CN107371211B - Opportunistic network routing method with low overhead and high transaction success rate - Google Patents

Opportunistic network routing method with low overhead and high transaction success rate Download PDF

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CN107371211B
CN107371211B CN201710665993.8A CN201710665993A CN107371211B CN 107371211 B CN107371211 B CN 107371211B CN 201710665993 A CN201710665993 A CN 201710665993A CN 107371211 B CN107371211 B CN 107371211B
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message
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transaction
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CN107371211A (en
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任智
李秀峰
王坤龙
康健
姚玉坤
李季碧
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Chongqing University of Post and Telecommunications
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W40/00Communication routing or communication path finding
    • H04W40/02Communication route or path selection, e.g. power-based or shortest path routing
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    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
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Abstract

The invention provides an opportunistic network routing method with low overhead and high transaction success rate. The method consists of the operations of nodes in three stages of node encounter sensing, game, data packet transmission and transaction settlement which are logically ordered, and comprises three new mechanisms of self-adaptive simplified data packet abstract, self-adaptive combined SV-DP message and purchase seeking message and comprehensive consideration of purchase and sale benefits in game, wherein the new mechanisms work in the game and data packet transmission stages. By eliminating redundant data packet abstracts in SV-DP messages, adaptively combining SV-DP messages and data packet purchasing messages and comprehensively calculating gains of node buying and selling operations in a game, the new routing method reduces the transmission of control information in the routing process, improves the success rate of the node achieving transactions through the game, and increases the chance of forwarding data packets in a network, thereby improving the success rate of data transmission and the throughput of the network, and reducing the control overhead and the end-to-end time delay of data.

Description

Opportunistic network routing method with low overhead and high transaction success rate
Technical Field
The invention belongs to the technical field of opportunity Networks (Opportunistic Networks), and particularly relates to an occasion that an economic game theory method is adopted to stimulate selfish nodes to participate in network data forwarding in an Opportunistic network containing selfish nodes.
Background
The opportunistic network is a wireless ad hoc network with tolerable time delay and splitting, and is typically characterized in that a complete link is not required to exist between a source node and a destination node, and the communication is realized by using meeting opportunities brought by the mobility of the nodes. Due to the fact that a fully-connected network is difficult to establish in many application fields, the traditional wireless self-organizing network protocol cannot be normally used, and due to the characteristic of the opportunistic network, the opportunistic network can well meet the requirements. In recent years, opportunistic networks have become one of the important research directions of wireless ad hoc networks, and have been widely applied, for example, snc (samino geographic connectivity) network connectivity project proposed by finland effectively solves the problem of inconvenience in surfing the internet in remote areas; in the field of wild animal and plant monitoring, the wild animal tracking project ZebraNet proposed by Princeton university based on opportunity network utilizes the life habit of zebra to collect data by placing a sensor on the zebra, and similar applications also include SWIM (shared Wireless information mode) project which utilizes whale to collect marine data, and the like.
The opportunistic network is a wireless ad hoc network, and the resources of each node in the network are limited, such as a battery, a memory, a CPU, a network bandwidth and the like. Due to the protection of the self resources, the nodes in the network have selfish behavior of refusing to consume the self resources to forward data for other nodes, and the selfish behavior can block the forwarding of data packets in the network. There is a great deal of literature that has proven through theory and experiments that the presence of selfish nodes will seriously affect the performance of opportunistic networks.
Researchers have proposed various solutions for selfish behavior of nodes, and one feasible solution is to introduce a game strategy in economics into a chance network and simulate nodes in the network into a game player in a game. According to the game strategy, the node usually selects a strategy for maximizing self benefits in the game process, and by designing a punishment and excitation mechanism, the short-term benefit brought by selfish of the node is lower than the long-term benefit forwarded by cooperation, so that the selfish node is forced to adopt a cooperation strategy, the optimal benefit strategy of the node is consistent with the optimal performance of the network, and the waste of precious communication resources due to selfish behavior of the node is avoided.
Earlier dealing with The selfish node problem in networks was The mechanism proposed by Marti et al-watchdog & pathrator (see document [1 ]: Sergio Marti, T J Giuli, Kiven Lai, MaryBaker. Mitigating misbehavor in Mobile ad networks [ C ]. The 6th annual International Conference on Mobile Computing network (Mobile 2000),2000: 255-. The mechanism detects the behaviors of other nodes in the network in a monitoring mode, and monitors whether a next hop node forwards a data packet or not after the current node sends the data packet to the next hop node. If the next hop node forwards the data packet without change within the specified time, the next hop node is proved to cooperate; otherwise, the next hop is described to have the misbehavior. The watchdog is used for detecting nodes of selfish behavior, and the pathrater is responsible for avoiding the nodes when the next hop node selection is performed. The watchdog has a relatively obvious effect in a network with fixed node positions, but in an opportunistic network, due to the random movement of nodes and the uncertainty of link states in the network, the node behaviors are often difficult to detect in a monitoring mode, and the current node often cannot correctly judge whether a next-hop node forwards a data packet.
In subsequent studies, based on the prior art, the role of Tang et al proposed a selfish node detection mechanism based on reputation value maintenance, namely 2-ACK (see document [2 ]: role of Tang, Yuanyijiajia, Dongyongyong, Wu nationality). The mechanism judges whether the node has selfish behavior through a two-hop ACK response data packet, calculates the credit value of the node by utilizing monitoring information, and takes the comprehensive credit value as a basis for judging whether the node is selfish. Each node in the network maintains and calculates a comprehensive reputation value list for other nodes, and sets a reputation value threshold, nodes with reputation values above the threshold are considered non-selfish nodes, nodes with reputation values below a secondary threshold are considered selfish nodes, and the comprehensive reputation value is influenced by the direct reputation value and the indirect reputation value. And after the next-hop node of the current node meets the previous-hop node, providing ACK information for proving that the current node forwards the data packet to the previous-hop node. And according to the ACK information, the previous hop node increases the reputation value of the current node. The method reduces the interception behavior of the next hop node, but the judgment of the selfishness of the current node by the previous hop node is seriously influenced by the meeting probability of the next hop node and the previous hop node of the current node.
