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An Intelligent Routing Protocol for Delay Tolerant Networks using Genetic Algorithm by Saeid Akhavan Bitaghsir A thesis Presented to Sharif University of Technology, International Campus in partial fulfillment of the Requirements for the Degree of Master of Science in IT Engineering (Communication and Computer networks) Supervisor: Dr. Faramarz Hendessi Kish Island, Iran, 2009 ©Saeid Akhavan Bitaghsir, 2011

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Page 1: An Intelligent Routing Protocol for Delay Tolerant Networks using

An Intelligent Routing Protocol for Delay

Tolerant Networks using Genetic

Algorithm

by

Saeid Akhavan Bitaghsir

A thesis

Presented to Sharif University of Technology, International Campus

in partial fulfillment of the

Requirements for the Degree of

Master of Science

in

IT Engineering (Communication and Computer networks)

Supervisor: Dr. Faramarz Hendessi

Kish Island, Iran, 2009

©Saeid Akhavan Bitaghsir, 2011

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ii

Sharif University of Technology

International Campus, Kish Island

This is to certify that the Thesis Prepared,

By: Saeid Akhavan Bitaghsir

Entitled: An intelligent routing protocol for delay tolerant networks using genetic algorithm

and submitted in partial fulfillment of the requirements for the Degree of

Master of Science

complies with the regulation of this university and meets the accepted standards with respect to

originality and quality.

Signed by the final examining committee:

Supervisor:

Co-Supervisor:

External Examiner:

Internal Examiner:

Session Chair:

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AUTHOR'S DECLARATION

I hereby declare that I am the sole author of this thesis. The work described in this thesis has not been

previously submitted for a degree in this or any other university, and unless otherwise referenced it.

This is a true copy of the thesis, including any required final revisions, as accepted by my examiners.

I understand that my thesis may be made electronically available to the public.

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Abstract

An Intelligent Routing Protocol for DTN networks using Genetic Algorithm

Saeid Akhavan Bitaghsir, M.Sc.

Sharif University of Technology, International Campus, 2011

Supervisor: Dr. Faramarz Hendessi

Due to the dynamic topology of vehicular ad hoc networks, routing of packets in these networks faces

a lot of difficulties. The situation will become more challenging when we have to deal with

Delay Tolerant Networks (DTN) which are also sparse and partitioned and we need to use some

vehicles to store the packets and carry them from one partition to another. Despite all these

difficulties, by looking through movements of vehicles in an urban environment, we can find out that

the topology of the network does not change in a pure random way and we can bring the traffic

models of streets into account for having better routing performance. Through this research we

proposed an intelligent routing protocol for delay tolerant networks using genetic algorithm as the

learning method for choosing the best vehicle to carry the packets from one partition to another.

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Acknowledgements

Enter acknowledgements here.

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Dedication

If no dedication page is included, the Table of Contents should start at page v.

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Table of Contents

Chapter 1 Introduction ............................................................................................................................ 3

1.1 What is VANET? ......................................................................................................................... 4

1.2 VANET Applications ................................................................................................................... 6

1.3 Design Factors of VANET ........................................................................................................... 7

1.4 Architecture of Vehicular Ad Hoc Networks ............................................................................... 7

1.5 Characteristics of Vehicular Ad Hoc Networks ........................................................................... 8

1.6 Thesis Scope ............................................................................................................................... 10

1.7 Thesis Contribution .................................................................................................................... 11

1.8 Thesis Organization .................................................................................................................... 12

Chapter 2 Related Works...................................................................................................................... 12

2.1 Introduction ................................................................................................................................ 12

2.2 Routing Protocols ....................................................................................................................... 14

2.2.1 AODV (Ad hoc On demand Distance Vector) .................................................................... 14

2.2.2 AODV+PGB ....................................................................................................................... 15

2.2.3 DSR (Dynamic Source Routing) ......................................................................................... 16

2.2.4 TORA (Temporally Ordered Routing Algorithm) .............................................................. 16

2.2.5 Evaluation of the Topology-based Routing ......................................................................... 17

2.2.6 Comparison between AODV, AODV+PGB, and GPSR .................................................... 17

2.2.7 Geographic (position-based) Routing .................................................................................. 18

2.2.8 Non-DTN Overlay ............................................................................................................... 22

2.2.9 GPSR (Greedy Perimeter Stateless Routing) .................................................................. 22

2.2.10 GPSR+AGF ....................................................................................................................... 25

2.2.11 PRB-DV ............................................................................................................................ 25

2.2.12 GRANT ............................................................................................................................. 26

2.2.13 Overlay .............................................................................................................................. 27

2.2.14 GPCR ................................................................................................................................. 27

2.2.15 GpsrJ+ ............................................................................................................................... 28

2.2.16 CAR ................................................................................................................................... 29

2.2.17 GSR ................................................................................................................................... 30

2.2.18 A-STAR ............................................................................................................................. 31

2.2.19 STBR ................................................................................................................................. 32

2.2.20 GyTAR .............................................................................................................................. 32

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2.2.21 LOUVRE ........................................................................................................................... 33

2.2.22 CBF ................................................................................................................................... 34

2.2.23 DTN ................................................................................................................................... 34

2.2.24 VADD ............................................................................................................................... 34

2.2.25 GeoOpps ............................................................................................................................ 35

2.2.26 GeoDTN+Nav ................................................................................................................... 36

2.2.27 Multi-Level Hierarchical Routing ..................................................................................... 38

2.2.28 RBVT-R ............................................................................................................................ 39

2.2.29 Comparison of VANET Routing Protocols ....................................................................... 42

2.2.30 Summary ........................................................................................................................... 43

Chapter 3 Proposed Method ................................................................................................................. 44

3.1 Abstract ...................................................................................................................................... 44

3.2 Main Idea .................................................................................................................................... 44

3.3 DTN node Evaluation System .................................................................................................... 45

3.4 Genetic Algorithm ...................................................................................................................... 47

3.4.1 Initialization ......................................................................................................................... 48

3.4.2 Selection .............................................................................................................................. 48

3.4.3 Reproduction ....................................................................................................................... 50

3.4.4 Termination ......................................................................................................................... 50

Chapter 4 Simulation & Result ............................................................................................................. 51

4.1 SUMO (Simulation of Urban MObility) .................................................................................... 52

4.1.1 Features of SUMO ............................................................................................................... 52

4.1.2 Included applications ........................................................................................................... 53

4.1.3 Generating network with SUMO ......................................................................................... 54

4.1.4 Pre-defined networks: .......................................................................................................... 56

4.2 MOVE (MObility model generator for VEhicular networks) .................................................... 57

4.2.1 Mobility Model .................................................................................................................... 57

4.3 NS2 (Network Simulator 2)........................................................................................................ 61

4.3.1 Structure of NS2 .................................................................................................................. 63

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List of Figures

Insert List of Figures he.

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List of Tables

Insert List of Tables here.

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Chapter 1

Introduction

Vehicular Ad hoc Networks are a subclass of Mobile Ad hoc Networks (MANET) in which most of

the nodes are mobile and the topology of the network changes dynamically. The aim of

Vehicular Ad hoc Network routing protocols is to establish efficient routes between network nodes

adaptable to rapidly changing topology of vehicles in motion. These routes enable us to form a self-

organized network between vehicles without the need for a permanent infrastructure. Although nodes

are mobile in VANET, they have a distinct controlled mobility pattern that is subject to vehicular

traffic regulations. It is because vehicles are generally constrained to roadways and streets.

By looking through a real urban environment and by analyzing the mobility model of

vehicles in the streets, we can find out that despite the rapid changes in the topology of

VANET, we can bring the traffic model of roads into account for our routing protocol. For example in

our simulation environment we supposed to have some major roads with high density of vehicles,

some streets with mediocre traffic and some bystreets with low density of vehicles. Then by

using Genetic Algorithm as the learning method, we tried to detect the proper vehicle for storing the

packet and carrying it from one partition of our network to another. There are two categories of

routing protocols in VANET: topology-based and geographic routing.

Topology-based routing protocols use the information about links that exist in the network to perform

packet forwarding. Geographic routing protocols use neighboring location information to

perform packet forwarding. Since link information changes in a regular basis, topology-based

routing protocols suffer from routing route breaks [5]. The idea of geographic routing protocols is

that each intermediate node chooses one of its neighbors which is geographically closer to the

destination as the next hop for forwarding the packets. This procedure may fails when a node

couldn’t find any neighbor closer to the destination. This situation is called “Local Maximum”.

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Several routing protocols have been proposed (GPSR [7], GPCR [4], VCLCR [2]) in order to recover

from local maximum. Sometimes in Vehicular Ad hoc Networks, there exists no end-to-end route

between the source node and the destination node. It occurs when the density of vehicles in streets

decreases or when law enforcement, military, and financial armored vehicles may each wish to

exchange data privately within their own vehicular network, due to the sensitivity of the

information exchanged. Even in densely-populated urban scenarios, sparse sub-networks can be

prevalent.

In these situations, Delay Tolerant Network (DTN) routing algorithms are needed [6]. To

make the communication possible in this kind of networks, intermediate nodes take custody of the

data being transferred and forward it as the opportunity arises. Both links and nodes may be

inherently unreliable and disconnections may be long-lived. Some routing protocols (e.g. GeOpps

[3], MoVe [11]) have been proposed to overcome the Delay Tolerant Networks problems.

In this research we proposed a routing protocol for Delay Tolerant Networks which is a combination

of efficient position-based routing for connected partitions of our simulated network and delay

tolerant forwarding using genetic algorithm for routing between partitions of our network.

1.1 What is VANET?

VANET or vehicular ad hoc networks is a wireless network that is formed between vehicles in the

streets. In order for a vehicle to be considered a node in the VANET, it should be occupied with

wireless transceivers and computerized control modules. As the range of vehicle’s wireless is about

two to three hundred meters, an end to end communication across a larger distance is not always

available. So we need to send packets through networks hop by hop.

For a VANET network to be created we don’t need any infrastructure, but we can use permanent

network nodes in the form of roadside units. These roadside units can be used as a drop point for the

messages in a sparse road, or serving up geographically relevant data or serving as a gateway to the

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internet. VANET is a subcategory of mobile ad hoc networks (MANET) with its own characteristics.

