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FlashLinQ: A Clean Slate Design for Ad Hoc Networks. Xinzhou Wu. May. 4 th , 2010. Qualcomm CR&D at Bridgewater. Flarion Technologies Inc founded in 2000 as a Bell Labs spin-off by Dr. Rajiv Laroia Acquired by Qualcomm on January 18, 2006 Systems team lead by Dr. Tom Richardson, VP Eng.
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FlashLinQ: A Clean Slate Design for Ad Hoc Networks Xinzhou Wu May. 4th, 2010
Qualcomm CR&D at Bridgewater • Flarion Technologies Inc founded in 2000 as a Bell Labs spin-off by Dr. Rajiv Laroia • Acquired by Qualcomm on January 18, 2006 • Systems team lead by Dr. Tom Richardson, VP Eng. • Innovative workforce - enhancing Qualcomm patent portfolio • 53 patents awarded for OFDMA innovation • 315 additional patents filed and pending • 11 years of innovative OFDMA products and technologies • FLASH-OFDM® - first fully mobile commercial OFDMA system • Current major projects include: • Femtocell Station Modem (FSM) SoCs • FLASH-OFDM ® • FlashLinQ
FlashlinQ – Direct Device-to-Device Communication TechnologyOver Licensed SpectrumWithout Infrastructure Support
Where We are Today • Wireless • WAN • 1G – Analog voice • 2G – Digital voice • 3G/4G – Broadband data/voice • No notion of physical location or proximity • LAN • WiFi • Bluetooth • Ad hoc networks (WiFi P2P mode) • Wired • Ethernet – local • Internet • Global • No notion of physical location or proximity We Are Social Beings That Interact With The Physical World Around Us
Proximate Internet QUALCOMM Proprietary and Confidential
Autonomous Advertisements… School: Polling Place Mobile Notary Public Grocer -> ½ off Salami Local Seamstress Taxi: for Hire -> Heading to NYC, need a ride? Courier: for Hire QUALCOMM Proprietary and Confidential
Discovering what one cares about nearby… Good to know Johnny is near home The “Neighborhood Watch” Cmte A School Field Trip A Family out for the day QUALCOMM Proprietary and Confidential
Communicating with it… “Media Swap” In-building Automation Control Mobile Social Network “Profile Matching” “Multi-player” Neighborhood Gaming “Proximate Context-aware Gaming” “Vouch” – building 3rd-party Trust Nets “FlashPay” – eCash between eWallets QUALCOMM Proprietary and Confidential
Applications of Proximate Internet • Social networking • Discover friends in the vicinity • Find people that share common interests • Mobile advertizing • Neighborhood stores – products & services • People offering services • Remotely control devices around you • …
Need for Proximate Internet • Proximate Internet complements the Internet, does not replace it • Mobile/fixed ‘devices’ communicate with nearby mobile/fixed ‘devices’ • Think of devices as ‘higher layer entities’ such as applications or services • Location based services over 3G networks • Mobile-to-fixed (could also be mobile-to-mobile) • Bluetooth based proximate services • File/content sharing – mobile-to-mobile • Local advertising – mobile-to-fixed • WiFi based in home services • Apple devices using Bonjour – mobile-to-fixed or fixed-to-fixed
Requirement for Proximate Internet • Peer Discovery -- establishing need to communicate • Devices (application) discover all other devices within range (upto ~ mile) • Capable of discovering thousands of devices • Identify only authorized devices (privacy maintained) • Automatic power efficient discovery without human intervention • Paging – initiating communication • Link established through paging • Communication • Once link established, devices can securely communicate • All pairs that can coexist communicate simultaneously • Orthogonalization/reuse tradeoff - high system capacity
Outline • Motivation: proximate internet – internet aware of the physical proximity • FlashLinQ peer discovery solution • PHY: 5x range improvement and 40x energy efficiency improvement over WiFi • MAC: greedy MAC protocol achieves close-to-optimal performance in dense deployment • FlashLinQ traffic scheduling slultion • Fully distributed SINR based scheduling protocol • 10x spectrum efficiency improvement over WiFi
Technical Challenges in Peer Discovery Design • Autonomous and continuous: peer discovery should happen without manual intervention • Energy-efficient: low processing power to achieve decent stand-by time • Standby time for 802.11 is around 7 hours • Long range: each device need to discover peers far away • 802.11 transmissions can only reach 200m • Scalable: each device to monitor a large number of entities of interest in a dense network; graceful performance degradation as density increases • Spectrally-efficient: minimum signaling overhead to allow simultaneous advertisements by large number of devices • Many others: Secure, open and flexible, intelligent (application-defined timing and semantics) and dynamic (variation due to device mobility or user/application interactions)
FlashLinQ Peer Discovery Solution – Operation • Synchronized peer discovery operation • All devices synchronize to an external time source (e.g., CDMA 2000, MediaFLO, GPS) • Periodically, every device transmits its peer discovery signal and also listens to peer discovery signals of others to detect entities of interest in the proximity • Peer discovery occupies roughly 16 ms every one second • The system overhead is 1.6% • Standby time is 8.3 days! Synchronicity is the key to improve energy efficiency!
