论文标题

没有碰撞检测的争夺解决方案

Contention Resolution Without Collision Detection

论文作者

Bender, Michael A., Kopelowitz, Tsvi, Kuszmaul, William, Pettie, Seth

论文摘要

本文重点介绍了不支持碰撞检测的共享通信渠道上的争论解决问题。共享通信通道是一个多访问通道,由一系列同步时插槽组成。频道上的播放器可能会在任何时间插槽中尝试广播数据包(消息)。如果在该插槽中没有其他玩家广播,则玩家的广播会成功。如果两个或多个玩家在同一时间播放时广播,则广播碰撞和两个广播失败。缺乏碰撞检测意味着监视频道的播放器无法区分两个或多个玩家在同一插槽(碰撞)和零播放器广播的情况下。在争论解决问题中,玩家会随着时间的推移到达频道,每个玩家都有一个数据包可以传输。目标是协调玩家,以便每个玩家能够在合理的时间内成功传输其数据包。但是,玩家只能通过选择是否广播来通过共享渠道进行通信。根据其吞吐量(通道利用率)来衡量争议解决方案。以前关于争论解决方案的工作以实现恒定的吞吐量,假设玩家可以检测到碰撞,或者玩家的到达模式是由无记忆(非对抗性)过程产生的。本文回答的基本问题是,当目标是实现恒定吞吐量时,碰撞检测是奢侈品还是必要。我们表明,即使没有碰撞检测,也可以以很高的概率解决争论解决方案,实现恒定吞吐量。

This paper focuses on the contention resolution problem on a shared communication channel that does not support collision detection. A shared communication channel is a multiple access channel, which consists of a sequence of synchronized time slots. Players on the channel may attempt to broadcast a packet (message) in any time slot. A player's broadcast succeeds if no other player broadcasts during that slot. If two or more players broadcast in the same time slot, then the broadcasts collide and both broadcasts fail. The lack of collision detection means that a player monitoring the channel cannot differentiate between the case of two or more players broadcasting in the same slot (a collision) and zero players broadcasting. In the contention-resolution problem, players arrive on the channel over time, and each player has one packet to transmit. The goal is to coordinate the players so that each player is able to successfully transmit its packet within reasonable time. However, the players can only communicate via the shared channel by choosing to either broadcast or not. A contention-resolution protocol is measured in terms of its throughput (channel utilization). Previous work on contention resolution that achieved constant throughput assumed that either players could detect collisions, or the players' arrival pattern is generated by a memoryless (non-adversarial) process. The foundational question answered by this paper is whether collision detection is a luxury or necessity when the objective is to achieve constant throughput. We show that even without collision detection, one can solve contention resolution, achieving constant throughput, with high probability.

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