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Emulating Mobile Ad-hoc Networks of Hand

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1. OctopusServer 0 OctopusClientThread H Server NZ MobileNode lt lt Singletom gt Octopus m GatewayManager FunctionManager lt lt Library gt gt JEP 0 N H Location SimulationEnvironment NZ lt lt Library gt gt JPCap VoronoiGraph Obstacl stacle o ye sz DelaunayTriangulatior DijkstraPathfinder Environmental Manager Figure 2 The OCTOPUS class diagram module to get information to learn whether a packet has to be delivered or not Gateway OCTOPUS plays the role of a gateway this mod ule intercepts all packets sent by nodes involved in the emulation and addresses every network issue It decides whether to forward by taking into account distance information from the Environment Manager The Gateway module implements the packet dropping policy described in 3 2 Server This module implements the TCP Server listen ing on the 8888 port Such a server is intended to receive command from applications about events like movements to trigger and to reply to queries coming from clients For instance a client could ask which are neighbors or which is the distance from them The communication protocol is a trivial textual protocol We have also realized a C module maski
2. EMWIN Low No All No No NEMAN Low No Linux No but planned No but planned JEMU Low Yes All only Java No No Table 1 Summary of features provided by some manet emulators in for OCTOPUS In this table Patched NS2 refers to NS2 enhanced by Madgeburg s patch Its Little obstacle sup port means that people might define Voronoi s paths for node movements assuming paths to be around obstacles The NEMAN entries referred as planned are the features which authors will implement in future releases specifically they plan in future to handle obstacles and to enable appli cations to influence at run time links topology As you can see from the table no emulator allows applica tions to modify at run time nodes topology All emulators are based on the same workflow at design time possibly through a GUI users set up the scenario and a virtual map binding virtual wireless nodes to real devices as well as the moments when events fire such as reaching a given position After applications are got running on devices to be emu lated When such a preparation phase finishes emulation starts and events fire according to the specified schedule We want to enable the firing of events which were unforeseen during the arrangement of emulation scenarios In the real world the events such as movements are caused by users which interact with applications on board of devices In general and especially when testing
3. different organizations involved in handling emergency such as Fire Brigades Homeland Se curity etc send to the affected area some teams each one arranged in a MANET The back end layer is in charge of http www workpad project eu Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for pro t or commercial advantage and that copies bear this notice and the full citation on the rst page To copy otherwise to republish to post on servers or to redistribute to lists requires prior speci c permission and or a fee MobiEval 07 June 11 2007 San Juan Puerto Rico USA Copyright 2007 ACM 978 1 59593 762 9 07 0006 5 00 35 providing information to teams and coordinate their inter vention to enhance efficiency by assigning to each teams specific non overlapping tasks In order to develop and test MANET applications for the front end a complete development environment is required As part of the development process it is needed to study alternatives for design and implementation of software mod ules analyze possible trade offs and verify whether specific protocols algorithms and applications actually work There exist three way to perform analysis and tests i simulation it emulation and iit field drills Simulation and emulation allow to perform several exper iments in a cheaper and mo
4. In Proc Workshop on Interdisciplinary Aspects of Coordination Applied to Pervasive Environments Models and Applications COMA 2007 WETICE 2007 2007
5. MIUR through the FIRB 2001 project MAIS and by the European Commission through the FP6 2005 IST 5 034749 project WORKPAD 7 REFERENCES 1 T Catarci F De Rosa M de Leoni M Mecella S Dustdar et al WORKPAD 2 Layered Peer to Peer for Emergency Management through Adaptive Processes In Proc 2nd International IEEE Conference on Collaborative Computing Networking Applications and Worksharing CollaborateCom 2006 2006 2 M de Leoni F De Rosa M Mecella MOBIDIS A Pervasive Architecture for Emergency Management In Proc 4th International Workshop on Distributed and Mobile Collaboration DMC 2006 WETICE 2006 2006 3 The Network Simulator ns 2 http www isi edu nsnam ns 4 X Zeng R Bagrodia M Gerla GloMoSim a Library for the Parallel Network Simulation Environment In Proc 12th Workshop on Parallel and Distributed Systems 1998 5 OMNet Discrete Event Simulation System http www omnetpp org 6 D Mahrenholz S Ivanov Real Time Network Emulation with ns 2 In Proc 8th IEEE International Symposium on Distributed Simulation and Real Time Applications October 2004 7 Y Zhang W Li An Integrated Environment for Testing Mobile Ad Hoc Networks In Proc 3th ACM International Symposium on Mobile Ad Hoc Networking and Computing MobiHoc 02 June 2002 8 J P Macker W Chao J W Weston A low cost IP based Mobile Network Emulator MNE In Proceedings MILCOM 2008 IEE