One of these characteristics is that nodes in VANET are mobile but their mobility is restricted by

streets. So the point is that we can generate a mobility model for vehicles mobility.

In a city environment the gaps between roads are occupied by buildings and other obstacles. This may

cause radio communication to face some difficulties. Compare with other types of MANET networks

the speed of nodes in VANET are higher. Also speeds of vehicles moving in the same direction are

generally similar and therefore they can remain in radio contact with each other for much longer

period of time than with vehicles moving in the opposite direction.

Lots of routing protocols have been proposed for mobile ad hoc networks but because of different

characteristics of VANET, we can’t directly use them in these networks. This difference persuades

some researchers to work on some new routing protocols which are suitable for these kinds of

networks. These researches are categorized into following topics:

- Traffic pattern derivation and analysis

- Security and privacy in VANETs

- Fairness of bandwidth sharing

- Estimation and detection techniques in VANETs

- Localization techniques in VANETs

- Sensing in vehicular environments

- Channel modeling for V2V communications

- MAC, routing, QOS protocols, and analysis for VANETs

- VANET smart antenna technologies

- Dynamic spectrum access and cognitive radios for VANETs

- Congestion control and cooperative VANETs

- Signal processing considerations in real world deployments of VANETs

- Scalability issues in metropolitan-wide vehicular networks

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- Roadside infrastructure

- Mobility management, mobility, and vehicle traffic models

- Digital maps and location technologies

- Entertainment issues in VANET

- Routing protocols in VANET

- Simulation and testing

1.2 VANET Applications

The scope of the applications of VANET is serving the interests of consumers, businesses,

governments, law enforcement agencies and emergency services. For example one idea is the

improvement of safety of vehicles. Accident avoidance warnings could quickly notify drivers. When

a vehicle brake quickly, an audio warning could alert the driver or an onboard computer to

automatically apply the brakes.

Another example is avoiding from traffic jams. If a road is jammed by an accident a traffic jam

warning can be sent to other vehicles to change their path to avoid that road. Another application of

VANET is that the rescue vehicles such as ambulances or police vehicles can instantly receive the

exact position of the accident which can help them to reach the scene of the emergency faster.

Nowadays lots of GPS navigation systems are used in the cars that provide information about roads

and streets. But the problem is that this this information is not real-time. By using the VANET we can

feed new and real-time information to the navigation systems and update them. Another application

of VANET is in-vehicle entertainments such as radio and television and video games. Multiplayer

games can be played in this network while the players are peoples who are in the vehicles. Internet

access for passengers, communication with other vehicles, multimedia entertainments and

cooperative games are just a few potential entertainment services that VANET may provide.

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Another application is using VANET to simplify the process of controlling the traffics in the city. The

traffic controller system can be in direct contact with navigation systems on the vehicles and lead the

vehicles toward better paths. This is called Intelligent Transportation System or ITS.

1.3 Design Factors of VANET

When we want to design a VANET network some factors should be considered. For example:

- Will the network be vehicle-to-vehicle only or could roadside units be used for

communication?

- What forms of communication will be available?

- Which vehicular system will be employed in the network?

- Which standard is used for communication between vehicles?

These factors may cause the VANET to have different types of designs and architectures. Following

section categorizes these architectures.

1.4 Architecture of Vehicular Ad Hoc Networks

MANETs generally do not rely on fixed infrastructure for communication and dissemination of

information. VANETs follow the same principle and apply it to the highly dynamic environment of

surface transportation. As shown in Figure 1, the architecture of VANETs falls within three

categories: pure cellular/WLAN, pure ad hoc, and hybrid.

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VANETs may use fixed cellular gateways and WLAN access points at traffic intersections to

connect to the Internet, gather traffic information or for routing purposes. The network architecture

under this scenario is a pure cellular or WLAN structure as shown in Figure 1(a).

VANETs can combine both cellular network and WLAN to form the networks so that a WLAN

is used where an access point is available and a 3G connection otherwise. Stationary or fixed

gateways around the sides of roads could provide connectivity to mobile nodes (vehicles) but are

eventually unfeasible considering the infrastructure costs involved. In such a scenario, all vehicles

and road-side wireless devices can form a mobile ad hoc network (Figure 1(b)) to perform vehicle-to-

vehicle communications and achieve certain goals, such as blind crossing (a crossing without light

control).

Hybrid architecture (Figure 1(c)) of combining cellular, WLAN and ad hoc networks together has

also been a possible solution for VANETs. Namboodiri et al. [5] proposed such a hybrid architecture

which uses some vehicles with both WLAN and cellular capabilities as the gateways and mobile

network routers so that vehicles with only WLAN capability can communicate with them through

multi-hop links to remain connected to the world.

1.5 Characteristics of Vehicular Ad Hoc Networks

VANETs comprise of radio-enabled vehicles which act as mobile nodes as well as routers for

other nodes. In addition to the similarities to ad hoc networks, such as short radio transmission

range, self-organization and self-management, and low bandwidth, VANETs can be distinguished

from other kinds of ad hoc networks as follows:

- Highly dynamic topology

Due to high speed of movement between vehicles the topology of VANETs is always

changing. For example, assume that the wireless transmission range of each vehicle is

250 m, so that there is a link between two cars if the distance between them is less

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than 250 m. In the worst case, if two cars with the speed of 60 mph (25 m/sec) are driving in

opposite directions, the link will last only for at most 10 sec.

- Frequently disconnected network

Due to the same reason, the connectivity of the VANETs could also be changed frequently.

Especially when the vehicle density is low, it has higher probability that the network is

disconnected. In some applications, such as ubiquitous Internet access, the problem needs to

be solved. However, one possible solution is to pre-deploy several relay nodes or access

points along the road to keep the connectivity.

- Sufficient energy and storage

A common characteristic of nodes in VANETs is that nodes have ample energy and

computing power (including both storage and processing), since nodes are cars instead of

small handheld devices.

- Geographical type of communication

Compared to other networks that use unicast or multicast where the communication

end points are defined by ID or group ID, the VANETs often have a new type of

communication which addresses geographical areas where packets need to be forwarded

(e.g., in safety driving applications).

- Mobility modeling and predication

Due to highly mobile node movement and dynamic topology, mobility model and

predication play an important role in network protocol design for VANETs. Moreover,

vehicular nodes are usually constrained by pre-built highways, roads and streets, so given the

speed and the street map, the future position of the vehicle can be predicated.

- Various communications environments

VANETs are usually operated in two typical communications environments. In highway

traffic scenarios, the environment is relatively simple and straightforward (e.g.,

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constrained one-dimensional movement); while in city conditions it becomes much more

complex. The streets in a city are often separated by buildings, trees and other obstacles.

Therefore, there isn’t always a direct line of communications in the direction of intended data

communication.

- Hard delay constraints

In some VANETs applications, the network does not require high data rates but has

hard delay constraints. For example, in an automatic highway system, when brake event

happens, the message should be transferred and arrived in a certain time to avoid car

crash. In this kind of applications, instead of average delay, the maximum delay will be

crucial.

- Interaction with on-board sensors

It is assumed that the nodes are equipped with on-board sensors to provide information which

can be used to form communication links and for routing purposes. For example, GPS

receivers are increasingly becoming common in cars which help to provide location

information for routing purposes. It is assumed that the nodes are equipped with on-board

sensors to provide information which can be used to form communication links and for

routing purposes. For example, GPS receivers are increasingly becoming common in cars

which help to provide location information for routing purposes.

1.6 Thesis Scope

The method that we proposed in this project is a new routing protocol based on artificial intelligence

algorithms for Delay Tolerant Networks (DTN networks). When the number of nodes in the network

decreases, some disconnections between nodes may appear. The result of these disconnections is that

we lose some end to end connections and the network becomes partitioned. We call these networks

“Sparse Networks” or “Delay Tolerant Networks” or “Disruption Tolerant Network”. For forwarding

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the packets toward destination node in these networks, we need a mechanism to have some nodes

which carry the packet for a period of time and then forward them toward destination. This

mechanism is called “Store and Forward”. Lots of current networks in the world have these

characteristics. For example the network between planets (see figure. 1) and the network between

vehicles and etc.

In this project we simulate and test our proposed method in the inter-vehicle network in a city

environment where the number of cars is low and the network is sparse. This network is called

Vehicular Ad hoc Networks (VANET) which is a subcategory of Mobile Ad hoc Networks

(MANET). So our proposed method is applicable and usable for every network with mobile node

which is sparse and an end-to-end path isn’t always available in them.

1.7 Thesis Contribution

In this project we proposed a new routing protocol for DTN networks that will improve the ADD and

ADR parameters of these kinds of networks. ADD refers to Average Delivery Delay and is equal to

the average time for packets to move from source to destination. ADR refers to Average Delivery

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Ratio and is equal to the percentage of packets reaches to the destination successfully. By decreasing

the average delivery delay and increasing the average delivery ratio, our proposed method will help

improving the quality of packet forwarding in DTN networks. As we discussed before one type of

DTN networks is VANET.

In VANET, our proposed method may cause to have better and faster reaction for emergency or

accident situation or we can have better quality in multimedia applications of VANET. Also we can

manage and control the traffic in the city better and navigation systems in the cars can show better

paths by using updated information about other vehicles. In general, all the applications that we

previously counted for VANET networks can be improved by using our proposed routing protocol.

1.8 Thesis Organization

This thesis is organized as follows:

Chapter 2

Related Works

2.1 Introduction

VANETs are distinguished from other kinds of ad-hoc networks by their hybrid network

architectures, node movement characteristics, and new application scenarios. Therefore,

VANETs pose many unique networking research challenges, and the design of an efficient

routing protocol for VANETs is very crucial. In this section, we discuss the research challenge of

routing in VANETs and survey recent routing protocols and related mobility models for

VANETs. Generally we can divide the vehicular ad-hoc routing protocols into two categories,

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topology-based routing protocols and position-based routing protocols. Topology based routing

protocols: These protocols are divided into two categories: reactive and proactive protocols.