Shuzhen Xu et al propose a method of introducing a Game theory into an opportunistic network where selfish nodes exist to stimulate the selfish nodes to actively participate in network cooperation- -CRGTD (Credit-based reproduced Gate model applied Transmission Decision, see document [3] Shuzhen Xu, Mingchu Li, Yoanfang Chen, Lei Shu, Xin Gu. A collaboration scheme based on retrieval for supporting non-social networks [ C ].2013International Conference Computing, Management, and electronic communications (Comtel 2013),2013:289 294). The method is a credit and repeat game based solution, usually operating in conjunction with an infected routing mechanism, which exchanges control information and data packets when nodes meet. The CRGTD scheme introduces a credit cooperation mechanism, improves single-stage game into a repeated game process in network running time, punishs nodes with selfish behavior by setting punishment measures and punishment periods, and refuses to forward data packets from or to the nodes. Thus, the rational selfish node has to reduce selfish behavior for obtaining greater benefit, thereby being beneficial to improving the success rate of data packet transmission in the network. The CRGTD scheme sets a rule of selecting a transaction strategy by a node, if the node selects the transaction strategy according to the rule, the node is considered to be a non-selfish node, otherwise, the node is judged to have selfish behavior and is punished accordingly, and the punished node can remove the punished state from the punished state through cooperative behavior in a punishment period. The CRGTD mechanism can effectively reduce selfish behaviors of the nodes, but the failure of the game caused by the single selfish behavior is not enough to judge the nodes as selfish nodes, so the convergence of the CRGTD mechanism on the judgment of the selfish nodes is slow.
In order to reduce the number of copies of packets in the network, Fan Wu et al propose a Game method based on probabilistic Routing-GSCP (A Game-the same-systematic application to simulation collaboration for basic Routing in the optical Networks, see document [4] Fan Wu, TingtingChen, Shenong, Chunning Qiao, Guiha Chen.A. door-the same-systematic adaptation to simulation for basic Routing in the optical Networks [ J ] IEEE Transactions on Wireless Communications,2013,12(4):1573 + 1583). In GSCP, when two nodes carrying data packets meet, SV (sum Vector, whose main content is a list of digests of data packets carried by a current node, where a digest of a data packet usually contains information such as a source node, a destination node, a sequence number, and a length of the data packet) and meeting probability (DP) list (a table composed of predicted meeting probabilities of the current node and other nodes, which may also be referred to as a DP list) are exchanged; after receiving the SV and DP list from the opposite node (in an SV-DP message), the current node can determine the data packet that the current node needs to buy from the opposite node by calculation, and can calculate the price reported to the opposite node, and the price x is calculated by the following formula:
Figure GDA0002580685180000031
wherein, t (m) and p (m) are respectively the transmission and reception overhead of the data packet m (related to the length of the data packet, which can be set as a uniform, small constant coefficient × of the whole network), Vi(m) is the value amount of the data packet m to the game participant node i, and is defined by the following formula:
Vi(m)=ω·Pi,d(2)
wherein ω is the cost paid by the source node for successfully forwarding m to the destination node (the same value of ω is used by nodes in the whole network), Pi,dIs the probability of the encounter between node i and destination node d of packet m. The node (buyer node) which wants to buy the data packet m calculates the income u after the buyer reaches the transaction through the game by the following formulaB
uB=VB(m)-P(m)-x-CB(γ) (3)
Where x is the quote, CBAnd (gamma) is the cost of the buyer node in each round of bargaining game. The buyer node judges if uBWhether or not to<0, the data packet m is not purchased from the opposite node; if u isBWhether or not to>0, then the data packet m is to be purchased from the correspondent node, and then purchase information is sent to the correspondent node (i.e., the seller node). If a node receives the information of the purchasing message m sent by the meeting node, the node is the seller node, and the node calculates the income u after the node achieves the transaction through the game by using the following formulaS
uS=x-VS(m)-T(m)-CS(γ) (4)
Where x is the quote, CSAnd (gamma) is the cost of the seller in each round of bargaining game. Seller node judges if uSWhether or not to<0, the data packet m is not sold to the opposite node; if u isSWhether or not to>0, sell the data packet m to the opposite node, and then send the data packet m to the opposite node (i.e., the buyer node). For each transaction of buying and selling data packet between nodes, transaction settlement institution-transaction settlement center CCC in network needs to collect transaction fee X (m, X) of seller node, and its size is related to transaction price of seller node, and the calculation formula is as follows:
Figure GDA0002580685180000041
wherein gamma is less than or equal to (V)B(m)-VS(m) -T (m) -P (m)/2-sigma is a very small basic transaction fee, the transaction fee factor sigma is a parameter to be preset, 0 & ltsigma & gt & lt (V)B(m)-VS(m) -T (m) -P (m)/2; transaction fee parameter k is 2-2 gamma/(V)B(m)-VS(m) -t (m) -p (m)) is the transaction cost factor when the seller node transaction price is higher than the optimal price.
The GSCP method regards the control message and data packet exchange process between nodes in the probability routing as a bargaining game, and the typical message exchange and data packet transmission process is shown in the attached figure 1 of the specification; the game achieves that the data packets are transmitted along the route with higher and higher forwarding probability after cooperative forwarding, which is beneficial to improving the success rate of data packet transmission; however, the pairwise game defined by the nodes is established under the condition that the difference value of the forwarding probabilities of the buyer and the seller is higher than a certain threshold value, which may cause that the game strategy of cooperative forwarding cannot be achieved when the difference value of the forwarding probabilities of the buyer and the seller is small, thereby possibly wasting the opportunity of data packet forwarding.
In addition, aiming at the problems that the forwarding probability is improved due to unidirectional packet transmission influence, node purchasing power is weakened by relying on virtual currency to conduct transaction and redundant interaction exists in the packet transaction process in the existing related routing method represented by GSCP, an efficient game method, namely HLPR-MG (High-throughput and low-overhead routing based on multi-player gaming) is designed on the basis of GSCP (see the document: Ningzhi, Soxhlet Wei, Liu Wen, Reynangjiang, Cheng.). The mechanism expands pairwise games of the nodes into multi-party games to accelerate the improvement of the data packet forwarding probability, simultaneously introduces a mode of 'using things and things' to enhance the purchasing power of the nodes, and improves the existing interaction mechanism to reduce the game times, thereby achieving the effects of improving the network throughput and reducing the control overhead.