6. novel prototypes of ap plication software for MANETs applications on devices may mented as a TCP server listening for special move ment commands sent by software on board of devices We know this breaks our constraint which states soft ware on devices do not have to be modified when re moving emulator Anyway changes if any are ex tremely bounded Basically they consist in comment ing invocations to OCTOPUS In this case we could not avoid to violate it since those events are generated at run time by software on devices only such software can send those commands However if we don t need this feature software on devices actually does not have to be modified when the emulator is removed Packets losses The emulation system supports user defined packet loss policies described by a cus tomizable range based function pa r The function pa r k means the probability of a packet sent by a node to be delivered to a node r meters far is k Section 3 2 gives more details Obstacle aware mobility model Two movement mod els are available in OCTOPUS Way Point and Voronoi 13 The first one assumes nodes to move straight on the line joining starting and destination point The influence the link topology and nodes motion Therefore latter is more realistic and it takes into account even batch emulations might be completely useless Moreover possible obstacles along the path The devised algo obstacles are not hand
7. the normal broad cast IP address i e x x x 255 as it would send the packet to all peers in the network without consider ing the routing table We want to broadcast only to virtual neighbors This issue is resolved by adding a customizable virtual broadcast address instead of the usual one Node follow feature Once emulation is started a node can move in emulated environment so to follow an other node This is intended to study some algo rithms in our project such as disconnection handling in MANETs 2 In ocTOPUS when a node A follows another node B that means A goes after B when B moves keeping at least a fixed minimum distance In the following some details of the models implemented in OCTOPUS are provided controlled by humans Socropus and other actual devices have to be deployed in the same LAN in order to have OCTOPUS to be able to reach other devices 3 1 Voronoi Mobility Model In order to develop a realistic mobility management the nodes living in the emulated environment move avoiding obstacles As a matter of fact humans follow predefined paths to reach a place such as roads and sidewalks emu lated environments should show similar behaviors OCTOPUS allows to define polygonal obstacles in the virtual map and it generates the graph of all possible segments of paths that do not cross them The algorithm we have devised derives from Original Voronoi algorithm Original Voronoi assumes to h
8. E Military Communications Conference 2003 9 P Mahadevan A Rodriguez D Becker A Vahdat MobiNet A Scalable Emulation Infrastructure for Ad hoc and Wireless Networks In Proc 5th International Workshop on Wireless Traffic Measurements and Modeling 2005 0 P Zheng L M Ni EMWIN Emulating a Mobile Wireless Network using a Wired Network In Proc 5th ACM International Workshop on Wireless Mobile Multimedia 2002 1 M Puzar T Plagemann NEMAN a network emulator for mobile ad hoc networks In Proc 8th International Conference on Telecommunications ConTEL 2005 2 J Flynn H Tewari and D O Mahony Jemu A Real Time Emulation System for Mobile Ad Hoc Networks In Proc of 1st Joint IEI IEE Symposium on Telecommunications Systems Research 2001 3 A Jardosh E M BeldingRoyer K C Almeroth S Suri Towards Realistic Mobility Models For Mobile Ad hoc Networks In Proc of MobiCom 2003 4 L Guibas J Stolfi Primitives for the Manipulation of General Subdivisions and the Computation of Voronoi Diagrams In ACM Transactions on Graphics 4 74 123 April 1985 5 JPcap Java package for packet capture http netresearch ics uci edu kfujii jpcap doc 6 R J Punnoose P V Nikitin D D Stancil D D Efficient simulation of Ricean fading within a packet simulator In 52th IEEE Vehicular Technology Conference 2000 7 M de Leoni M Mecella R Russo A Bayesian Approach for Disconnection Management