- Proactive protocols

In order to forward packets, these protocols use routing tables and forward packets without

considering any traffic. Control packets broadcast and flood among nodes in order to

maintain paths between nodes even though some of paths will never be used. The

routing table includes next hop for a node toward a certain destination. This routing protocol

has some advantages: It does not need any route discovery, since route to the

destination is maintained in the routing table and is always available upon lookup. So

the network will not flood because there is no RREQ or RREP in the network.

On the other hand it has some disadvantages: maintaining some of paths which are never

used will waste available bandwidth especially in networks with high mobility. So in

VANETs, this drawback will have negative effects. There is an effective way which is

called “Fisheye State Routing”. This method maintains topology map of each node and

propagates updates with immediate neighbors not with the whole network. The broadcasting

is also different. It is hardly depends on the distance. There are different frequencies for

different entries depending on hop distance of current node. Entries that are closer have

higher frequencies rather than ones that are far away. The frequencies get corrected as

packets get closer to the destination.

- Reactive protocols (On Demand)

These protocols use source routing instead of routing table to find next hop. It maintains only

active routes and reduces old routes. This protocol has 3 phases: RREQ, RREP and Data

Transfer. In order to find route to destination, RREQ packets flood the whole network in

order to find a path. After finding a path, RREP packet returns from destination to source

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and contains the reverse path from source to destination. Then source attaches the path

to the header of data and sends it. This method is called Source routing.

Figure 1. Reactive protocols

Position-based Routing protocols: In these protocols the decision for choosing the next hop for

forwarding the packets depends on the position of the destination node and the position of the current

node’s neighbors. The position of the destination is stored in the header of the packet and the position

of the one-hop neighbor sends continuously with beacons. In order to avoid collision the beacons will

send with random jitter. Nodes which are in the same radio range are neighbors.

In geographic routing each node knows its location and a sending node knows the receiver’s

location. Geographic routing is more robust to the highly dynamic topologies like VANETs since this

algorithm do not exchange link state information and do not maintain every route like

proactive and reactive protocols.

2.2 Routing Protocols

2.2.1 AODV (Ad hoc On demand Distance Vector)

This protocol uses route discovery. When a route request propagates from source, each node

receives RREQ, records the address of the sender to its routing table and finds a path to the

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source. This method called backward learning. When a RREQ packet arrives, RREP will send from

destination to source and each node records its previous hop. Links are bidirectional so flooding of

RREQ and sending of RREP establishes a full duplex path. A path is maintained as long as the source

uses it. Link failure will report to source and source immediately propagate route discovery to

find a new path. However, this method has broadcast overhead because of using route discovery.

2.2.2 AODV+PGB

PGB (Preferred Group Broadcasting) is a mechanism to reduce the overhead of route discovery in

some protocols like AODV. Because of fast movement, reducing overhead in wireless networks like

VANET is very important. When a signal propagates, receivers will get it but only the node in the

preferred group can broadcast the signal. However this protocol has some drawbacks: only one

node in is allowed to broadcast signal and also the preferred group maybe is not the closest group to

the destination. Broadcast also cannot continue if there are some empty groups in the network (sparse

networks). Sometimes two nodes in a group may broadcast in a same time so packet duplication

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may happen in the network. The solution for packet duplication is to add packet's predecessors into

the packet; however it may cause another type of overhead which is the same as DSR.

2.2.3 DSR (Dynamic Source Routing)

This protocol uses source routing. RREQ packets propagate and each node broadcast it to its

neighbors until it receives to the destination. After arriving RREQ to the destination, RREP will

produce and come back to the destination. Maybe multiple RREP are send from destination to the

source so there are more than one route that source can choose it to send data through, so

when a route is broken, an alternative route can choose.

2.2.3.1 Comparison between DSR and AODV

There are two differences between DSR and AODV; the first one is that data packets in DSR contain

routing information, whereas, data packets in AODV contains only the address of the destination so

the routing overhead of DSR is more than the routing overhead of AODV. In addition, as the network

diameter increases, the amount of overhead in the data packet will continue to increase. Another

difference is that in AODV, RREP packets contain the address of the destination, whereas, in DSR

RREP packets carry the address of each node.

2.2.4 TORA (Temporally Ordered Routing Algorithm)

This algorithm is a family of link reversal algorithm when a directed acyclic graph (DAG) is built on

the height of the tree from the source. DAG directs the flow of packets and tries that every node gets

it. When a node has a packet to send, it broadcasts its packet. Its neighbors only can broadcast the

packet if based on the DAG, they are sending nodes. A DAG will build by broadcasting RREQ

packets. When a node receives RREQ, if it has a downward link to the destination, it will broadcast a

RREP packet. Otherwise the packet will drop. When a packet receives a RREP packet, it will update

its height only if this RREP packet gives the minimum height of all height which has been received so

far. Then it rebroadcast the RREP packet.

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TORA has some pros and cons: this algorithm finds routes to all the nodes in the network, so routing

will be easier, however, since it finds routes to all the nodes in the network, there are many

routes, so maintaining these routes is heavy and expensive especially in networks with high

movement like VANET.

2.2.5 Evaluation of the Topology-based Routing

Jaap et al. (2005) has evaluated AODV, DSR, FSR, and TORA in city traffic scenarios on the

network simulator ns-2. The city is Manhattan and the speed of vehicles is determined based on the

Intelligent-Driver Model (IDM). The result is that: AODV has the best performance and lowest

control overhead. It is followed by FSR, DSR, and then TORA. DSR is using source routing. Since

source routes will change because of the high movement in some networks like VANET, DSR will

have heavy overhead and heavy delay because it maintains the route information within the packet’s

header. The route overhead of DSR can be compared to FSR; however it is higher than AODV yet.

The only common feature between the four algorithms is that because of the scalability problem, the

performance will decrease as network densities increase.

Lochert et al. (2003) conducted an evaluation study of Geographic Source Routing (GSR), AODV,

and DSR in a small part of a map of Berlin. The movements of 955 vehicles are simulated by the

traffic flow simulator Videlio. The evaluation also uses “obstacle modeling”. It means that each space

between streets is considered to be buildings so radio waves can not pass through them. The

simulation result shows that the performance of AODV is better than DSR since this algorithm

maintains route information for each node and the associated bandwidth is large. So the routing

overhead is heavy. However, the performance of AODV and DSR is not as good as GSR.

2.2.6 Comparison between AODV, AODV+PGB, and GPSR

The simulation results show that AODV+PGB has constant broadcast overhead so the performance of

this algorithm is better than AODV and GPSR. In both city and highway, as the density of vehicles

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are increased the packet delivery ratio of AODV decreases and becomes lower than GPSR and the

overhead of AODV increases and become higher than GPSR.

2.2.7 Geographic (position-based) Routing

In this algorithm the next decision for forwarding a packet depends on the position of a packet’s

destination and the position of the node’s one-hop neighbors. The position of the destination is stored

in the header of the packet and the position of the one-hop neighbor sends continuously with beacons.

In order to avoid collision the beacons will send with random jitter. Nodes which are in the same

radio range are neighbors. In geographic routing each node knows its location and a sending

node knows the receiver’s location. Geographic routing is more robust to the highly dynamic

topologies like VANETs since this algorithm do not exchange link state information and do not

maintain every route like proactive and reactive protocols. In other words, packets will be

forwarded based on the geographic position of the nodes. There is no need of link state

exchange nor route setup.

Geographic routing is divided in to three categories: non-Delay Tolerant Networks (non-DTN), Delay

Tolerant Networks and hybrid. The non-DTN types of geographic routing are only practical in

densely populated VANETs whereas DTN types of geographic routing is considered to be useful in

disconnect networks. We assume that in wireless, networks are disconnected by default. Hybrid

types are the combination of DTN and non-DTN routing protocols. We will describe these three

categories.

2.2.7.1 Challenges of Position-Based Routing in a City Environments

As it is disgusted before position-based routing protocols are based on the positions of the nodes in

the networks. So the first issue is these routing protocols require position-awareness of the nodes

though a GPS receiver on each node. Also it is assumed that each node is aware of the situation of its

direct neighbors. So it is required that each node periodically send a beacon message that indicate the

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current position of the node. In order to send a packet to a destination node, a sender node also

requires information on the current geographical position of the destination in order to include it in

the packet header and to make the routing decision. Following problems should also be considered in

position-based routing in city environments:

- Network disconnection

City scenarios – with almost all area between streets covered with buildings – significantly

limit the applicability of purely greedy position-based routing and of corresponding recovery

strategies. Due to these obstacles, nodes that would have `seen' each other in a free space

model might not be aware of each other anymore. Since the planarization methods outlined

above assume that the connectivity between nodes only depends on the node distances,

planarization of the neighborhood in the presence of obstacles can lead to network

disconnection. Both criteria, GG and RNG, would lead to elimination of the edge between u

and v under the misconception that nodes w1 and w2 can reach node v.

- Beacon & Data Losses

Another problem that we should consider in vehicular ad hoc networks is that due to high

mobility of vehicles in the street and because of the high movement speed of cars, lots of

packets (beacons or data packets) will be lost. Following figure shows this problem in detail.

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- Outdated Information Problem

During the routing of packets toward destination sometimes cars passes from each other and

this may cause some loop problems in the routing. Following figure shows and example of

this problem.

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- Too many hops

A planarized connectivity graph for vehicles along a single street essentially leads to a graph

where a vehicle no longer sends packets to the neighbor with the largest forward progress.

Thus, compared to greedy routing, many more nodes have to be traversed when routed in

perimeter mode. This leads to increased delays and, frequently, to elapsed hop counts.

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- Routing Loops

Mobility can induce routing-loops for packets being routed in perimeter mode. Figure 4

sketches a corresponding scenario. Node S wants to send a packet to node D. In node u,

greedy forwarding fails because there is reachable node closer to the destination node. So the

forwarding mode is switched to perimeter mode. The initial face will be set to uv. In a static

network, the packet would reach D according to the `Right Hand Rule' as expected, but with

movement of node x reaching node v's radio range while v already has sent the packet, a

routing loop is created between vwx by the `Right Hand Rule'. The traversal of the initial face

would be used to determine a face-loop but since it is never traversed again, the packet is

circled until the max hop count is reached.