In summary, intensive research has been carried out on an opportunistic network routing method including selfish nodes, particularly a game theory method introduced into economics for some time, and some progress is made in stimulating selfish nodes to actively participate in data packet forwarding, but we find through the intensive research that the existing opportunistic network routing method based on game theory has the following problems:
1. in the existing game-based probability routing method (such as GSCP), the income of a single game influences the possibility of the two game parties to reach the transaction, and in the single game, only when the income of the two game parties is not less than 0, the two game parties reach the transaction and adopt a cooperative forwarding strategy; such a process, without considering that the seller may have won a profit when the data packet is purchased, reduces the rate at which the gaming parties reach the transaction (i.e., the transaction is successful) and adopt a cooperative forwarding strategy.
2. Before forwarding a data packet, a node needs to exchange SV-DP messages, which include a summary vector SV and a list of encounter probabilities (DP) (a table formed by predicted encounter probabilities of the current node and other nodes, which may also be referred to as a DP list). When two nodes meet and the DP lists are interacted, the nodes receiving the DP lists can know the meeting probability from the nodes to other nodes; at this time, if the encounter probability from the node to the destination node of some data packets in the SV is higher than that of the encounter node, the encounter node may not buy the data packets (because the revenue after buying is less than 0), and therefore it is not necessary to send the summaries of the data packets to the encounter node, but the SV-DP message interaction process of the existing mechanism still adds the summaries of the data packets to the SV and sends the summaries to the encounter node, so that redundancy of the summaries of the data packets is generated, and unnecessary control overhead is brought.
3. Redundant control messages exist during the packet transaction. In prior related methods, when a data packet is transacted between two nodes, a purchase message requesting to purchase the data packet needs to be sent by a buyer node to a seller node separately. Research shows that the source and destination nodes of the purchase message are the same as those of SV information, so SV-DP messages can be merged together for transmission, and control messages are redundant when the purchase message is transmitted independently.
4. Each data packet in the opportunistic network is provided with a positive integer type field of 'life cycle', and the positive integer type field indicates the times that the data packet can be forwarded; when the lifetime is 0, the data packet cannot be forwarded any more and is discarded; however, during the data packet interaction process, the node cannot know the lifetime field value of the data packet through the control message (including hello message and SV message), so that the node may purchase the data packet with the lifetime field value of 1; in this case, the lifetime value of the packet purchased by the node may become 0, and the node has to discard the packet, thereby causing unnecessary forwarding overhead and operation.
The problem is that the transaction success rate of both game parties in the opportunistic network including the selfish node is low, so that the opportunity of data packet transmission is low, the success rate of data packet transmission is reduced, the transmission delay is increased, and meanwhile, the load and energy consumption of the network are increased by redundant control overhead. In order to solve the above problems and improve the transmission performance of the opportunistic network including selfish nodes, it is necessary to propose a new method to solve them. The present invention will address these issues in a practical solution.
Disclosure of Invention
In order to solve the four problems that the SV-DP information contains redundant data packet abstracts, a special purchasing information is sent by a buyer node under partial conditions to bring redundant overhead, the data packet with the lifetime of 1 is purchased and cannot be forwarded, and the transaction is not easy to succeed due to independent calculation of selling income, the invention provides the opportunistic network routing method with low overhead and high transaction success rate; the method adopts three new mechanisms of self-adaptive simplified data packet abstract, self-adaptive combined SV-DP message and purchase seeking message and comprehensive consideration of purchase and sale benefits in game, reduces the transmission of control information in the routing process by eliminating redundant abstract in SV message, piggybacking purchase seeking information in SV message and comprehensively calculating the benefits of node purchase and sale operations in game, improves the success rate of node transaction through game, increases the chance of forwarding data packets in network, thereby improving the success rate of data transmission and network throughput, and reducing control overhead and end-to-end data delay.
First, the basic idea and main operation of the new mechanism proposed by the present invention
The basic ideas and main operations of three new mechanisms of 'self-adaptive simplified data packet abstract', 'self-adaptive combined SV-DP message and purchasing message' and 'comprehensive consideration of buying and selling yields' provided by the invention are specifically introduced below.
1. Adaptive compact data packet abstraction
The new mechanism of the self-adaptive simplified data packet abstract solves the following two problems:
(1) the SV-DP message used by the existing related opportunistic network routing method contains SV (which contains digest of all data packets) and DP list; because the node which receives the SV-DP message later can know the encounter probability from the nodes to other nodes in the SV-DP message interaction process, if the encounter probability from the node to the destination address of some data packets in the SV is higher than that of the encounter node, the encounter node cannot request to purchase the data packets (because the income after purchase is less than 0), however, the existing related routing method still adds the abstract of the data packets to the SV, and this operation brings unnecessary control overhead.
(2) Each data packet in the network is provided with a life period field, the hop number of the data packet which can be transmitted is recorded, the hop number value is reduced by 1 when the hop number value is reduced to 0, and the data packet can not be forwarded any more. In the SV-DP message interaction process, because the node cannot know the current hop count value of the data packet, the node may request the data packet whose hop count value has been reduced to 1, and in this case, if the current node is not the destination node of the data packet, unnecessary forwarding overhead is brought; because the data packet can not be forwarded any more, the node can only delete the data packet after receiving the data packet.
The basic idea of the new mechanism of the self-adaptive simplified data packet abstract is as follows:
before a node loads a digest of a data packet into an SV-DP or DP-SV-BUY message (a new control message provided by the invention, which comprises a DP list, an SV and a digest of a data packet requested to be purchased, is a message obtained by combining an original SV-DP message and a purchase request message, wherein the head of the message is provided with a field (the default suggested length is 16bits) for storing the number of the digest of the data packet in the DP-SV-BUY message, and the specific structure is shown in figure 2 of the specification), firstly judging whether the value of a life period field of the data packet is greater than 1 and whether the encountering probability of the node with the destination node of the data packet is less than the encountering probability of the encountering node with the destination node of the data packet; only when the 'life period field value is greater than 1' and the 'meeting probability of the current node and the destination node of the data packet is less than the meeting probability of the meeting node and the destination node of the data packet', the current node loads the abstract of the data packet into the SV-DP or DP-SV-BUY message, so that the useless abstract of the data packet is prevented from being loaded, and the redundant control information caused by the loading is eliminated.