9. EEE 802 11 network by connect ing real devices to the emulator machine This solution ac tually enables to build applications as if the emulator were not present and to switch them working between a real envi ronment and an emulated one without any change Anyway it gets some drawbacks i client hosts have to be Linux based and thus Windows based computers or PDAs the most available ones cannot be used ii it is needed to write complex TCL scripts to set up all emulated aspects of wireless links So a detailed MANET configuration makes sense when people want to emulate protocols of lower layers and it is important to consider several physical parameters But in the case where we want to test application software whose performance and correctness is only slightly affected by such parameters we would like to easily configure emu lated MANETs by a GUI so to minimize initial effort More over iit NS2 even patched does not allow to put possible obstacles on the map At the most people can define some Voronoi s paths for node movements to get a similar result assuming them to be around obstacles However we want that two virtual nodes are unable to communicate with each other if they are not in direct sight e g a building is lo cated between them This is not possible by NS2 Finally iv possible events during emulation are decided at batch time in TCL scripts So clients cannot affect any change in nodes topology Othe
10. Emulating Mobile Ad hoc Networks of Hand held Devices The OCTOPUS Virtual Environment Fabio D Aprano Massimiliano de Leoni Massimo Mecella Dipartimento di Informatica e Sistemistica SAPIENZA Universita di Roma Sede distaccata di Latina daprano deleoni mecella dis uniromat it ABSTRACT Nowadays Mobile Ad hoc NETworks MANETs are inves tigated and adopted in many application scenarios such as emergency management Unfortunately testing and vali dating complex systems developed on top of MANETs is still a difficult and error prone task due to the scarce availability of virtual environments In this paper we present OCTOPUS a virtual emulation environment for MANETs in which de signers and developers can create scenarios in large scale areas including obstacles defining different movement mod els and use real hand held devices for deploying their soft ware applications Categories and Subject Descriptors 1 6 7 Simulation and Modeling Simulation Support Systems Environments General Terms Experimentation Keywords Mobile Ad Hoc Networks Emulation Hand held Devices Wireless Emergency Management 1 INTRODUCTION A Mobile Ad hoc NETwork MANET is a P2P network of mobile nodes capable to communicate with each other without an underlying infrastructure In the context of the European project WORKPAD we are developing a two layer architecture for disaster manage ment 1 At front end
11. ave a given set P of points in the plane and builds some special lines Voronoi s lines describe closed polygons in the plane Each polygons includes exactly one p P of the original points For each p the corresponding polygon con tains all points which are closer to p than other p P Since obstacles are polygons and not simply points a gen eralization is needed 1 Generate a sampled version of every obstacle by sampling every side of every obstacle and replacing each one with a sequence of points The sampling rate can be defined by users 2 Generate Voronoi diagram by considering points gen erated at point 1 3 Remove segments crossing one or more obstacles That means all segments having at least one of the two ver tices inside an obstacle are removed OCTOPUS Voronoi diagram is computed as dual of Delau nay triangulation 14 as it gets actually lower realization complexity Each segment generated by the Voronoi algo rithm represents a possible part of the path that nodes are forced to follow in order to move without crossing an obsta cle 3 2 Packet Loss Models A probability based packet loss policy is provided In real WLANs every sent packet may be lost due to the unreli ability of the physical channel In order to provide a real istic emulation OCTOPUS supports a probabilistic approach to determine whether or not a packet has to be dropped so to emulate loosing In order to let advanced us
12. dom Dest StopNode Follow SetDest mulation is running Figure 1 An OCTOPUS screenshot physical factors affecting communication distance There fore OCTOPUS define communication distance between two nodes a and b as follow dr a b CO if nodes are in direct sight if at least one obstacle divides de a b a and b The probability to deliver a packet is given by evaluating the user defined loss function where input is d So the probability to deliver to a node b a packet sent by a node a Da b palde a b 0 1 When a wants actually to send a packet to b OCTOPUS computes pa p Then it generates a random value x 0 1 from an uniform distribution Finally OCTOPUS follows the rule if x lt Pa then deliver else drop to decide whether such a packet has to be delivered or dropped 4 DESIGN OF THE OCTOPUS ARCHI TECTURE AND USE EXPERIENCES OCTOPUS is completely written in Java in particular it has been tested to work fine both on Windows and on Linux The OCTOPUS architecture relies basically on four modules Environment Manager It is the core module and the OCTOPUS behavior depends on its setting Users can setup several parameters such as area size node posi tions radio ranges and obstacles It also computes the Voronoi s graph This module is used by the Gateway MainWindow ConfigurationWindo FunctionWindow
