak, and Johnson Kuruvila, SITE, University of Ottawa
ABSTRACT
We present guidelines on how to design net-
work layer protocols when the unit disk graph
(UDG) model is replaced by a more realistic
physical layer model. Instead of merely using
the transmission radius in the UDG model,
physical, MAC, and network layers share the
information about a bit and/or packet reception
probability as a function of distance between
nodes. We assume that all nodes use the same
transmission power for sending messages, and
that a packet is received when all its bits are
correctly received. The MAC layer reacts to this
probabilistic reception information by adjusting
the number of acknowledgments and/or retrans-
missions. We observe that an optimal route dis-
covery protocol cannot be based on a single
retransmission by each node, because such a
search may fail to reach the destination or find
the optimal path. Next, we discuss that gaining
neighbor knowledge information with “hello”
packets is not a trivial protocol. We describe
localized position-based routing protocols that
aim to minimize the expected hop count (in
case of hop-by-hop acknowledgments and fixed
bit rate) or maximize the probability of delivery
(when acknowledgments are not sent). We pro-
pose a guideline for the design of greedy posi-
tion-based routing protocols with known
destination locations. The node currently hold-
ing the message will forward it to a neighbor
(closer to the destination than itself) that mini-
mizes the ratio of cost over progress, where the
cost measure depends on the assumptions and
metrics used, while the progress measures the
difference in distances to the destination. We
consider two basic medium access layer
approaches, with fixed and variable packet
lengths. This article will serve as a preliminary
contribution toward the development of net-
work layer protocols that will match the assump-
tions and criteria already used in simulators and
ultimately in real equipment.
Design Guidelines for Routing Protocols in
Ad Hoc and Sensor Networks with a
Realistic Physical Layer