考慮效能異常現象之IEEE 802.11無線基地台聯結選擇機制 = IE...
國立高雄大學資訊工程學系碩士班

 

  • 考慮效能異常現象之IEEE 802.11無線基地台聯結選擇機制 = IEEE 802.11 AP Association Determinations Considering Performance Anomaly
  • Record Type: Language materials, printed : monographic
    Paralel Title: IEEE 802.11 AP Association Determinations Considering Performance Anomaly
    Author: 李嘉鈞,
    Secondary Intellectual Responsibility: 國立高雄大學
    Place of Publication: [高雄市]
    Published: 撰者;
    Year of Publication: 2009[民98]
    Description: 53面圖、表 : 30公分;
    Subject: 公平性
    Subject: Game theory
    Online resource: http://handle.ncl.edu.tw/11296/ndltd/51836262601866431758
    Notes: 參考書目:面
    Notes: 指導教授:嚴力行
    Summary: 無線網路中基地台之間負載是否平衡對於整體網路的產出量有著極大的影響,若能分散各基地台的負載,避免部份基地台擁塞而部份基地台閒置的情況發生,將有效地提升網路產出量。除了負載不均的問題之外,「效能異常現象」也是導致網路產能下降的另一個主要原因。當不同連線速率的工作站聯結至相同基地台時,連線速率較高工作站會為了等待連線速率較低之工作站完成傳輸,而喪失原本速率應有的產出量,進而導致整體產出量大幅下降,此即效能異常現象。不幸地,現行的基地台選擇機制是以RSSI值作為挑選依據,這使得負載不平衡問題時常發生,而傳統解決負載不均問題的聯結選擇機制又忽略了效能異常現象的影響,使得即使AP 間負載完全平衡,但整體效能卻可能因此而大幅下降。在本論文中我們以博奕理論的模型分析傳統無線基地台選擇機制,並在考慮效能異常現象的前提下針對負載不均問題,提出具有重聯功能的完全資訊靜態重覆無線基地台選擇賽局,及無重聯功能之完全資訊動態單次無線基地台選擇賽局。此外,我們證明了完全資訊靜態重覆無線基地台選擇賽局中必定存在納許平衡,並說明了如何尋找納許平衡之組態。而對於完全資訊動態單次選擇賽局,我們則是以實作的角度加以探討,並在模擬實驗中呈現此賽局對於整體產出量、公平性之提昇結果及效能異常現象改善之程度。 In IEEE 802.11 wireless local area networks, overall throughput will be decreased if most of WSs are associated with a few APs while other APs carry only light load or are idle. This is called load unbalancing problem. Another cause of throughput degradation is performance anomaly, which refers to the phenomenon that when multiple WSs associate to one AP with different link rates, the throughput of WSs transmitting at high link rate is degraded below the level of the lower-rate throughput. Few load balancing schemes have considered the impact of performance anomaly on throughput. Consequently, overall throughput may not be improved significantly even if the load between APs is completely balanced. This thesis uses game theory to analyze various ypes of AP association schemes. Particularly, we present complete-information static repeated AP selection game and complete-information dynamic one-shot AP selection game. We have proven that there must be Nash Equilibriums in complete-information static repeated game and show how to find Nash Equilibriums in this game. In addition, we have proposed a new scheme forcomplete-information dynamic one-shot game. We also compared experimentallycomplete-information and incomplete-information dynamic one-shot games in terms of throughput and fairness.
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310001860009 博碩士論文區(二樓) 不外借資料 學位論文 TH 008M/0019 464103 4048 2009 一般使用(Normal) On shelf 0
310001859993 博碩士論文區(二樓) 不外借資料 學位論文 TH 008M/0019 464103 4048 2009 c.2 一般使用(Normal) On shelf 0
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