The basic flow of the new mechanism of the adaptive compact data packet abstract is shown in the attached figure 3 of the specification, and the main operation is as follows:
(1) each node independently judges whether the hello message broadcasted by other nodes is received; if yes, executing the next step; if not, executing the step (4).
(2) The current node generates an SV-DP message.
(3) The current node judges whether a data packet abstract needing to be loaded with the SV-DP message exists; if not, ending the operation of the mechanism; if yes, judging whether the life period field value of the data packet is greater than 1; if yes, loading the abstract of the data packet; if not, no load is performed, and the step is executed in a loop.
(4) The current node judges whether SV-DP messages sent by other nodes are received or not; if yes, executing the next step (the node sending the SV-DP message is the encountering node); if not, the step (1) is carried out.
(5) The current node generates a DP-SV-BUY message (distinguished from other packets by the value of the packet "type" field).
(6) The current node judges whether a data packet abstract needing to be loaded with the DP-SV-BUY message exists; if not, ending the operation of the mechanism; if yes, judging whether the life period field value of the data packet is greater than 1; if yes, executing the next step; if not, the step is executed circularly.
(7) The current node judges whether the encountering probability of the current node and the destination node of the data packet is less than the encountering probability of the encountering node and the destination node of the data packet; if yes, loading the abstract of the data packet, and then turning to the step (6); if not, not loading, and directly turning to the step (6).
2. Adaptive merging SV-DP messages and buy messages
In the existing routing method related to the opportunistic network, when the encountering nodes carry out information interaction, the adopted mechanism is to exchange SV and DP lists of both parties; after receiving the SV and DP list of the opposite side, the node will make a purchase request for the data packet to be purchased and send out a purchase request message. Since the source and destination nodes of the buy-back message are identical to the SV-DP message, the transmissions can be combined without exceeding the maximum packet size limit, in which case sending the SV-DP message and the buy-back message separately by one node creates redundancy of control messages.
In order to solve the problem, the invention provides a new mechanism for adaptively combining SV-DP messages and purchase messages, and the basic idea is as follows: if the current node receives SV-DP information of the other side before sending own SV-DP information, a DP-SV-BUY message is generated and a DP list and a data packet abstract are loaded into the message; then, whether the DP-SV-BUY message can be provided with next data packet purchasing information (comprising a data packet source node, a sequence number and a quotation) is judged, namely whether the length of the DP-SV-BUY message header + DP list + SV + one data packet purchasing information is less than the maximum length limit of the control message is judged; if yes, judging whether to buy the data packet of the other side according to the destination node of the data packet in the SV-DP message of the other side, the encountering probability with the destination node in the DP list of the other side and the encountering probability with the destination node in the DP list of the user; if the data package needs to be purchased, calculating the optimal price of the data package to be purchased under the game balance; next, the DP-SV-BUY message is loaded with packet buy information (how many can be loaded without exceeding the maximum size limit of the control message), thereby reducing the number of packet buy messages as a whole.
The basic flow of the new mechanism for adaptively merging SV-DP messages and buy messages is shown in fig. 4 of the specification, and mainly operates as follows:
(1) one node judges whether an SV-DP message sent by another node is received or not; if yes, executing the next step; if not, the operation of the mechanism is ended.
(2) The current node generates a DP-SV-BUY message and loads the packet digest in the DP list and SV.
(3) The current node judges whether the DP-SV-BUY message can contain the purchase information of the next data packet; if yes, executing the next step; if not, the operation of the mechanism is ended.
(4) The current node judges whether to buy a data packet of a node (a node sending SV-DP information) of the other side; if yes, executing the next step; if not, the operation of the mechanism is ended.
(5) The current node loads information of a purchase data packet (including data packet source node address, serial number and price quotation) into a DP-SV-BUY message (which is placed behind SV and loaded one by one), and then goes to step (3).
3. Comprehensively considering buying and selling yields in game playing
According to the conventional chance network routing method based on bargaining game, when a buyer and a seller play games, only when the profits (the profits are related to factors such as meeting probability of nodes and destination nodes, loss of receiving and sending data packets, game loss and the like) of the two game parties are not less than 0, the two game parties can achieve transaction (namely transaction success), and therefore a cooperative forwarding strategy is adopted. The seller calculates the income of the seller after receiving the quotation of the buyer to the data packet, and if the calculated income is less than 0, the seller refuses to accept the quotation, so that the transaction cannot be completed, the game fails, and the data packet cannot be forwarded. A game failure has a potentially adverse effect on the transmission of data packets. In order to solve the problem, a new mechanism for comprehensively considering the buying and selling yields in the game is provided, and the basic idea of the new mechanism is as follows:
when a node purchases a data packet through a game, the node saves the income during purchase (the income during purchase is simply called as the income during purchase; a field for storing the income during purchase is added in an entry corresponding to the data packet in the SV; and the income during purchase is not sent when the abstract of the data packet is sent to other nodes); when other nodes want to purchase the data packet and offer the data packet, the current node calculates the income for selling the data packet (called as the income during selling for short) according to the offer, and then judges whether the income during buying and the income during selling are greater than 0; if yes, accepting the price quoted by the buyer node and agreeing to the transaction; otherwise, the transaction is denied (prior related methods are whether the revenue is >0 when sold before the transaction is approved). Therefore, the income of buying and selling the data packets is comprehensively calculated in the game process, so that the requirement on the income during selling is reduced under the condition of ensuring whether the total income of the current node is greater than 0, the opportunity of the buyer and the seller to achieve the transaction is increased, the transaction success rate can be improved, the opportunity of forwarding the data packets is increased, and the increase of the network throughput and the reduction of the average end-to-end time delay of the data packets are promoted.
The basic flow of the new mechanism of comprehensively considering the buying and selling yields in the game is shown in the attached figure 5 of the specification, and the main operations are as follows:
(1) after each node purchases a data packet of another node, the purchasing income is stored in the purchasing income field of the corresponding table entry of the data packet in the SV.
(2) The node judges whether other nodes purchase the data packet or not; if yes, executing the next step; if not, the operation of the mechanism is ended.
(3) And the node takes out the quoted value in the received data packet purchase information and calculates the 'income at sale' of the data packet.