13. ers to define their own loss function pa r we left it opened and customizable Since obstacles are present in the virtual area we assume radio signal do not pass through obstacles this means that each packet sent by a node to another is surely dropped if the couple of nodes is not in direct sight In the real world a wireless device may measure its distance to the others by signal to noise ratio SNR techniques the higher is the physical distance the higher is the noise in commu nication channel and hence SNR However that gives an approximate communication distance between two peers this method does not give the exact physical distance for other factors such as thin obstacles among devices or other interferences which can cause noise incrementing So com munication distance dg and real distance dy may differ It is too difficult and perhaps even impossible to emulate For instance users can model perfect reliability by defining pa r 1Vr 0 rrange where rrange is the radio range of the specific transmission technology e g 100 meters for IEEE 802 11b g and 10 meters for Bluetooth 38 Octopus GUI 1 1 Scenario Design File View Emulation Help Sl ejha Node Properties Node 1 Position 251 0 286 0 0 0 MAC Address 00 0F 20 97 26 1C IP Address 192 168 0 101 Object Name PDA2 Default Speed m s 24 0 apy Commands Ran
14. f change The aim of this paper is to present OCTOPUS and its novel features Section 2 investigates ex isting solutions by taking into account several comparing dimensions specifically Minimal initial effort The time amount necessary to learn and start using the emulator Several emula tors require to write complex scripts to model chan nels in detail We are interested in algorithms for the application layer and not for the network one whose performances are only slightly modified by the channel and network parameters Portability This feature gets a twofold meaning from one hand it means code to be ported in non emulated en vironments with few or no changes From the other hand we refer portability as the ability to enable dur ing emulation the use of several platforms such as PCs with Linux or Windows and PDAs with Windows CE or PalmOS Handling of Obstacles The virtual map which emula tor holds should allow users to insert obstacles repre senting walls ruins buildings Virtual nodes should move into the map by passing around without going over such obstacles Movements should be as realistic as possible according to well know patterns Run time Event Support During experiments destina tions of the nodes are required to be defined at run time according to the behavior of client applications Essentially movements cannot be defined in a batch way conversely during emulations nodes have to in teractive
15. fies them with respect to modules described above Environmental Manager Octopus Gateway The class is sin gleton ic at most one instance may exist and derives from the SimulationEnvironment class SimulationEnvironment describes the physical environment to be emulated and man ages also the mobility aspect by VoronoiGraph class SimulationEnvironment class contains a list of MobileNode Location and Obstacle in stances in order to get a complete environment description Since Delaunay triangulation is dual of Voronoi but computationally more effi cient a DelaunayTriangulation class is used by VoronoiGraph class DijkstraPathFinder class is used by VoronoiGraph to compute a path from a source point to a destination network level is managed by the GatewayManager class that uses the JPCap li brary 15 in order to capture and forward LAN packets To evaluate whether a packet has to be delivered or lost the GatewayManager is supported by FunctionManager that makes use of the JEP library in order to parse a user defined loss function Server amp GUI The octopus TCP IP server is multi 39 threaded and implemented by the OctopusServer class It is multi threaded as it manages multiple con nections at the same time each connection is handled by a different OctopusClientThread object 4 2 Use Experiences In order to verify that the emulator is faithful to MANETs being emulated we simply made use of the PING uti
16. led by other emulators We think rithm is based by the Voronoi plane tessellation model that these aspects are important to make emulations realis tic So we introduced such novel features in OCTOPUS 3 FUNCTIONALITIES AND MODELS OCTOPUS provides functionalities to emulate a wireless lo cal area network by an intuitive and user friendly graphic interface Main features provided by OCTOPUS are described as follows Integrated graphical scenario editor Emulation sce nario setup is fully managed through a GUI and there is no need to know or use any scripting language at all This choice has been made to allow the average user even with only basic network knowledge to focus mainly on the experimental aspects Real time node mobility management In our target experiments destinations that nodes want to reach have to be defined at run time according to the be havior of client applications Essentially movements cannot be defined in a batch way before emulation starts on the contrary during emulations nodes have to somehow inform emulator about their movements towards a given destination This feature is imple gt This makes sense when behavior of client applications is 37 Section 3 1 gives more detail about this algorithm Broadcast address emulation support In some algo rithms we may want peers to broadcast a message to every peer in radio range Since devices are connected through a real LAN we cannot use