- Wrong Direction

As one can see in Fig. 4(a) the perimeter mode following the `Right Hand Rule' is biased

towards a specific direction when selecting a next hop. When there exist more than one

routing alternative this can lead to routes longer than necessary. These long routes lead again

to the problem of `Too many hops' and also is prone to error because of mobility.

2.2.8 Non-DTN Overlay

The principle of greedy approach is that the packet will forward to the node which is closest to the

destination. If the node itself is the closest node to the destination, the strategy can fail. In this case

the packets reached the local maximum. In this category of the geographic routing, the routing

protocols have their own recovery strategy.

2.2.9 GPSR (Greedy Perimeter Stateless Routing)

This protocol is a greedy protocol which forwards the packet to the node which is closest to the

destination. If the protocol encounters the local maximum, the recovery strategy may come to help to

forward packet to the closer node. The packet resumes forwarding in greedy mode when it reaches a

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node whose distance to the destination is closer than the node at the local maximum to the

destination.

Figure 2. GPSR Routing

GPSR uses perimeter mode in order to recover from local maximum based on right hand rule. The

principle is that when a node “x” first enters into the recovery mode, its next forwarding hop "y" is

the node that is sequentially counterclockwise to the virtual edge formed by and destination “D”.

Then, the next hop “z” is sequentially counterclockwise to the edge formed by “y” and its previous

node “x” shown in Figure 4. However, if the edge “yz” formed by the current node and the next hop

crosses the virtual edge “xD” and results in a point that is closer than the previous intersecting point

“x”, perimeter mode will perform a face change in that the next hop w is chosen sequentially

counterclockwise to the edge ”yz” where the closer intersecting point was found. This kind of routing

is called face routing because a packet should pass many nodes until it reaches a node which is closer

to the destination.

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Figure 3. On the left, packet will loop around face 3; on the right packet will eventually route to D through u, s, x, v, t and

w.

The point is that if the graph is not planar, it means that there are cross edges in the graph, loops may

occur. Consider in the above Figure, x tries to reach D in perimeter mode. The packet will eventually

loop around face 3 with no intersecting point closer than p. Had the cross edge “ut” been removed,

the packet would travel the exterior face u, s, x, v, t, and w to reach D. in order to avoid loops, GPSR

provides two distributed algorithms: Relative Neighborhood Graph (RNG) and Gabriel Graph (GG)

which are known to be planar. In these algorithms we assume a threshold; if the distance between two

nodes is greater than or equal to the distance d, they must be connected by an edge. If the distance

between two vehicles is greater than d, they must not be connected by an edge. However, because of

channel fading in VANET, this method is not useful.

2.2.9.1 Comparison between GPSR and DSR

Fußler in 2002 compared the results between DSR and GPSR in a highway scenario. He showed that

as communication distance become larger; the successfully delivered packets for DSR diminish. The

reason is that DSR uses source routing and should maintain the route to the source from the sender.

When the length of the route increases, maintaining the route becomes harder. In larger

communication distance, GPSR packet delivery is close to 100%, so in highway since local maximum

rarely happens on a highway, the topology is GPSR.

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2.2.10 GPSR+AGF

This routing protocol considers two problems with GPSR in VANET. First of all, in the table of

node’s neighbor there exist the information of neighbors’ position. The solution of this problem is

that the frequency of beacon increases but this solution cause to increase the congestion and

also potential collision. Secondly, when the destination changes its position, packet will never

be updated. So the location of destination is another problem. The suggestion for this problem is

“Advanced Greedy Forwarding (AGF)”.

This proposed solution is based on the corporation of the speed and direction of a node in beacon

packet and total travel time, which includes the time for processing the packet, up to the current

forwarding node within the data packet. Every node can be filtered out dated nodes in its

neighbor table with the velocity vector and speed plus direction. Every forwarding node can be

better estimated by the deviation of the original location of destination and also its current location

can be estimated. In result we have at least three times of improvement in packet delivery ratio at

GPSR.

2.2.11 PRB-DV

Position-Based Routing with Distance Vector Recovery (PBR-DV) uses AODV-Style recovery as

packets fall into a local maximum. The node at the local maximum would broadcast a request packet

for the node’s position and destination’s location. After receiving the request packet, it will check the

node and determine which one is closer to the destination or closer to local maximum? If it is not

closer to destination it records the node from which it receives the request packet and then broadcasts

the request.

In other respect, it sends a reply to the node from which it receives the request. Similarly when the

reply packet travels back to the local max node, each intermediate node will record the previous

node which receives the reply packet. So the local max node can maintain a route to a closer node

than itself. The disadvantage of this method is its extra flooding which is necessary to discover the

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non-greedy part of the route. There is no reappraisal for comparing PRB-DV to neither GPSR

nor AODV; therefore the execution in packet delivery and from above is unconvincing.

2.2.12 GRANT

Greedy Routing with Abstract Neighbor Table (GRANT) uses the idea of extended greedy

routing which each node known its “x” hop local area. Each node is far view envision of the best

route to avoid local maximum. For selecting the next forwarding neighbor “E” which is based on the

multiplication of distance between the nodes, hop “x” in another side forms “E” and the destination,

the shortest path from “N” to “E”, and the Charge per hop for multihop neighbors. The

smallest metric is chosen to the next hop by neighbor “E”.

GRANT sets apart the plane into areas and involved a typical neighbor for every area, because

transmitting x-hop neighbors in the beacon is more than enough from above. Upon receiving a

beacon, a node computes the area that the broadcasting node and its neighbors belong to, thus

categorizing them into different hops from the current node. On receiving a beacon, a node

calculate the area which includes the broadcasting node and its neighbors, therefore

classification of them is in the different hopes from and the current node.

The estimate is based on snapshots of appointment of cars from a uniform distribution. The

spreading model is based on a significant property of a city script that many radio obstructions are

there, for example buildings and trees. A simple supposition that model makes nodes on different

streets unable to hear each other because of radio obstructions. Consequence gives us that most of the

routes in GRANT have shorter path length than traditional greedy routing. And also, the number of

times the packet is recovered per route is also less in GRANT than in traditional greedy

routing.

GRANT with Face routing similarly the recovery strategy is compared to GRANT with Distance

Vector which is based on the recovery (like PRG-DV).The total of hops for each recovery is way less

in GRANT with Distance Vector-which is based on recovery than GRANT with Face routing. In

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spite of the problematic condition of short-range overwhelm, Distance Vector recovery is strong to

radio obstruction that epidemic Face routing. Because the estimate is done base on the static traces

and the x-hop neighbors are supposed to be available, the beacon above and possible

erroneousness are not measured and well comprehended. Also, additional ways are which have

smaller path length than traditional greedy routing on a normalized percentage basis; there is no

performance metric such as packet delivery ratio that can confirm its correct performance.

2.2.13 Overlay

An overlay routing has the characteristic in which the routing protocol operates on a set of typical

nodes overlaid on top of the living network. Definitions are made at junctions where packets

make turns into a different road segment in the urban environment. Hence, the overlaid routing

protocols display below has something to do with nodes at junction.

2.2.14 GPCR

Because nodes are highly mobile in VANETs, node planarization can become a cumbersome,

incorrect, and continuous process. In their work of Greedy Perimeter Coordinator Routing (GPCR)

monitored that the street map of cities forms a planar graph such that node planarization can

be removed. The planar graph using the underlying roads, which nodes forwarded as far as they can

in a direction of roads in both greedy and perimeter mode and also halt at junctions where determined

about which next road fragment to turn into can be affected. An example of GPCR forwarding where

node A forwarded packets to node B at a junction even despite node A’s radio range covers node C.

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Figure 4. GPCR Routing

GPCR can remove the incorrectness of node planarization, and GPCR can improve routing act as

packets travel shorter hops in the perimeter mode. In addition, the improved routing determined to

live packets from being routed to the incorrect direction that arrives to higher delay. GPCR does not

rely on a map to determine whether a node is located at a junction, in contrast to provide two

heuristics to determine whether a node is a junction. For the first time heuristic utilize beacon

messages and it decides a node x which is located at a junction if it has two neighbors which they are

y and z that are within the range of each other but do not list each other as neighbors. The second

heuristic derived from a similarity coefficient that connects a node to its neighbors. If the correlation

coefficient is almost 0 it means that there is no linear relationship between the statuses on the

neighbors. This implies that the node is located at a junction. Their estimate, which is based on

the set apart for vehicular traffic simulator, has display that packet delivery rate does increase

over GPSR.

2.2.15 GpsrJ+

This method eliminates the excessive halt at a junction while keeping the effective planarity

of topological maps. It utilizes two-hop neighbor beaconing to prophesy which road fragment its

neighboring junction node will take. If the prediction signifies that it’s neighboring junction forward

the packet onto a road with a different direction, it forwards to the junction node. Else, it

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avoids the junction and forwards the packet to its most distance neighboring node. Figure shown

below clarifies the advantage of prophesy. The figure illustrates that GpsrJ+ can bypass the junction

area and forward the packet to node E directly, yet GPCR forwards it to the junction node B,

therefore reasoning more broadcast and transmission.

GpsrJ+ uses the right-hand rule to decide the best direction (as opposed to final destination direction)

and by means of that best forwarding node in the perimeter mode. If the greatest distance node is in

the same direction as the best direction, the best forwarding node is the furthest node. In another

respect, a junction node is the best forwarding node. GpsrJ+ manages to expanded packet delivery

ratio of GPCR and decrease the number of hops in the recovery mode by 200% compared to GPSR.

Figure 5. GpsrJ+ Routing

2.2.16 CAR

Subsequent their influenced Preferred Group Broadcast (PGB) to reduce broadcast from AODV

route discovery and Advanced Greedy Forwarding (AGF) to explain node’s mobility, new

method is proposed: the connection-Aware Routing (CAR). CAR utilizes AODV which is based on

path discovery to encounter routes with restricted broadcast from PGB. In any event, nodes which is

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formed the route don‘t record their previous node from backward aware and their premature node

that forwards the path reply packet from the destination. Somewhat, anchor points, which are

nodes in the vicinity a crossing or road curve, are recorded in the path discovery packet.