(4) Calculating and judging whether the buying time income + the selling time income is greater than 0 by the node; if yes, accepting the quotation of the buyer node, agreeing to the transaction, and sending a data packet to the buyer node; if not, the transaction is rejected, a 'transaction rejection' message is replied to the buyer node, and then the operation of the mechanism is finished.
(II) the main operation of the opportunistic network routing method with low overhead and high transaction success rate provided by the invention
The low-overhead high-transaction-success-rate opportunistic network routing method provided by the invention consists of the operations of nodes in three stages of node encounter sensing, game, data packet transmission and transaction settlement which are sequentially arranged logically, comprises three new mechanisms of self-adaptive simplified data packet abstract, self-adaptive combined SV-DP information and purchase seeking information and comprehensive consideration of purchase and sale benefits in game, and works in the game and data packet transmission stages, and is specifically shown in the attached figure 6 of the specification.
The low-overhead high-transaction-success-rate opportunistic network routing method provided by the invention is preset as follows:
(1) each node has the same virtual monetary value when the network is first run.
(2) When each node obtains the data packet from other nodes, a certain amount of virtual currency is needed for purchase, and during purchase, the nodes of the two parties negotiate price in a game mode; the value of the virtual currency owned by the node after purchasing the data packet is reduced by paying the virtual currency to the opposite party at the bargain price. If the node has insufficient virtual monetary value remaining to purchase a packet, it cannot obtain the packet.
(3) During each data packet transaction, transmission and receiving expenses are generated, and gaming expenses are generated by the nodes of the buyer and the seller respectively, and the expenses need to be deducted from the virtual currency value of the node of the buyer or the seller.
(4) A special fixed (or mobile) node, namely a CreditClearance Center (CCC), is arranged in the network to be used as a transaction fee settlement institution, and the CCC is used for collecting a transaction fee of a seller node for each transaction of buying and selling a data packet between the nodes.
The main operation of the new routing method proposed by the present invention is described in stages below.
1. Node encounter awareness
The basic operation flow of the node encounter sensing stage is shown in the attached figure 7 of the specification, and the main operation steps are as follows:
P1-S1: nodes in the network periodically broadcast hello messages advertising their presence.
P1-S2: if a node receives hello messages broadcast by other nodes, the node extracts the source node address of the messages; next, querying whether the encounter probability value with the node is 0 (the encounter probability value is 0 indicates that the encounter has never been encountered) in the DP list; if the meeting probability value is 0, modifying the meeting probability value into an initial value of the meeting probability (the default suggestion is set to be 0.5); if not, the encounter probability value with the node is modified according to the following formula:
P(s,b)=P(s,b)old+(1-P(s,b)old)×Pinit(6)
in the formula, P(s,b)And P(s,b)oldRepresenting the latest and previous encounter probability values of nodes s, d, respectively; pinitIndicating an initial value of the encounter probability. And finally, the current node generates an SV-DP message, loads information such as SV and DP lists and the like into the SV-DP message, and then sends the SV-DP message to the opposite node.
P1-S3: if a node receives SV-DP information from other nodes, it first extracts the source node address of the information; next, inquiring whether the encountering probability value of the node is 0 or not in a DP list; if the meeting probability value is 0, modifying the meeting probability value into an initial value of the meeting probability (the default suggestion is set to be 0.5); if not 0, the encounter probability value with the node is modified according to equation (6).
2. Games and data packet delivery
The basic operation flow of the playing and data packet transmission stage is shown in the attached figure 8 of the specification, and the main operation steps are as follows:
P2-S1: each node independently judges whether SV-DP messages sent by other nodes are received or not; if yes, modifying the corresponding encounter probability value, and then executing the next step; if not, steps P2-S8 are performed: .
P2-S2: the current node generates a DP-SV-BUY message by adopting a new mechanism of self-adaptive combination of SV-DP messages and purchase messages provided by the invention; the list of DPs is then loaded into the DP-SV-BUY message.
P2-S3: the current node loads data packet abstracts into DP-SV-BUY messages one by one, and the new mechanism of 'self-adaptive simplified data packet abstract' proposed by the invention is used in the loading process, before loading the abstract of a data packet into the DP-SV-BUY message, the new mechanism judges whether the life period field value of the data packet is greater than 1; if yes, executing the next step; if not, the step is executed in a loop until the digests of all the data packets are processed, and then the steps P2-S5 are carried out: .
P2-S4: the current node judges whether the encountering probability of the current node and the destination node of the data packet is less than the encountering probability of the encountering node and the destination node of the data packet; if so, the digest of the packet is loaded into the DP-SV-BUY message, and then go to steps P2-S3: (ii) a If not, go directly to step P2-S3: .
P2-S5: the current node judges whether to ask for a message to the other node; if yes, executing the next step; if not, a DP-SV-BUY message is sent to the correspondent node, and then steps P2-S8 are passed: .
P2-S6: the current node judges whether the DP-SV-BUY message can be loaded with a piece of data packet purchasing information (including the source address, the serial number and the quotation (the quotation is calculated according to the formula (1)); if so, a packet purchase message is loaded into the DP-SV-BUY message (default proposal placed after SV), and then go to steps P2-S5: (ii) a If not, a DP-SV-BUY message is sent to the correspondent node (i.e., the node from which the SV-DP message originated).
P2-S7: the current node loads all the data packet purchase information which cannot be loaded by the DP-SV-BUY message into a purchase message and then sends the message to the opposite node.
P2-S8: the current node judges whether DP-SV-BUY messages sent by other nodes are received; if yes, executing the next step; if not, go to steps P2-S10: .
P2-S9: the current node takes out the DP-SV-BUY message and stores the DP list, SV and purchase information (the length of the DP list is proportional to the total number of nodes in the network; the SV contains a record of the number of data packet digests in the corresponding field of the DP-SV-BUY message header, and the length of each data packet digest and each purchase information is a fixed value); then, taking out the newspaper value from the purchasing information and calculating the time-sale income of the data packet according to the newspaper value (the time-sale income is calculated according to a formula (4)); then, by adopting the new mechanism of comprehensively considering buying and selling yields during game, whether the buying yield and the selling yield of the data packet are more than 0 is judged; if yes, agreeing to the transaction, and sending the data packet to the other party; if not, the transaction is refused, and the sending operation is not carried out.