17. lity assuming a certain function pa r for packets loss we ex perienced actual percentage of replies to ping requests to deviate from theoretical value at most for 4 Moreover we have used it to test a Bayesian approach for disconnection prediction in MANETs 17 OCTOPUS was proved to be useful to test such an algorithm Most of the devices were PDAs in experiments they were sending commands to OCTOPUS to instruct it to move corresponding nodes in the virtual map Movements took place according to unforeseen events which were caused by run time inter actions among nodes Besides commenting few lines this module is perfectly working on real scenarios 5 CONCLUSION AND FUTURE DEVELOPMENTS MANETs are focus of intense research nowadays due to their envisioned applicability in highly dynamic scenarios such as emergency management Research on MANETs has up to know mainly concentrated on the development of ap propriate routing protocols methods for energy preserva tion and other issues on the lower four ISO OSI layers It is obvious that virtual environments supporting this research are more targeted towards low level issues and details as shown in Section 2 But currently in order to move the re search towards the application layer e g for studying adap tive workflow management systems for MANETs or context aware applications or collaboration miners the availability of emulation virtual environments is needed Such e
18. ly inform the emulator about the movement towards given destinations As of our knowledge OCTOPUS is the first MANET emula tor enabling clients to interactively influence changes in the topology upon firing of events which were not defined before the beginning of the emulation Other emulators require the specification in batch mode i e when the emulation is not yet started of which and when events fire In addition OCTOPUS allows to include whichever kind of device even PDAs or smartphones and applications whereas other approaches support only some platforms and applications coded in specific languages Finally OCTOPUS We assume whenever two nodes are not directly visible every packet sent from one node to the other one is dropped 36 supports and handles possible obstacles packet losses and enhanced movement models like Voronoi 13 Section 3 goes more in detail about provided functionalities and used models Section 4 illustrates the OCTOPUS architecture with some technical details and use experiences Section 5 con cludes the paper by remarking future developments 2 RELATED WORK There exist several mobile emulators in the literature even if they do not provide the features which we need for our intends NS2 3 on its own enables to emulate only wired networks Anyway Magdeburg University has developed a NS2 s patch to perform wireless emulation 6 This patched NS2 version can emulate an arbitrary I
19. ng socket accesses behind an easy API GUI In order to minimize the effort to setup initial sce nario and bind virtual nodes to the actual devices OCTOPUS is provided with a Graphical User Interface It enables to perform any configuration aspect in a friendly fashion without having users to learn any spe cial scripting language At design time users can insert in the virtual area nodes obstacles and buildings by point and click as in any drawing software GUI al lows users to load save scenarios and settings from to XML files without having to setup every time scenar ios from scratch At run time GUI shows the exact position of virtual nodes in the maps Figure 1 depicts an OCTOPUS screenshot the right panel shows the vir tual area whereas the top part is used at design time to configure scenarios nodes positions etc The left panel describes the nodes mappings and other informa tion allowing also users to change position of nodes by firing manually some events The gray rectangles and lines represent respectively obstacles and Voronoi lines which nodes follow during motions If a proper option is active as it is in the figure the GUI shows virtual neighbor nodes by a blue line connecting each couple of nodes in radio range Another option enables the GUI to design a circle centered in every node to show the radio range 4 1 Implementation Details Figure 2 shows the classes composing OCTOPUS and clas si