A node decides itself similarly an anchor point if its vector is not parallel to the velocity vector of the

preceding node in the packet. The destination allows accepting many times path discovery packets. It

selects the route which is provides better connection and lower delays. AGF is utilized to the front

the route reply back to the source via the recorded anchor points. When the source receives the

route respond, it records the route to the destination and beginning to transmit.

Data packets which forwarded in a greedy manner for the destination inward the set of anchor points

utilize the AGF. Additionally to manage movability by AGF, CAR insert “guards” to aid to tack the

prevalent condition of a destination. A keeping node can be filtered or directed again packets or

summed information to a packet that delivers finally this information to the destination of

packet. In result illustrates CAR possesses important packet delivery ratio (PDR) than GPSR and

GPSR+AGF.

The reason that CAR’s PDR is higher than GPSR+AGF is that CAR guarantees to recognize the

shortest connected route when GPSR+AGF permit from sub optimality of greedy mode in terms of

determining like a route. CAR’s route discovery above which is checked by PGB. The above of

supply protection is not in the data packets except in the beacons. Nodes on average only

broadcasts 2-3 protect while the simulation. Therefore, the beacon overhead is not defeating.

2.2.17 GSR

Geographic Source Routing (GSR) depends on the attainable of a map and calculates a

Dijkstra shortest path on the excessive graph where the vertices are junction nodes and the edges are

streets that join those vertices. The progression of intersection sets up the route to the destination.

Then Packets are forwarded desirously between intersections. GSR does not regard the connectivity

between two intersections; hence, the route might not be connected inward. Recovery when like

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a argument occurs is greedy forwarding. The distinction between GSR and CAR is that CAR is

usable to utilize a map and it utilizes proactive discovery of anchor points that signify a turn at an

intersection.

2.2.18 A-STAR

Anchor-Based Street and Traffic Aware Routing (A-STAR) is similar to GSR in which

packets are routed inward anchor points of the overlay. Anyway, A-STAR is traffic attentive;

the traffic on the road decides if the anchor points of the road regards in the shortest path or not. A-

STAR routes which is based on two types of excessively maps: a statically and dynamically both of

them rated map. A statistically rated map is a graph that displays bus routes that typically imply stable

amount of traffic. Dijkstra paths are calculated by statistically rated map which they are in general

connected since the external knowledge. A dynamically rated map definite as a map that is generated

which is based on the real-time traffic situation on the roads. The city traffic condition is monitored

by road side deployment units and handed out information to every vehicle. Therefore, road traffic is

the distinction between a statically rated map and a dynamically rated map. A statically rated map is

based on bus routes which have high traffic; a dynamically rated map is based on the traffic

monitored dynamically by road-side units.

When the packet gets stuck due to disconnectivity of the prevalent path to the destination A-

STAR suggests a distinction recovery algorithm. The node will calculated a new anchor path and the

road fragment at the time of the packet is currently located be marked as “out of service”

impermanent to prevent other packets from entering into the same problem. The “out of service” is in

the recovered packets. Nodes that take in the recovered packets update their map and

calculated anchor. The mobility model and propagation model are based on the M-Grid mobility

model, a variant of the Manhattan model that considers not only the vehicular movement in

a typical metropolis where streets are set out on a grid pattern but also the radio obstacles.

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A-STAR is compared to GSR and GPSR. A-STAR packet delivery ratio is lower than GSR and

GPSR with or without recovery as A-STAR choices paths with higher connectivity.

2.2.19 STBR

Another routing protocol for VANET is STBR or Street Topology-Based Routing. In this approach

the road connectivity at junction nodes will be computed. So we need to choose one of the nodes at a

junction as the master node and that node is responsible for checking if links to the next junctions are

connected or not. This information will then broadcast to other masters and therefore all the master

nodes can generate a two-level junction neighbor table. The first level is through neighboring links to

its direct junction nodes and the second level is its direct junction nodes through their neighboring

links to their own junction nodes. In this routing protocol the routes are computed through Dikestra

shortest path and the packets are routed based on their geographic distance to the street where

the destination is on.

2.2.20 GyTAR

Greedy Traffic Aware Routing protocol is a similar approach mentioned above in that packets are

forwarded greedily toward the next junction. This routing protocol contains two parts:

- Junction Selection: First the best next junction will be selected for forwarding the packets

to the destination. We will do this by considering the traffic density and also the distance of that

junction to the destination. This information will be provided by roadside units and sensors.

- Forwarding packets between junctions: After selecting the next junction for forwarding

the packets we need to determine to which cars in the road we should send the packets. GyTAR tries

to mimic the shortest path routing by taking into account the road connectivity.

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Figure 6. GyTAR Routing

2.2.21 LOUVRE

The next routing protocol is LOUVRE or Landmark Overlays for Urban Vehicular Routing

environments. Lee et al. (2008) has summarized geographic greedy overlay routing into two

categories. The first is geo-reactive overlay routing where the next overlaid node is

determined based on their neighboring nodes (STBR and GyTAR). The second category is geo-

proactive overlay routing where the sequence of overlaid nodes is determined a-priori (GSR and A-

STAR).

Figure 8. LOUVRE Routing

The above figure shows the procedure in which LOUVRE obtains routes to nodes from source.

LOUVRE first filters out roads that do not have density over the threshold and then the overlaid

routes are built on top of roads whose density is above threshold. After that by using Dikestra the

shortest path from source to destination will be computed.

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2.2.22 CBF

Another geographic routing protocol in VANET is CBF or Contention-Based Forwarding. This

method does not require proactive transmission of beacon messages and Data packets are broadcast to

all direct neighbors and the neighbors decide if they should forward the packet. The actual forwarder

is selected by a distributed timer-based contention process which allows the most suitable node

to forward the packet and to suppress other potential forwarders. Receivers of the broadcast data

would compare their distance to the destination to the last hop’s distance to the destination. The

bigger the differences, the larger the progress and shorter the timer.

2.2.23 DTN

As it is mentioned before one of the difficulties in VANET routing is the high mobility of the nodes

in the network. This leads the network to have frequent disconnections. In order to solve this

problem we can allow the nodes to store the packets when there is no contact with other

nodes, to carry the packet for some distance until meeting with other nodes.

2.2.24 VADD

One of the routing protocols in delay tolerant networks is VADD or Vehicle-Assisted Data Delivery.

This approach aims at improving routing by the idea of carry-and-forward based on the use of

predictable vehicle mobility. At each junction the vehicle will makes a decision and select the next

forwarding path with the smallest packet delivery delay. This delay is depends on road density,

average vehicle velocity and the road distance.

There exist different types of VADD. Location first probe (L-VADD) would select a node closest to

the next forwarding path. Direction first probe (D-VADD) would select a node which is going toward

the forwarding path even though such a node might be further from the forwarding path than other

nodes on the path. Multipath Direction first probe (MD-VADD) would select multiple nodes

going toward the forwarding path so as not to miss forwarding to a node that offers a

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shorter time to the destination. Hybrid probe (H-VADD) combines L-VADD and D-VADD so

the long packet delay from D-VADD is offset by L-VADD and routing loops from L-VADD are

masked by D-VADD. Comparing GPSR and different types of VADD, H-VADD had the best

performance.

2.2.25 GeoOpps

Another DTN routing protocol is Geographical Opportunistic Routing which uses the information

from navigation systems to select vehicles that are likely to move closer to the final destination of a

packet. It calculates the shortest distance from destination to the nearest point (NP) of vehicles path

and estimates the arrival of time of a packets to destination. The following figure shows node A in

computing the NP of its neighbor N1 and N2. Since N1 offers closer NP to the destination, node A

picks N1 to forward its packet.

Figure 9. GeoOpps Routing

During the travel of vehicles, if there is another vehicle that has a shorter estimated arrival time, the

packets will be forwarded to that vehicle.

This routing protocol has a problem which shows in the bellow figure. Vehicle B holds a data

message and, therefore, its neighbors A and C calculate their minimum expected time of delivery. In

the case of A, the closest point to the destination D is its current position. Then, the estimation MET

DA is the time to go from the current position to D.

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On the other hand, the nearest point from C’s trajectory to the destination is the destination itself. So,

the expected delivery time MET DC corresponds to the time that C takes to arrive at D. Since the

distance traversed is longer than in the case of A’s estimation, then MET DC > MET DA and,

accordingly, B selects A as the next hop. Given the scenario above, note that if more vehicles appear

following A’s trajectory, the message get stuck around that position until its expiration. On the

other hand, if no more vehicles appear, A would hold the message and carry it farther away from the

destination. This is the opposite of the objective of the protocol. Continuing with the same example, C

would have been a more suitable next hop because it had delivered the message to D. The key is that

the message had approached the destination at each step.

2.2.26 GeoDTN+Nav

In this section we briefly describe GeoDTN+Nav [1], a hybrid geographic and DTN routing with

navigation assistance in urban vehicular networks, which has some relations with our proposed

method. This routing protocol contains three different modes (Greedy mode, Perimeter mode and

DTN mode) for forwarding the packets. A network partition detection method has been used to

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switch between these modes with the aim of increasing the packet delivery ratio even in

sparse or partitioned networks.

The main idea of this routing protocol is using a VNI (Virtual Navigation Interface) framework as a

parameter to determine proper delay tolerant forwarder. The goal of VNI is to standardize the content

and transmission format of navigation information provided by GPS devices. For example, road

identification can differ from one navigation system to another. Also the map encoding of a

road on one navigation system may define a road as one separated by junctions; whereas, the map

encoding of a road on another navigation system may define a road naturally from the name of the

road.

Based on vehicles movement pattern, vehicles are categorized into four different categories as shown

in table below:

Categories Examples

Deterministic (Fixed)

Route

Metro Bus, Metro Train,

Campus Shuttle

Deterministic (Fixed)

Destination Taxi, Van Pool

Probabilistic (Expected)

Route/Destination

Navigation system guided

vehicles

Unknown Non-Random movement

By considering these categories, VNI provides two kinds of primitive information:

1- Route_info: It may consist of detailed path, destination, or the direction of the vehicle.