FlashLinQ Peer Discovery Solution – PHY • PHY signaling: single-tone OFDM signaling • Concentrating the transmit energy in small degrees of freedom (+17dB) • Taking advantage of good PAPR property of sinusoid signals (+6dB) • Caveats of single-tone signaling: half-duplexinganddesensing • Miss other transmissions when transmitting due to half-duplexing • May not be able to hear all simultaneous transmissions due to desensing • Solution: hopping (Latin square) • Two Peer Discovery Resource IDs overlap in time at most once in 512 seconds Single tone signaling is the key to increase range and be able to discover many at a time!
FlashLinQ Peer Discovery Solution – MAC • Peer discovery resource is divided into 5600 logical channels that repeats every 8 seconds • Question: How to pick peer discovery resource (PDRID) in a distributed way? • Listen first and pick one which is not being used • What if all of them are used? • Happen when the number of users exceeds the number of PDRIDs in the system • Stadium scenario • Pick the one which is least congested • Measure the power at each PDRID and pick one with least power • A greedy distributed online protocol • How is the performance in the dense deployment? • Can be analyzed using a simple mathematical model
n nodes uniformly distributed in a 2D space of unit area K colors (PDRIDs) are available Greedy coloring: pick a random coloring sequence and let each node picks color which maximizes the min distance Study : the minimum distance between any two nodes with the same color Spatial coloring problem Available Colors:
Minimum Distance with One Color • Equivalent to the minimum distance between any two nodes out of n randomly placed nodes: • T. Richardson and E. Telatar • Much worse than the average • Can be proved using a balls-into-bins argument • Similar to the birthday problem • Our result: (Sigmetrics 2010, Ni-Srikant-Wu) • As number of colors increase, the minimum distance behaves more and more like mean.
Main Result: K~log(n)/loglog(n) • Question: How many colors are required to obtain ? • Define to be the solution to . For any a>0, • If , • If ,
Main Result: K~log(n) • An upper bound is • When , • Is it possible to make ? • Yes, we need • Also a tight result • Concentration effect If K is large enough, distributed coloring can maintain a minimum distance which is a constant factor away from the optimal coloring scheme
Observations • Online distributed PDRID selection (greedy coloring) protocol is near-optimal in dense scenario, if • PDRID space is sufficiently large (~log(n) << n) • Distances between nodes sharing the same PDRID concentrate around the mean values • Tight hexagonal packing; WAN similar behavior • Performance for peer discovery in high density deployment is predictable • New system level ideas can be introduced to improve the performance • WAN interference management schemes like FFR can be introduced to peer discovery
Outline • Motivation: proximate internet – internet aware of the physical proximity • FlashLinQ peer discovery solution • PHY: 5x range improvement and 40x energy efficiency improvement over WiFi • MAC: greedy MAC protocol achieves close-to-optimal performance in dense deployment • FlashLinQ traffic scheduling slultion • Fully distributed SINR based scheduling protocol • 10x spectrum efficiency improvement over WiFi
Main Challenges in FlashLinQ Scheduling C B D A • When to listen and when to transmit? • All mobiles are half-duplex: while device is transmitting, it cannot monitor signals from other devices in the same band • Traditional TDD has a predetermined FL/RL partition in cellular networks • In FlashLinQ, TX and RX partition may not be fixed or determined a priori by a centralized controller • Which connections to schedule and what rates to use? • In WAN, scheduling units are the connections between a set of devices and their serving base station (intra-AR scheduling) • Scheduling is not amust, buta way to improve QoS and system capacity • Problems well formulated and studied in both academic and industry • In FlashLinQ, scheduling units are the connections between an arbitrary set of device pairs • Scheduling is a must to avoid deadlock • Not as many guidance from literature • How to make efficient scheduling decisions in a distributed fashion? • No central authority here to make decisions to everyone • Exchanging information between nodes can be expensive
Carrier sensing: extend the wireline network to wireless • Wireless is also a shared medium for communications • Carrier sensing + collision avoidance to make sure the mobiles orthogonalize the channel use