P2-S10: the current node judges whether the purchase information sent by other nodes is received; if yes, executing the next step; if not, go to steps P2-S12: .
P2-S11: the current node takes out the newspaper value from the purchasing information contained in the purchasing information and calculates the selling income of the data packet according to the newspaper value; then, by adopting the new mechanism of comprehensively considering buying and selling yields during game, whether the buying yield and the selling yield of the data packet are more than 0 is judged; if yes, agreeing to the transaction, and sending the data packet to the other party; if not, the transaction is refused, and the sending operation is not carried out.
P2-S12: the current node judges whether the data packet sent by other nodes is received; if yes, storing the data packet, and establishing a data packet abstract (including fields of a source node, a destination node, a sequence number, a buying hour income and the like of the data packet) corresponding to the data packet in the SV; then, generating a payment message (containing the seller node address, the data packet serial number, the data packet transaction price and the like) and sending the payment message to the seller node of the data packet; next, the amount spent purchasing the data package (i.e., the transaction price of the data package) is subtracted from the own virtual monetary value; then, according to the transaction price for purchasing the data packet, calculating the 'buying hour income' by using a formula (3), and storing the 'buying hour income' field of the data packet abstract in the SV; if the data packet sent by other nodes is not received, the next step is executed.
P2-S13: the current node judges whether a payment message which is sent by other nodes and corresponds to a self-sold data packet is received; if yes, generating a piece of data packet selling record information, recording the transmission and receiving expenses of the data packet and the value amount of the data packet to nodes of both parties, and then storing the data packet selling record into a data packet selling record table established in advance; turning to steps P2-S1: (ii) a If the payment message sent by other nodes is not received, directly switching to the steps P2-S1: .
3. Transaction settlement stage
The core operation of the transaction settlement stage is that a transaction settlement center node CCC carries out fee deduction operation on an account of each seller node which finishes the transaction, the basic operation flows of the CCC and common nodes (nodes except the CCC) are respectively shown in the attached figures 9 and 10 of the specification, and the main operation steps are as follows:
P3-S1: the CCC broadcasts hello messages periodically, including its address.
P3-S2: if one node receives hello information broadcasted by CCC, judging whether the node has a 'data packet selling record' which is not reported to CCC; if yes, loading all data packet selling records which are not reported to the CCC into a newly generated data packet selling message, and then sending the message to the CCC; if not, no further operations are performed.
P3-S3: if CCC receives 'data packet selling message' sent by a node, all 'data packet selling records' are taken out from the message, then the expense to be deducted is calculated according to the formula (5) of the records, the expense value is loaded into a newly generated 'expense deduction message', and then the message is sent to the opposite node; and adding the deducted fee to the deducted total fee table value corresponding to the opposite node in the pre-established node fee deduction table.
P3-S4: if one node receives a 'expense deduction message' sent by CCC, taking out the expense value to be deducted carried by the message, and deducting the expense value from the residual virtual currency value of the node; if not, no operation is performed.
(III) advantageous effects of the invention
The beneficial effects of the invention are mainly as follows: the method reduces the transmission of control information, improves the success rate of the transaction of the node through the game, and increases the forwarding chance of the data packet in the network, thereby improving the success rate and the throughput of the data packet transmission, and reducing the control overhead and the average end-to-end time delay of the data packet.
The beneficial effects of the invention come from the following three aspects:
(1) by adopting a novel mechanism of self-adaptive simplified data packet abstract, the abstract of the data packet which cannot be forwarded by transaction and the non-support of the life period field value is removed, thereby reducing the transmission of redundant control information brought by the data packet abstract.
(2) By adopting a new mechanism of combining SV-DP messages and purchase messages in a self-adaptive mode, part of purchase messages are reduced, and the headers of the part of purchase messages are not transmitted any more (although the number field of the data packet abstract is increased, the default length of the field is only 16bits and is obviously smaller than the length of the headers of the purchase messages), so that the control overhead is reduced.
(3) By adopting a new mechanism of comprehensively considering buying and selling profits during game, the sum of the buying profits and the selling profits is used for replacing the original selling profits to carry out positive judgment (namely, whether the judgment is larger than 0) so that some games which cannot achieve the transaction originally can achieve the transaction, thereby improving the transaction success rate, increasing the chance of forwarding the data packet in the network, improving the data packet transmission success rate and throughput and reducing the average end-to-end time delay of the data packet.
Drawings
Fig. 1 shows a typical message exchange and packet transmission process in the GSCP method. As can be seen therein, the SV, DP list and the purchase information of packet m are transmitted in different control messages.
FIG. 2 is a structure of a DP-SV-BUY message. The DP-SV-BUY message is a new control message proposed by the present invention, and includes a DP list, a digest of the data packet in SV, and a digest of the data packet requested to purchase, and is substantially a message obtained by combining the original SV-DP message and the purchase request message, and the message header is provided with a field (default suggested length is 16bits) for storing the number of the digest pieces of the data packet in SV.
FIG. 3 shows the basic flow of the new mechanism of "adaptive thin packet summarization".
FIG. 4 is a basic flow diagram of a new mechanism for adaptively merging SV-DP messages and buy messages.
FIG. 5 is a basic flow of a new mechanism for comprehensively considering the buying and selling yields in the game.
Fig. 6 is a schematic diagram of a low-overhead high-transaction-success-rate opportunistic network routing method provided by the present invention, the new routing method is composed of three stages of logical node encounter sensing, game, data packet transmission and transaction settlement, and includes three new mechanisms of "adaptive simplified data packet summary", "adaptive combined SV-DP message and purchase message", and "comprehensively considering purchase and sale benefits in game", and these new mechanisms all work in the game and data packet transmission stages.
Fig. 7 is a basic operation flow of the low-overhead high-transaction-success-rate opportunistic network routing method provided by the present invention at the node encounter sensing stage.
Fig. 8 is a basic operation flow of nodes in the low-overhead high-transaction-success-rate opportunistic network routing method in the game and data packet transmission stage.
Fig. 9 is a basic operation flow of CCC in the transaction settlement phase in the low-overhead high-transaction-success-rate opportunistic network routing method proposed by the present invention.
Fig. 10 is a basic operation flow of a common node in a transaction settlement stage in the low-overhead high-transaction-success-rate opportunistic network routing method provided by the invention.