2- Confidence: Confidence indicates the probability that the vehicles movement would abide by

the given route information.

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For example VNI on taxis would broadcast (Dest/100%) because taxis move deterministically toward

its destination. In addition to VNI, GeoDTN+Nav uses other parameters (e.g. disconnection

probability, direction of the node) to indicate whether a node is proper enough to be a DTN node.

2.2.27 Multi-Level Hierarchical Routing

All the previously disgusted routing protocols are categorized in the flat routing category. In flat

routing protocols, the next hop for forwarding packets toward destination is the physical next hop of

current node. In large scale ad hoc networks with hundreds of vehicle nodes, flat routing will cause

performance degradation. The main reasons are:

- The route’s hop count will become bigger in a large scale network, and thus link

breakage will happen frequently and end-to-end delay will increase. If some nodes are highly

mobile as shown in Fig. 8, link failure will become even more severe.

Figure 8. Real Capture of Congested Traffic.

- Heavy overhead introduced by routing protocol can consume more network capacity.

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- The routing information about remote nodes can become inaccurate due to the long

transmission time.

The hierarchical routing protocols are developed to address the network scalability problem. In

hierarchical routing protocols the vehicles are categorized in some clusters. Each cluster has a leader

node that all other nodes in a cluster are connected only to this node. Some nodes are in the range of

more than one leader node. Those nodes are called gateways. Gateways are used for connecting

clusters together. While we can have more than one gateway between two clusters, the robustness of

routes will be increased.

2.2.28 RBVT-R

This routing protocol is a reactive source routing protocol for vehicular ad hoc networks. It will use

the connected route segments to choose the best path for forwarding packets from source to

destination. A connected route segment is segment between two adjacent intersections with enough

vehicle traffic to ensure network connectivity. By using this definition a sequence of junctions will be

discovered and stored in the header of the packet and used by intermediate nodes to geographically

forward packets between intersections. Two major aspects are considered for this routing protocol:

1- Route Discovery (RD): when a node decided to send information to a destination node it

should first locate the destination node. So it starts the route discovery process. For doing so

the source node creates a RD packet and broadcast to all its neighbors. This packet will be

flooded in the region around the source node to discover a route toward the destination.

Flooding the network with RD packets may cause some problems. To reduce the effects of

the broadcast storm problem, RBVT-R uses an improved flooding mechanism. If a node

receives a RD packet with the same source address and sequence number with the previously

received packet, it discards it.

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When a node receives a new RD packet, it does not directly rebroadcast this packet; the node

holds the packet for a period of time inversely proportional to the distance between itself and

the sending node. Once the waiting period is over, the node re-broadcast the RD packet only

if it did not notice that this packet was re-broadcast by further away nodes located in the same

routing segment.

The following algorithm shows the route discovery and route reply in RBVT-R at node ni:

Notation:

n S , n D : ID of the source and destination

Path,TempPath: The best and temporary paths from n S to n D

| Path | : Path length

RS(n i ): Road segment where node n i is located

α: Waiting time parameter

RD: Route discovery packet

RR: Route reply packet

Upon receiving RD(n S , n D , TempPath) from n j

1: if (n i == n D )&( | TempPath | ≤ | Path | ) then

2: Path = TempPath

3: Send RR(n D , n S , Path)

4: Return

5: end if

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6: if RD not seen before then

7: if (RS(n i ) 6 = RS(n j ))&(RS(n i ) / ∈ T empPath) then

8: Add RS(n i ) to TempPath

9: end if

10: Set timer = α ∗ distance(n j , n i )

11: else

12: if RS(n i ) == RS(n j ) then

13: Cancel timer / ∗ n j is a better broadcast node ∗ /

14: end if

15: end if

Upon timeout

16: Broadcast RD(n S , n D , TempPath)

Upon receiving RR(n D , n S , Path) from n j :

17: if n i == n S then

18: Store Path

19: Forward Data(Path)

20: else

21: Forward RR(n D , n S , Path)

22: end if

2- Route Reply (RR): after receiving the RD packet by destination node, a RR packet will be

generated and the discovered route will be copied to the header of the RR packet. As shown

in figure 3(b), this route defines a connected path, composed of road intersections from the

source to destination. If the destination node receives a multiple RD packet, a new reply

packet will be generated only if the newly received packet contains a better quality route.

For evaluating the quality of routes we can use following metrics:

o Vehicle density on the route segment

o Number of lanes

o Traffic flow rates

o Number of passed intersections

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As soon as receiving the RR packet by the source node, it will start sending the packet toward

the destination.

2.2.29 Comparison of VANET Routing Protocols

In the previous section we discussed about different types of routing protocols for vehicular ad hoc

networks. Also we briefly explained the main idea of them and the way they forward packets toward

destination node. Following tables shows a comparison between these routing protocols:

Routing protocols in vehicular ad hoc networks can be compared from different points of view.

Following figure shows a qualitative comparison of VANET unicast routing protocols.

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2.2.30 Summary

The especial characteristic of VANET is the rapid movement of the nodes. So we suggested

some protocols to be adapted with rapid features of VANET. These protocols have some

advantages and some disadvantages. The protocols are divided in to some categories. The categories

depend on proactive, reactive, topology based routing or geographic routing. In summary, FSR,

AODV, AODV+PGB, DSR and TORA are topology based routing. GPSR, GPSR+AGF, PRB-

DV, GRANT, GPCR, Gpsrj+, CAR, GSR, A-STAR, STBR, GyTAR, LOUVRE, CBF, TO-

GO, VADD, GeOpps and GeoDTN+Nav are position based routing. The only protocol which is

proactive is FSR.

The main goal of using these protocols is to increase the performance of the network and decrease the

routing overhead. Some of them are greedy and the others are not. Some of them are using beacons.

For example GPSR, GPSR+AGF, GPCR, Gpsrj+, GSR, A-STAR, STBR, GyTAR, VADD, GeOpps

and GeoDTN+Nav are using beacons. The open issue in VANET routing is then whether there is any

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benchmark tool for evaluating these protocols. Many assumptions and many techniques should

become better in order to use in VANET.

Chapter 3

Proposed Method

3.1 Abstract

Due to the dynamic topology of vehicular ad hoc networks, routing of packets in these networks faces

a lot of difficulties. The situation will become more challenging when we have to deal with

Delay Tolerant Networks (DTN) which are also sparse and partitioned and we need to use some

vehicles to store the packets and carry them from one partition to another. Despite all these

difficulties, by looking through movements of vehicles in an urban environment, we can find out that

the topology of the network does not change in a pure random way and we can bring the traffic

models of streets into account for having better routing performance. Through this research we

proposed an intelligent routing protocol for delay tolerant networks using genetic algorithm as the

learning method for choosing the best vehicle to carry the packets from one partition to another.

3.2 Main Idea

Similar to other types of position-based routing protocols, we used geographical position information

of the nodes for forwarding the packets. Traditionally there exist two modes for forwarding the

packets toward the destination node. First one is Greedy forwarding mode in which a node receiving a

packet will send it to an immediate neighbour that is geographically closer to the destination. This

process will continue until the packet traps in a “local maximum” node where there exists no

neighbour closer to the destination than itself.

Perimeter forwarding as the second mode is then considered to recover from local maximum by using

right hand rule. GPSR and GPCR are two routing protocols which are using these two modes for

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forwarding the packets toward destination. The problem arises in DTN networks where the network is

sparse. GPSR and GPCR are only applicable in networks with high density of nodes where there

always exists a path from source to destination. Therefore for partitioned networks we need to add

another mode to make connection between partitions. This mode is called DTN forwarding and the

idea behind this mode is to choose a proper node for storing the packet and carrying it from one

partition to another.

In GeoDTN+NAV routing protocol the proper DTN node and the switching time from perimeter

mode to DTN mode are calculated using some parameters discussed in previous section. Although

compared with GPSR and GPCR this routing protocol improves the packet delivery ratio of the DTN

networks, it still has some limitations. The first limitation is all the vehicles have to be equipped with

a VNI system. As it is mentioned in the previous section this VNI system broadcasts information

about the path or destination of vehicles which may causes some privacy problems. For example it is

not wise that law enforcement, military, or financial armored vehicles broadcast such these

information to all their neighbours. Another problem is that some other effective parameters such as

the speed of the candidate vehicles or the traffic model of the streets are not considered for the DTN

node score formula.

Our routing strategy is somehow the expletive of GeoDTN+Nav routing protocol. The differences are

first, in our proposed method we tried to consider other effective parameters to choose better DTN

node and second, we used genetic algorithm to train our DTN node evaluation system and to

determine how important each parameter is in the simulation environment.

3.3 DTN node Evaluation System

As it is mentioned above, both greedy mode and perimeter mode will fail to forward packets to

destination in the sparse and partitioned networks. So we need to choose a node as DTN node to store

the packet and to carry it from one partition to another. Another thing that we should determine is

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when to switch from perimeter mode to DTN mode. As it is discussed in [1], we will switch from

perimeter mode to DTN mode when the network is disconnected and a proper DTN node is detected.

Several parameters exist that affect the switching decision. The speed of the vehicle, the direction of

the vehicle, the distance between that vehicle to destination and the probability of network

disconnectivity are examples of these parameters. Similar to “GeoDTN+Nav”, we used hop count as

a factor to recognize network disconnectivity. Combined these parameters with each other, we derive

the bellow formula. The result of this formula is then compared with a threshold.

αS(Ni) + βD(Ni) + γF(Ni) + δP(h) > Thresh (1)

where:

S(Ni) : Speed of the ith neighbor

D(Ni) : Direction of ith

neighbor

F(Ni) : Distance between Ni and destination

P(h) : Probability of network disconnectivity

h : Hop counts that the packet has traversed in perimeter mode

α, β, γ, δ : System parameters

Ni : ith neighbor of current node

Function S(Ni) represents how suitable a neighbor is to be a DTN node according to its speed. The

faster the node the better for choosing it as DTN node. So this function assigns a greater number to

the vehicle with higher speed and lower number to the slower vehicle. The next parameter is the

direction of the node. It is obvious that a node which is moving toward destination is a better choice

to be DTN node than the node which moving away from destination.