20. nviron ments should allow to use real devices including commercial PDAs during the emulation to define virtual maps includ ing obstacles and different movement models and to have interaction between the software to be tested and the emu lation environments Current MANET emulators fail in most of these require ments Conversely OCTOPUS the emulator presented in this paper has been designed with these requirements as tar get Through a couple of applications and experiments we have shown the advantages for the researchers in the field stemming from the availability of OCTOPUS OCTOPUS can be used in every scenario where MANET em ulation is needed As the only requirement is an IP network it can be even used in robotic planning and in sensor net works All described features and models have already been implemented in the version that is downloadable from the site As future work we plan to enhance the tool by adding more movement models In order to make emulation more realistic we plan to model the wireless channel as exactly as possible We are investigating on using the Ricean fading 16 Moreover we plan to use extensively OCTOPUS as test bed platform for the European project WORKPAD which we are currently involved in 8The reader can find more details about the PING experience at http www dis uniromal it deleoni PingExperience pdf 40 6 ACKNOWLEDGEMENT This work has been partly supported by the Italian
21. plete research environment for MANETs in emergency scenarios we have designed and developed an emulator named OCTOPUS Our emulator is intended to emulate small scale MANETs 10 20 nodes Instead of making the whole MANET stack virtual which would require duplication of a large amount of code we decided to emulate only the 2NS2 enables both simulation and emulation Here we refer to NS2 s simulation features 3Downloadable at http www dis uniromal it deleoni Octopus At the URL the reader can also download a user manual physical MAC layer leaving the rest of the stack untouched OCTOPUS keeps a map of virtual areas that users can show and design by a GUI Such a GUI enables users to put in that map virtual nodes and bind each one to a different real device Further users can add possible existing obstacles in a real scenario ruins walls buildings The result is that real devices are unaware of OCTOPUS they believe to send packets to destinations Actually they are captured by OCTOPUS playing the role of a gateway The emulator analyzes the sender and the receiver and takes into account the distances of corresponding virtual nodes the probability of losses as well as obstacles screening direct view On the basis of such information it decides whether to deliver the packet to the receiver The advantage of OCTOPUS is that in any moment pro grammers can remove it and perform field MANET tests with out any kind o
22. r emulators such as MobiEmu 7 MNE 8 MobiNet 9 EMWIN 10 and NEMAN 11 show similar problems EMWIN is one of the few emulators supporting any kind of devices It works in a distributed fashion so called em ulator nodes are real machines and physically attached to a fast ethernet switch Emulator nodes can be installed on whichever platform PCs or PDAs Every emulator node represents a sort of virtual hub where up to 8 Virtual Mo bile Nodes VMNs can be connected Therefore EMWIN can emulate any platform PDAs included even if it does not handle obstacles nor it allows to insert new events at run time JEmu 12 replaces for each client the lowest layer of the communication stack by an emulated one The emulated stack sends packets to the JEmu server It decides taking into account certain information e g distance collision etc whether the actual destination can receive them even if ostacles are not handled If so the emulator forwards these packets to the JEmu client of the receiver JEmu is totally written in Java so it works only with Java software Furthermore applications need many changes if emulated by JEmu Table 1 summarizes the features which we are interested Initial effort Code needs changes Platform Obstacle handling Run time event support Patched NS2 High No Linux Yes Little No MobiEmu Low No Linux No No MNE Medium Yes Linux No No MobiNet Medium No All No No
23. re manageable fashion than field tests Simulator and emulator i e hardware and or soft ware components enabling simulation or emulation do not exclude each other Simulation can be used at an earlier stage it enables to test algorithms and evaluate their perfor mance before starting actually implementing on real devices Simulators such as NS2 3 GlomoSim 4 or OMNeT 5 allow for several kinds of hardware through appropri ate software modules such as different device types like PDAs or smartphones or networks like Ethernet or WLAN 802 11 Even if the application code written on top of sim ulators can be quickly written and performances easily eval uated such a code must be throw out and rewritten when developers want to migrate on real devices The emulators approach is quite different during emula tion some software or hardware pieces are not real whereas others are exactly the ones on actual systems All emula tors for instance MS Virtual PC or PDA emulator in MS Visual Studio NET share the same idea software systems are not aware about working on an emulated layer at all or partially On the other hand performance levels can be worse operating systems running on Microsoft Virtual PC work slower than on a real PC with the same characteristics Anyway software running on emulators can be deployed on actual systems with very few or no changes On the basis of such considerations in order to develop a com

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