A caveat: hidden terminal problem • Wireless signal loses power much faster when it propagates in space, as compared to the wireline counterpart • Propagation loss • Hidden terminal: a corner case that carrier sense breaks down • A patch is needed: RTS/CTS
802.11 approach: Carrier sense and RTS/CTS • Carrier sensing and collision avoidance: • Senders (transmitters) are required to listen for DIFS • Exponentially backoff if collision detected • Optional RTS/CTS (virtual carrier sensing) • Include the information of the timed required to complete the data transmission • All nodes which decoded RTS or CTS not intended for them keep silent during the time interval specified in RTS/CTS A C B D
Behavior of 802.11 scheduling: Hard spatial reuse • SNR based (hard) spatial reuse: • Orthogonalization enforced within the carrier sensing range, independent of the actual transmission distance • Unnecessary yielding enforced between transmitters • Exposed terminal • Try to mimic wireline network behavior by being heavily biased to orthogonalization
FlashLinQ Traffic Solution -- Operation • Synchronous system • Connection scheduling happens every data slot • Rate scheduling gives SINR estimate of the surviving connections • No rate scheduling in 802.11
Connection scheduling in FlashLinQ • Transmitters send out transmit requests (RTS) • Receivers hearing RTS from a higher priority connection should refrain from sending the CTS back. • Receiver yielding • Receivers send out receiver responses (CTS) • Transmitters hearing CTS from a higher priority pair should refrain from sending data in the current data segments • Transmitter yielding • Q: How to choose priority and how to make yielding decision? P1 P2 P3 P4
Connection Scheduling Signaling Tx (RTS) Rx (CTS) • RTS/CTS signaling: All signals are single tone signals • Better range due to PAPR gain • More connections can compete the resource in a few symbols; small system overhead (224 CIDs, 18% system overhead) • A connection picks a connection ID which is locally unique when the connection is setup • Symbol/tone choice for RTS/CTS at a given time slot is pseudo random based on the CID • Priority is embedded in the position of the symbol/tone choice of a signal • “Fair” sharing of the channel use • Both channel information and priority information are embedded by the position and power of the signals
SINR Based Yielding Tx1 Rx1 Tx2 Rx2 Pt=P1 Pr=h11P1 Rx1 Tx1 Pt=1/h11P1 Pr=h21/h11P1 Tx2 • Receiver yielding: compare the signal strength from the intended transmitter to the signal strength from the interferer • Yield if the SINR (interference from higher priority connections) is below a certain threshold • Transmitter yielding: Receiver nodes do inverse power control to help SINR estimation at the transmitters • Yield if the SINR (interference from the initiator) of a higher priority connection is below a certain threshold Inverse power scaling enables accurate SINR estimation
How to choose SINR threshold? dt di • Simulation shows a value between [0,10]dB • A simple analysis: assume SINR threshold = x. • Translate into distance: • Number of pairs scheduled: inversely proportional to x^(2/alpha). • System capacity:
System Throughput vs. SINR Threshold • Optimal value between [0,10] dB • Agree with the simulation results
FlashLinQ vs. 802.11 • FlashLinQ is synchronous • FlashLinQ relies on RTS/CTS type of mechanism only • No exposed terminal • No extended hidden terminal • FlashLinQ has both transmitter and receiver power scaling to maximize system spectrum efficiency and enable soft yielding decision • FlashLinQ does explicit rate scheduling • 802.11 is asynchronous • 802.11’s scheduling is mainly based on CSMA/CA and RTS/CTS • 802.11 signals are transmitted with maximum power • 802.11 does not have rate scheduling
Simulation scenario • 200m x 200m with wraparound • n bi-directional links dropped uniformly • Maximum communcation range 20m • Keenan Motley model used to model indoor environment • Compare performance between 802.11g and FlashLinQ
Delay comparison • WiFi makes hard reuse decision • each user is scheduled much less often, but gets high SINR when scheduled • FlashLinQ makes soft reuse decision
Synchronous PHY of FlashLinQ makes it possible to design a distributed low-overhead, low-latency, spatial-efficient connection scheduling Easily extendable to support QoS, maximal matching and MIMO SIC? Observations 1 1/2 1 2
Conclusions • Proximate internet combines the physical network and the internet • Current technology does not meet the requirements of proximate internet • Range, energy consumption, spectrum efficiency, etc. • FlashLinQ is a clean slate design for ad hoc networks which can enable proximate internet