Detailed Description
(one) Preset
The low-overhead high-transaction-success-rate opportunistic network routing method provided by the invention is preset as follows:
(1) when the network is first run, each node is set to have the same virtual monetary value-10000.
(2) When each node obtains the data packet from other nodes, a certain amount of virtual currency is needed for purchase, and during purchase, the nodes of the two parties negotiate price in a game mode; the value of the virtual currency owned by the node after purchasing the data packet is reduced by paying the virtual currency to the opposite party at the bargain price. If the node has insufficient virtual monetary value remaining to purchase a packet, it cannot obtain the packet.
(3) During each data packet transaction, transmission and receiving expenses are generated, and gaming expenses are generated by the nodes of the buyer and the seller respectively, and the expenses need to be deducted from the virtual currency value of the node of the buyer or the seller.
(4) A special fixed node-transaction settlement center CCC is arranged in the network and serves as a transaction fee settlement mechanism, and for each transaction of buying and selling data packets between the nodes, the CCC is required to collect transaction fees of the seller nodes.
(5) Initial value P of node encounter probabilityinitThe cost ω of the source node of each data packet for successfully forwarding the data packet to the destination node is 1, and the maximum length L of the packet is 1max4096bits, the transmission overhead t (m) of packet m is Lmax/40960
Reception overhead p (m) ═ L of data packet mmax40960 cost of buyer nodes in each round of bargaining game CB(gamma) 0.1, the cost C of the seller node in each round of bargaining gameS(γ) 0.1, transaction fee factor σ (V)B(m)-VS(m) -t (m) -p (m))/2.2, transaction fee γ ═ VB(m)-VS(m) -t (m) -p (m))/2- σ, transaction fee parameter k ═ 2-2 γ/(V)B(m)-VS(m)-T(m)-P(m))。
(II) embodiment
The low-overhead high-transaction-success-rate opportunistic network routing method provided by the invention is composed of three stages of operation of node encounter sensing, game, data packet transmission and transaction settlement, wherein the three stages are logically in precedence relationship, and comprises three new mechanisms of self-adaptive simplified data packet abstract, self-adaptive SV-DP message and purchase seeking message, and comprehensive consideration of purchase and sale benefits during game, and the three new mechanisms work in the game and data packet transmission stages.
1. Node encounter awareness
The main operations of the node encounter sensing stage are as follows:
P1-S1: nodes in the network periodically broadcast hello messages to announce their presence for a broadcast period Thello=3s。
P1-S2: if a node receives hello messages broadcast by other nodes, the node extracts the source node address of the messages; next, querying whether the encounter probability value with the node is 0 (the encounter probability value is 0 indicates that the encounter has never been encountered) in the DP list; if the value is 0, the encounter probability value is modified to an encounter probability initial value Pinit(ii) a If not 0, the encounter probability value with the node is modified according to equation (6). And finally, the current node generates an SV-DP message, loads information such as SV and DP lists and the like into the SV-DP message, and then sends the SV-DP message to the opposite node.
P1-S3: if a node receives SV-DP information from other nodes, it first extracts the source node address of the information; next, inquiring whether the encountering probability value of the node is 0 or not in a DP list; if the value is 0, the encounter probability value is modified to an encounter probability initial value Pinit(ii) a If not 0, the encounter probability value with the node is modified according to equation (6).
2. Games and data packet delivery
The main operations of the playing and data packet transmission phases are as follows:
P2-S1: each node independently judges whether SV-DP messages sent by other nodes are received or not; if yes, modifying the corresponding encounter probability value, and then executing the next step; if not, steps P2-S8 are performed: .
P2-S2: the current node generates a DP-SV-BUY message by adopting a new mechanism of self-adaptive combination of SV-DP messages and purchase messages provided by the invention; the list of DPs is then loaded into the DP-SV-BUY message.
P2-S3: the current node loads data packet abstracts into DP-SV-BUY messages one by one, and the new mechanism of 'self-adaptive simplified data packet abstract' proposed by the invention is used in the loading process, before loading the abstract of a data packet into the DP-SV-BUY message, the new mechanism judges whether the life period field value of the data packet is greater than 1; if yes, executing the next step; if not, the step is executed in a loop until the digests of all the data packets are processed, and then the steps P2-S5 are carried out: .
P2-S4: the current node judges whether the encountering probability of the current node and the destination node of the data packet is less than the encountering probability of the encountering node and the destination node of the data packet; if so, the digest of the packet is loaded into the DP-SV-BUY message, and then go to steps P2-S3: (ii) a If not, go directly to step P2-S3: .
P2-S5: the current node judges whether to ask for a message to the other node; if yes, executing the next step; if not, a DP-SV-BUY message is sent to the correspondent node, and then steps P2-S8 are passed: .
P2-S6: the current node judges whether the DP-SV-BUY message can be loaded with a piece of data packet purchasing information (including the source address, the serial number and the quotation (the quotation is calculated according to the formula (1)); if so, a piece of packet purchase information is loaded into the DP-SV-BUY message (placed behind the SV, placed piece by piece), and then steps P2-S5 are followed: (ii) a If not, a DP-SV-BUY message is sent to the correspondent node (i.e., the node from which the SV-DP message originated).
P2-S7: the current node loads all the data packet purchase information which cannot be loaded by the DP-SV-BUY message into a purchase message and then sends the message to the opposite node.
P2-S8: the current node judges whether DP-SV-BUY messages sent by other nodes are received; if yes, executing the next step; if not, go to steps P2-S10: .
P2-S9: the current node takes out the DP-SV-BUY message and stores the DP list, SV and purchase information (the length of the DP list is proportional to the total number of nodes in the network; the SV contains a record of the number of data packet digests in the corresponding field of the DP-SV-BUY message header, and the length of each data packet digest and each purchase information is a fixed value); then, taking out the newspaper value from the purchasing information and calculating the time-sale income of the data packet according to the newspaper value (the time-sale income is calculated according to a formula (4)); then, by adopting the new mechanism of comprehensively considering buying and selling yields during game, whether the buying yield and the selling yield of the data packet are more than 0 is judged; if yes, agreeing to the transaction, and sending the data packet to the other party; if not, the transaction is refused, and the sending operation is not carried out.
P2-S10: the current node judges whether the purchase information sent by other nodes is received; if yes, executing the next step; if not, go to steps P2-S12: .