Therefore according to the angle formed with movement direction line of the node and the line

between that node and destination, D(Ni) will assign a number to each node to show how proper that

node is to be DTN node according to the moving direction point of view. The next parameter is F(Ni)

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that assign a number to a node based on the distance between that node to the destination. The last

one is P(h) that calculates the probability of network discconection based on the hop count the packet

traverse in perimeter mode. It is recommended to review [1] for better understanding of how these

functions return a value for each node.

Till now the calculation steps were very similar to GeoDTN+Nav routing protocol. We just changed

some parameters of the evaluation function to choose the better node for storing and carrying the

packet. In the next section we start discussing our main idea that improves the node evaluation system

and simultaneously improves the DTN node selection method.

3.4 Genetic Algorithm

Genetic algorithm (GA) is a subclass of evolutionary algorithms (EA) which generate solutions to

optimization problems using techniques inspired by natural evolution such as selection, crossover,

mutation and inheritance. Four steps have to be considered to solve a problem with GA. The first step

is initialization in which the evolution usually starts from a population of randomly generated

individuals. Each individual or chromosome is a set of genomes. In each generation, we need to

evaluate the chromosomes by a fitness function and determine how suitable each of them is to be

chosen for the next generation.

The population of subsequent generations is formed by selecting and modifying the proper prior

chromosomes. These modifications are based on crossover and mutation. Crossover is a method to

combine two chromosomes to produce new offspring. The idea behind crossover is that the new

chromosome may be better than both of the parents if it takes the best characteristics from each of the

parents. In mutation we alter one or more genome values in a particular chromosome. Mutation is

done in order to prevent the population from stagnating at any local optima. The procedure of

breeding offspring from previous generation will continue until a termination condition has been

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reached. This condition may be either finding a solution that satisfies minimum criteria or reaching a

fixed number of generations.

In the following subsections we explain how we used the genetic algorithm for our purpose to

improve the simulated network parameters.

3.4.1 Initialization

In this step we need to construct the first generation of the chromosomes. In our case of study each

chromosome contains five genomes. As shown in figure 1, we put the coefficients of the proposed

parameters in the chromosome. Also we considered the threshold of the evaluation formula as the

fifth genome.

α β γ δ Thresh

Figure 1. Chromosome Structure

According to this fact that we have no idea about the proper values of these genomes at the beginning

of the Simulation, many individual solutions are randomly generated to form an initial population. As

you will see in the simulation & result section, the value of each coefficient varies from 0 to 1 that

causes the value of evaluation formula to vary in the range of 0 to 4.

3.4.2 Selection

After forming the first generation, we need to choose some chromosomes from current generation’s

population for inclusion in the next generation’s population. This step of genetic algorithm is called

selection. There exist different methods to select chromosomes from a particular population.

Roulette-wheel selection [9], Tournament selection [10] and Top percent selection [8] are examples

of these methods. In all these selection algorithms a fitness function is used to determine the

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optimality of a chromosome, so the particular chromosome can be ranked against all the other

chromosomes. The fitness function that is considered in our algorithm is as follows:

Fitness (Ci) =

(2)

In this formula we have:

Ci : ith chromosome in the population

N : Number of packets generated in each generation

P(i,j) : jth packet generated in the simulation run of chromosome Ci

In the Roulette-wheel selection method which we also used for our simulation, the chance of a

chromosome getting selected for the next generation is proportional to its fitness function value. This

is why this method is also called Fitness Proportionate Selection. By using this type of selection the

probability of individual i to be chosen for the next generation in the population is:

(3)

where:

Ci : the ith chromosome in the population

Fitness(Ci) : Fitness function for Ci

M : Number of chromosomes in each generation

Combining equation 2 with equation 3 we have:

∑ ∑

(3)

As it is discussed in [9], with fitness proportionate selection there is a chance some weaker solutions

may survive the selection process; this is an advantage, as though a solution may be weak, it may

include some component which could prove useful following the reproduction process.

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3.4.3 Reproduction

After selecting the proper chromosomes as the parents we need to breed new solutions from them for

the next generation. The method that we used for breeding child solutions from a pair of parent

solutions is One-point crossover. As it is shown in figure 2, a single crossover point on both parents’

chromosome is selected. Then we interchange the two parent chromosomes at this point and produce

two new offspring. After reproduction of new chromosome we need to apply mutation on some of

them. Mutation should be applied to avoid the solutions from trapping in local optima. Mutation

occurs during evolution according to a user-definable mutation probability. This probability should

usually be set fairly low (about 0.01%) to prevent the algorithm to turn into a primitive random

algorithm.

Parent1 α1 β1 γ1 δ1 Thresh1

Parent2 α2 β2 γ2 δ2 Thresh2

Child1 α1 β1 γ2 δ2 Thresh2

Child2 α2 β2 γ1 δ1 Thresh1

Crossover point

Figure 2. An example of breeding two children from two parents

3.4.4 Termination

The genetic processes for breeding new generations of solutions discussed in the previous subsections

will continue until a termination condition has been reached. It is because these processes are time

consuming and they should be stopped after breeding particular generations. For example in our

simulation which we will discuss in the next section the algorithm will be terminated after breeding

four generation of solutions. Figure 3 illustrates the complete flowchart of discussed algorithm.

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Chapter 4

Simulation & Result

4.1 Introduction

For evaluating our proposed method we implemented and tested it on a synthetic scenario. For our

simulation we completed three steps including simulation of mobility, simulation of network

and at last trace file analyzing. Before our complete discussion about these three steps, we need to

have technical background knowledge about the softwares that we used in our simulation. In the

following sections we first discuss about these softwares, which are SUMO and MOVE and NS2, and

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after that we will explain our three main steps of our simulation. At last we illustrate the results of our

simulation.

4.2 SUMO (Simulation of Urban MObility)

SUMO is an open-source application for simulating the mobility model of cars and vehicles in an

urban environment. This application is implemented with java and it is used for simulating realistic

parameters of a vehicle in the street such as realistic accelerations, traffic light definitions, real street

maps, streets with multiple lanes and etc. One of the best features of this application is we can import

and use Google earth maps and Tiger maps. This will help us simulate a real urban map and

implement and test the routing protocols in a real situation.

The development of SUMO started in the year 2000 and its goal was to support the traffic research

community with a tool into which own algorithms can be implemented and evaluated with, without

the need to regard all the artifacts needed to obtain a complete traffic simulation. This application can

be installed and used in Windows and Linux and Mac operating systems.

4.2.1 Features of SUMO

The features of SUMO divided into six parts which are:

- Complete workflow (network and routes import, DUA, simulation)

- Simulation

o Collision free vehicle movement

o Different vehicle types

o Multi-lane streets with lane changing

o Junction-based right-of-way rules

o Hierarchy of junction types

o A fast openGL graphical user interface

o Manages networks with several 10.000 edges (streets)

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o Fast execution speed (up to 100.000 vehicle updates/s on a 1GHz machine)

o Interoperability with other application on run time using TraCI

o Network-wide, edge-based, vehicle-based, and detector-based outputs

- Network

o Many network formats (VISUM, Vissim, Shapefiles, OSM, Tiger, RoboCup, XML-

Descriptions) may be imported

o Missing values are determined via heuristics

- Routing

o Microscopic routes - each vehicle has an own one

o Dynamic User Assignment

- High portability

o Only standard C++ and portable libraries are used

o Packages for Windows main Linux distributions exist

- High interoperability through usage of XML-data only

4.2.2 Included applications

SUMO is a complete package which contains several applications needed for preparing the

simulation. The package includes:

Application

Name Short Description

SUMO The microscopic simulation with no visualization; command line application

GUISIM The microscopic simulation with a graphical user interface

NETCONVERT Network importer and generator; reads road networks from different formats

and converts them into the SUMO-format

NETGEN Generates abstract networks for the SUMO-simulation

DUAROUTER Computes fastest routes through the network, importing different types of

demand description. Performs the DUA

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JTRROUTER Computes routes using junction turning percentages

DFROUTER Computes routes from induction loop measurements

OD2TRIPS Decomposes O/D-matrices into single vehicle trips

POLYCONVERT Imports points of interest and polygons from different formats and translates

them into a description that may be visualized by GUISIM

AdditionalTools There are some tasks for which writing a large application is not necessary.

Several solutions for different problems may be covered by these tools.

4.2.3 Generating network with SUMO

In order to define and generate a complete network with all the streets and vehicles we need to

describe the nodes (junctions) and the edges (streets) and also the properties of vehicles on those

streets.

Nodes in SUMO have four attributes:

Attribute Name Mandatory Value Type Description

id Y id (string) The name of the node

x Y Float The x-position of the node on

the plane in meters

y Y Float The y-position of the node on

the plane in meters

type N

enum ( "priority",

"traffic_light",

"right_before_left" )

An optional type for the

Node

Each edge or street in SUMO has following ten attribute:

Attribute Name Mandatory Value Type Description

id Y id (string) The name of the edge

fromnode N referenced node id The name of a node within

the nodes-file the edge shall

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start at

tonode N referenced node id

The name of a node within

the nodes-file the edge shall

end at

type N referenced type id The name of a type within

the types-file

nolanes N Int

The number of lanes of the

edge; must be an integer

value

speed N Float

The maximum speed allowed

on the edge in m/s; must be a

floating point number (see

also "Using Edges' maximum

Speed Definitions in km/h")

priority N Int The priority of the edge

length N Float The length of the edge in

meter

shape N

List of positions; each

position is encoded in

x,y (do not separate

the numbers with a

space!) in meters

The start and end node are

omitted from the shape

definition;describes an edge

that after starting at node 0,

first visits position 0,0 than

goes one hundred meters to

the right before finally

reaching the position of node

1

Spread-type N enum ( "right",

"center" )

The description of how to

spread the

lanes; "center" spreads lanes

to both

directions of the shape, any

other value

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will be interpreted as "right"

And at last each vehicle has the following attributes:

Attribute Name Mandatory Value Type Description

id Y id (string) The name of the vehicle type

accel N Float

The acceleration ability of

vehicles of this type (in

m/s^2)

decel N Float

The deceleration ability of

vehicles of this type (in

m/s^2)

sigma N Float The driver imperfection

(between 0 and 1)

length N Float The vehicle length (in m)

max speed N Float The vehicle's maximum

velocity (in m/s)

color N Color This vehicle type's color

vclass N Class (enum) An abstract vehicle class (see

below)

emissionclass N Emission Class (enum) An abstract emission class

(see below)

guishape N Shape (enum) How this vehicle is rendered

guiwidth N Float The vehicle's width [m]

guioffset N Float Empty space after leader [m]

4.2.4 Pre-defined networks:

There exist three types of pre-defined network that we can use in our simulation. These pre-defined

networks are:

- Grid-like networks

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- Spider-like networks

- Random networks

4.3 MOVE (MObility model generator for VEhicular networks)

As development of VANET in the practical application is too costly this software will help us to

implement and test our routing protocol in a simulated environment. MOVE is a java based software

and consists of two major parts:

- Mobility Model

- Traffic Model

Mobility Model part is for generating road map topology and vehicle movements and Traffic Model

section is for generating network traffic.

