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II. GAME THEORY first interface (interface #1) it will gain an overall QoS of
30%. While on the other hand if chooses the third interface
Game theory is the formal study of conflict and cooperation. (interface #3) that gives 45% it will get the best performance
Game theoretic concepts apply whenever the actions of several in terms of the QoS requirement defined earlier, and so on.
agents are interdependent. These agents may be individuals, As shown in the Fig. 3 below, Game Theory will be used to
groups, firms, or any combination of these. The concepts of maintain the best result in the interface selection mechanism.
game theory provide a language to formulate structure, In our simulation the game theory will study all the inputs
analyze, and understand strategic scenarios [4]. from all the interfaces to make a decision of what interface to
Frequently, in the real life, it happens that we are faced with use.
having to make a decision to choose a best strategy from
several possible choices. For instance, we might need to
decide whether to invest in stocks or bonds, or we might need
to choose an offensive play to use in a football game. In both
of these examples, the result depends on something we cannot
control. In the first case, our success partly depends on the
future behaviour of the economy. While on the second case, it
depends on the defensive strategy chosen by the opposing
team. We can model situations like this using the game theory.
We represent the various options and payoffs in a matrix and
can then calculate the best single strategy or combination of
strategies using matrix algebra and techniques from linear
programming. Game theory is yet another illustration of the
power of matrix algebra and linear programming.
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about its current CoA, so that CNs will be able to send packets requirements. Actions can be presented as conditional
directly to MN current CoA. statements.
• Policy governs the actions of one entity. Only one
action can take place at a time in a policy. A policy
set contains several policies possible defined by
different entities. Policy definition language defines
the priority between policies and actions.
• Credentials are used to authorize actions that are
defined by different entities.
• Mechanism evaluates actions against connection
related information and decides which interface is to
be used with a specific connection.
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have preferences for connections, like maximize bandwidth or Fig. 5 shown above, shows an example of a policy where the
minimize price, and the host would select the appropriate priority is perfectly included in the structure, the first action in
interface satisfying these preferences. the list having the highest priority. The default action must
Disseminating information from the network may be always have the lowest priority.
implemented using a new protocol (e.g., CAR [12]) just for The example we have in Fig 4, shows that the mhMH is
this purpose, or Router Advertisements could be extended to moving around several coverage areas. The mhMH should
carry the information. However, there is a security problem change its interface accordingly in order to maintain ongoing
involved which might cause many problems related with the communication with the internet. As shown the mhMH will
user secure connection. choose the interface based on the load obtained from the
4) Information Originated From Users and Applications: interface. If more than one interface might give the same load
Some applications may require certain characteristics from the or if the load on the interfaces is not known to the mhMH, the
connections. An application should be able to adapt into interface selection will be based on the bit-rate that the
changing network environment and set its own preferences for interfaces offer. Similarly if for the same reason the bit-rate
connections. This can achieve by extending the current socket didn’t give the best result the decision will be based on the
API (Application Programming Interface). The API must over-all delay offered by the interfaces. Finally, the default
allow the delivery of user preferences to the interface selection action will be based on the simulation jitter, by which the
mechanism. The preferences can be presented as policies mhMH will choose the interface that offers the minimum
which are presented in the next section. simulation jitter.
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connection, which is reached by having a priority V. SIMULATION SCENARIO AND RESULTS
order for actions. In this scenario, this paper assumed that the mhMH is
C. All attribute-value pairs in an action must match for a equipped with three interfaces moving around UMTS, WLAN
traffic flow or connection for the action to take place. and Bluetooth coverage areas. The interface selection
D. The defined mechanism must selects an interface mechanism proposed was to provide the best interface that
based on the priority order of interfaces in an action. provides the mhMH with ongoing communication while it’s
E. If the condition clause of an action is a match and the moving from one coverage area to another.
action is forced then the mechanism does not further The programming is based on NS2 (network Simulator-2) [13]
the following actions. If none of the interfaces based on Linux systems and Mat Lab.
specified by the action is available, the flow is un- The interface selection mechanism works in two ways;
routable. A. Firstly, it compares the information received from each
F. The mechanism uses a default action which matches interface in terms of Quality of Service (QoS); the
to all flows and connections if no other matching priorities are used according to Figure 6. The Game
action is found. theory is used to give the right choice (as discussed in
G. The mechanism should support distributed policy section II), the Game Theory works when the mhMH
management and allow explicit definition of priorities within more than one coverage area, which means it
between policies. need to decide which interface to use in order to get
the best connection (as shown in Figure 7). If there is
only one coverage area, this step is not needed.
B. The result obtained from the Game Theory will give
one interface to use. The second step is to force the
mhMH to use this interface.
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with the selection mechanism managed to provide ongoing the information of all the access-points visited during the
communication while it’s moving around different coverage simulation time, while the other mhMH couldn’t manage to
areas. keep the registration with its own coverage area. The other
mhMH was forced to start the hand-shaking process all over
again when it entered the first coverage area again.
B. Overall end-to-end Delay
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maintain the communication while its moving from one must be able to affect on the interface selection for a better
coverage area to another. However, it gives the same end-to- connections.
end delay for the first coverage area; it didn’t keep ongoing Interface selection in existing multihoming protocols is mostly
communication when it moves to another coverage area. based on static rules. Typically the vertical handoff decisions
apply to all connections routed through an interface.
To sum up this section, Fig 12 and Fig. 13 below shows the Unfortunately, the user cannot dynamically affect much on
overall successful transmissions and end-to-end delay of both local routing decisions made by the mobile node or the mobile
mhMH, it can be seen that’s they both had the same response router.
while they were in the first coverage area. When they start We have introduced an architecture which allows a user to
moving to different coverage areas, our mhMH managed to dynamically create and modify interface selection policies and
keep the communication up, while the other one failed. thus control how the network interfaces are used in a
multihoming environment.
The implementation is based on the Mobile IPv6. Policy based
local routing within multihomed mobile hosts seem to be a
very interesting area of research. It is becoming more
important as heterogeneous access networks are being
deployed at an increasing rate. In the future, also network
operators may be able to have an effect on the handoff
decision within a mobile node. We believe that the
enforcement point of such decisions will ideally be within the
mobile node. However, some rules and preferences for this
decision making may well originate from the operators in
addition to those of the mobile user.
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[9] M. Ylianttila, R. Pichna, J. Vallström, J. Mäkelä, A.
Zahedi, P. Krishnamurthy, and K. Pahlavan,
“Handoff Procedure for Heterogeneous Wireless
Networks,” in Global Telecommunications
Conference Globecom’99. Dec. 1999, pp. 2793–
2787, IEEE.
[10] Stephen Deering and Robert Hinden, “RFC 2460:
Internet Protocol, Version 6 (IPv6) Specification,”
Dec. 1998
[11] Thomas Narten, Erik Nordmark, and William Allen
Simpson, “RFC 2461: Neighbor Discovery for IP
Version 6 (IPv6),” Dec. 1998.
[12] G. Krishnamurthi, “Requirements for CAR Discovery
Protocols,” Internet-Draft, May 2002. Work in
progress.
[13] The network simulator-ns-2,
http://www.isi.edu/nsnam/ns/ .
[14] The network simulator; http://www.isi.edu/nsnam/ns/