P2-S11: the current node takes out the newspaper value from the purchasing information contained in the purchasing information and calculates the selling income of the data packet according to the newspaper value; then, by adopting the new mechanism of comprehensively considering buying and selling yields during game, whether the buying yield and the selling yield of the data packet are more than 0 is judged; if yes, agreeing to the transaction, and sending the data packet to the other party; if not, the transaction is refused, and the sending operation is not carried out.
P2-S12: the current node judges whether the data packet sent by other nodes is received; if yes, storing the data packet, and establishing a data packet abstract (including fields of a source node, a destination node, a sequence number, a buying hour income and the like of the data packet) corresponding to the data packet in the SV; then, generating a payment message (containing the seller node address, the data packet serial number, the data packet transaction price and the like) and sending the payment message to the seller node of the data packet; next, the amount spent purchasing the data package (i.e., the transaction price of the data package) is subtracted from the own virtual monetary value; then, according to the transaction price for purchasing the data packet, calculating the 'buying hour income' by using a formula (3), and storing the 'buying hour income' field of the corresponding table entry of the data packet in the SV; if the data packet sent by other nodes is not received, the next step is executed.
P2-S13: the current node judges whether a payment message which is sent by other nodes and corresponds to a self-sold data packet is received; if yes, generating a piece of data packet selling record information, recording the transmission and receiving expenses of the data packet and the value amount of the data packet to nodes of both parties, and then storing the data packet selling record into a data packet selling record table established in advance; turning to steps P2-S1: (ii) a If the payment message sent by other nodes is not received, directly switching to the steps P2-S1: .
3. Transaction settlement stage
The main operations of the transaction settlement phase are as follows:
P3-S1: CCC periodically broadcasts hello message, the address is contained in the message, and the broadcast period TCCC=3s。
P3-S2: if one node receives hello information broadcasted by CCC, judging whether the node has a 'data packet selling record' which is not reported to CCC; if yes, loading all data packet selling records which are not reported to the CCC into a newly generated data packet selling message, and then sending the message to the CCC; if not, no further operations are performed.
P3-S3: if CCC receives 'data packet selling message' sent by a node, all 'data packet selling records' are taken out from the message, then the expense to be deducted is calculated according to the formula (5) of the records, the expense value is loaded into a newly generated 'expense deduction message', and then the message is sent to the opposite node; and adding the deducted fee to the deducted total fee table value corresponding to the opposite node in the pre-established node fee deduction table.
P3-S4: if one node receives a 'expense deduction message' sent by CCC, taking out the expense value to be deducted carried by the message, and deducting the expense value from the residual virtual currency value of the node; if not, no operation is performed.

Claims (1)

1. An opportunistic network routing method with low overhead and high transaction success rate is characterized in that: the method comprises the operations of nodes in three stages of node encounter sensing, game and data packet transmission and transaction settlement which are logically sequential; the node encounter sensing stage is mainly used for sensing encounters with other nodes by receiving hello or SV-DP messages, wherein the SV-DP messages are formed by connecting the contents of the existing SV messages and DP messages; the main operation of the nodes in the stages of playing and data packet transmission is to carry out bargaining game and transmit data packets after transaction is achieved; the main operation of the node in the transaction settlement stage is to calculate and collect the fee of the node according to the transaction which is achieved; the above-mentioned playing and data packet transmission phases also include three mechanisms: the method comprises the steps of adaptively simplifying a data packet abstract, adaptively combining SV-DP information and purchase seeking information, and comprehensively considering purchase and sale benefits in the game process;
the self-adaptive simplified data packet summarization mechanism is specifically as follows: before a node loads a data packet abstract into an SV-DP or DP-SV-BUY message, a DP-SV-BUY message is a message formed by connecting the contents of the existing SV message, DP message and data packet purchase message-BUY message, and whether the value of the life period field of a data packet is greater than 1 and the encounter probability of the node and the destination node of the data packet is less than the encounter probability of the encounter node and the destination node of the data packet is judged; only when the ' life period field value >1 ' and the meeting probability of the current node and the destination node of the data packet < the meeting probability of the meeting node and the destination node of the data packet ', the current node loads the data packet abstract into SV-DP or DP-SV-BUY information, thereby avoiding loading useless data packet abstract and eliminating redundant control information caused by loading useless data packet abstract;
the adaptive SV-DP message and purchase message merging mechanism is specifically as follows: if the current node receives SV-DP information of the other side before sending own SV-DP information, a DP-SV-BUY message is generated and a DP list and a data packet abstract are loaded into the message; then, judging whether the DP-SV-BUY message can be provided with the next data packet purchasing information, namely judging whether the length of the DP-SV-BUY message header + DP list + SV + one data packet purchasing information is less than the maximum length limit of the control message; if yes, judging whether to buy the data packet of the other side according to the destination node of the data packet in the SV-DP message of the other side, the encountering probability with the destination node in the DP list of the other side and the encountering probability with the destination node in the DP list of the user; if the data package needs to be purchased, calculating the optimal price of the data package to be purchased under the game balance; next, the DP-SV-BUY message is loaded with the data packet purchasing information, and the data packet purchasing information can be loaded in a certain amount under the condition that the maximum length limit of the control message is not exceeded, so that the number of the data packet purchasing information is reduced on the whole;
the comprehensive consideration buying and selling yield mechanism in the game is as follows: when a node purchases a data packet through the game, the node saves the income during purchase, which is called the income during purchase for short, the essence is the expense of purchasing the data packet, and the value is less than 0; when other nodes want to purchase the data packet and offer the data packet concurrently, the current node calculates the income for selling the data packet according to the offer, the income is referred to as the income during selling for short, and the value of the income is more than 0; then judging whether the buying time income + selling time income is greater than 0; if yes, accepting the price quoted by the buyer node and agreeing to the transaction; otherwise, refusing the transaction; therefore, the income of buying and selling the data packets is comprehensively calculated in the game process, so that the requirement on the income during selling is reduced under the condition that the total income of the current node is greater than 0, the opportunity of the buyer and the seller to achieve transaction is increased, the transaction success rate can be improved, the opportunity of forwarding the data packets is increased, and the increase of network throughput and the reduction of the average end-to-end delay of the data packets are promoted.
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