4.3.1 Mobility Model

In the mobility model section of the MOVE we can define and simulate our network environment.

Mobility Model has three sub-sections called “Map Editor”, “Vehicle Movement Editor” and

“Simulation”.

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4.3.1.1 Map Editor

In the Map Editor sub-section we should implement the nodes (junctions) and the edges (streets) of

the map. Also we can import some prepared maps from Tiger map database. The maps of all the

states of United State of America are available in the Tiger map database.

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4.3.1.2 Vehicle Movement Editor

In the vehicle movement editor section we should define the vehicle movements in the streets. This

can be done by three different solutions which are Flows, Trips and Turn.

4.3.1.2.1 Flows

This part will specify the groups of vehicles movements flow on the simulation. For implementing a

flow we should define the source edge and the destination edge of the flow and also we should

specify the start time in the flow.

4.3.1.2.2 Turns

This section is used when you want to specify the turning ratio for each junction. In the editor you

must group percentages together so they sum up as 1.0 (100%).

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4.3.1.2.3 Trips

This section is very similar to flow but the main deference is we can specify the period of each group

of vehicles.

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4.3.1.3 Simulation

Finally after creating the map of the simulation and the vehicles, we should configure our simulation.

Some simulation parameters such as start time and duration time of the simulation should be set in

this section. Also we can visualize our network and at last run the simulation.

4.4 NS2 (Network Simulator 2)

Network Simulator 2 (NS2) is a popular simulator in scientific environment. We have some other

network simulators such as Qualnet, GloMoSim, OPNET, etc. The advantage of NS2 in comparison

with other types of simulators is that it is an open source program which is suitable for low level

applications. The goal of NS2 is:

- To support networking research and education

o Protocol design, traffic studies, etc.

o Protocol comparison

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o New architecture designs are also supported

- To provide collaborative environment

o Freely distributed, open source

o Increase confidence in result

NS2 uses two different languages, C++ and OTcl.

OTcl is a short for MIT object Tcl and is an extension to Tcl/Tk for object oriented programming.

OTcl is used to build the network structure and topology which is just the surface of the simulation.

Also it is easy to configure the network parameters.

C++ is the kernel part of the NS2. It is used to implement the kernel of the architecture of the protocol

designs. From the packet flow view, the processes run on a single node. Also C++ is used to change

or comment out the existing protocols running in NS2. NS2 uses to languages because we have two

requirements in simulation:

- Detailed simulation of the protocol: Run-Time speed

- Varying parameters or configuration: Easy to use

C++ is fast to run but slower to code and change. OTcl is easy to code but runs slowly.

NS2 can support following protocols:

- Wired Networking

o Routing: Unicast, Multicast, and Hierarchical Routing, etc.

o Transportation: TCP, UDP, others;

o Traffic sources: web, ftp, telnet, cbr, etc.

o Queuing disciplines: drop-tail, RED, etc.

o QoS: IntServ and Diffserv Wireless Networking

- Ad hoc routing and mobile IP

o Routing Protocol: AODV, DSDV, DSR, etc.

o MAC layer Protocol: TDMA, CDMA(?), IEEE Mac 802.x, etc.

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o Physical layers: different channels(?), directional attena

- Sensor Networks

4.4.1 Structure of NS2

The structure of NS2 contains four different parts:

- NS2: The simulator itself

- NAM: Visualized trace tool of network animator

- Pre-processing: Traffic and topology generator

- Post-processing: Simple trace analysis, often in Awk, Perl or Tcl

The directory structure of NS2 is shown in the following figure:

4.5 Simulation of Vehicle’s Mobility

For the first step we needed to simulate our network environment including the streets, the junctions,

the traffic lights and flows of mobile vehicles. To do so we used SUMO (Simulator of Urban

MObility) simulator which is an open source software. As it is shown in figure 4, our environment

ns-allinone

Tcl8.0 Tk8.0 OTcl Tclcl NS-2

Tcl

Examples Test Lib mcast

NAM-1

C++

Code

OTcl

Code

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has two separate partitions of streets connected to each other with a highway. We considered this type

of environment because we wanted to have a DTN network with disconnected partitions. Then

someflows of vehicle are generated in a way that we had some streets with high density of vehicles

and some with low. In Figure 4, the chromatic lines are the streets with high density of vehicles. After

that we specified a node in the left partition to be the source or generator of the packets and a node in

the right partition to be the destination of the packets.

Figure 4. The Topology of the simulated environment

Obstacles are placed between different road segments if they do not share the same horizontal or

vertical parameters. All the streets are bidirectional and the length of each edge is 300m, and the

transmission range is 300m too. The road between two partitions is 10km and contains some flows of

vehicles with different speeds. All the vehicle flows in this road departure uniformly with speeds vary

from 70km/h to 120km/h. The average vehicle speed in the two partitions is 40km/h.

4.6 Simulation Of Network

After simulating our streets and mobile vehicles we selected a source node in the left partition to

generate packets and send them toward the destination and also selected a destination node in the

right partition as a sink to receive the packets. Table 2 indicates the network parameters we used for

our simulation. We attached a UDP agent to the source node to generate packets with constant bit rate

and with packet size of 1460 bytes. All the related works for simulating the network were done with

NS2.

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Table 2

Simulation Parameters

Parameter Value

Network Simulator NS2 (Network Simulator 2)

Mobility Simulator SUMO 0.12.0

Packet Size 1460 bytes

Transmission Range 300 m

Simulation Runs 200

Average Vehicle Speed in

the partitions

40 km/h

Number of Generations 4 generations

Number of Rounds in

Each Generation

50 rounds

.

4.7 Trace File Analyzing

The third step is analyzing the trace files which are provided by NS2. In our case of study we needed

to run the simulation for four generation and each generation contained fifty rounds; so the total

number of runs was 200. For each run, NS2 provided us a trace file that contained all the information

about the packets in the network. The total size of these files was about 1GB and we derived all the

required information such as packet delivery delay and packet delivery ratio from them.

As it is illustrated in figure 5, we computed the average delivery delay of each round in each

generation. Note that each round runs with particular quintuple 2wof genomes that determined with

genetic algorithm.

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250

270

290

310

330

350

370

390

410

430

450

1 5 9 13 17 21 25 29 33 37 41 45 49

Avr

De

live

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To compare these four generations with each other and see how the genetic algorithm improves the

network parameters in them we calculate the average of average delivery delays and the average of

average delivery ratios for each generation. Regarding to figure 6, by breeding each new generation

the delivery delay parameter of the network in our routing protocol decreased. Also it is concluded

that the more we continue breeding the generations the more the quintuple parameters converge to the

optimum values and the much delivery delay decreases. Meanwhile the average of average delivery

delays for “GeoDTN+Nav” routing protocol remains in the range of [366,372] seconds.

Figure 6. Average of average delivery delays in four generation

Figure 7. Average of average delivery ratios in four generation

385.21

363.42

343.10 334.39

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Ave

rage

of

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(se

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Generations

64.58

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Ave

rage

of

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Also as illustrated in Figure 7, by breeding new generations the delivery ration parameter of the

network in our routing protocol improved and increased. Again this parameter remains in a constant

range for the “GeoDTN+Nav” routing protocol. As it is stated before we have to terminate the genetic

algorithm and process of breeding new generations because it is time consuming. But still we can get

a good perspective about the optimum value range of each genome. For example in our simulated

network the range of the coefficient of speed parameter (α) after generation four bounded into

[0.6,0.8] which means that the speed parameter in our evaluation formula is very effective. Also we

can conclude that for having better delivery delay or delivery ratio in our network we should choose

the value of “α” parameter in the range [0.6,0.8]. We can find the optimum boundary of other

coefficients of the parameters in the same way. Also the proposed algorithm is flexible to test the

effectiveness of other parameters. For example if anyone thinks that there exist other parameter that is

effective in the evaluation formula he can add it to the formula with new coefficient and also add a

new genome to each chromosome and run the algorithm again and see how that parameter affect the

results. Then he can conclude weather that parameter is proper and necessary for the evaluation

formula or not.

Conclusion & Future Works

In this paper we proposed an intelligent routing protocol for delay tolerant networks. The

routing starts with two traditional steps of other geographic routing protocols which are greedy

forwarding and then perimeter forwarding. These two steps would fail to forward the packets

toward destination in the case that the network is sparse and disconnect. This is where we brought the

third mode of routing into account. The third mode was DTN forwarding in which we had to select a

node as the DTN node to store the packet and carry it from one partition to another.

The idea presented in this paper was using genetic algorithm to determine how effective each

parameter is in choosing the DTN node. This issue was done by setting the efficient of each

parameter as the genomes of chromosomes and then performing the genetic algorithm. For

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our simulated network we considered five parameters which we thought are effective in DTN node

evaluation formula. By breeding each generation the values of these coefficients converged to the

optimum values.