Inthishapterwehaveinvestigatedtheperformaneofongestionontrolmehanismsinmobile
environments.
First,we have presenteda measurement study on theperformane of existingstandard and
high-speed TCP variants in a futuristi mobile environment (4.2). We measured throughput
adaptationusingouremulationtestbed,enteredaroundmobilenetworkissues: linkinterruption
and large sale apaity hange.Thekey takeawaysare:
•
All examined protools exept for FAST adapt slowly to sudden large sale apaityin-reases. Suh inreases are expeted to happen frequently in a mobile environment, and
protoolsneed toimplementmehanismstodetetandutilizethefreeavailablebandwidth
muhfaster asthey doit urrently.
•
We found that FAST TCP an perform poorly after an inter-system down-swith. Suh handovers may onfuse FAST, and depending on stati parameter settings this may leadto drasti link underutilization. The problem is the onsequene of FAST relying on its
bogusassumption on the base propagation delay. To solve these problems, thebaseRTT
estimation needsto bexedin FAST.
•
We evaluatedtheprobabilityofbueroverruns atthebottleneklinkduring linkoutages, and suggesteda novel solutionfor the problem.Seond, motivated by the results above, we have proposed SpeedDetet, a simple TCP
ex-tension for handling sudden apaity inrease (4.3). We have shown how this an be ahieved
whileaomplishing our ve design goals: minimality,easy deployability, nosignaling overhead,
fairness andeieny. Our mainndings arethefollowing:
•
We have proposedanovelalgorithm, SpeedDetet,for detetingandreatingpromptly to suddenly available unused apaity. The basi idea of SpeedDetet is omparing along-term RTT estimate to the srtt ommonly found in standard TCP implementation; if the
dierene issigniant asudden apaity up-swithis likely to have happened.
•
We presented how optimal sensitivity ofSpeedDetet an be ahieved throughparameter tuning.•
We showed by testbed measurements and extensive simulations that our proposed ap-proah:(i)
signiantly improves TCP's reation time to apaity inreases;(ii)
outper-forms PNCD (part of TCP Westwood [88℄) interms of reation time and onsisteny for
a wide-range of settings;
(iii)
retains the intra-protool fairness of the underlying TCP variant, while being onsiderably fair to standard TCP; and(iv)
workswell both inaseof mobilehandoversand general owdynamis.
We argue that the SpeedDetet extension an be implemented on top of virtually any
loss-based TCP version thatkeeps RTT estimates. A possible diretion of future work ould be to
implement our mehanismon top of other establishedongestion ontrol methods and evaluate
their performane. Furthermore, a performane omparison against delay-based TCP versions
ouldbebeneial. Additionaly,SpeedDetetouldbeanalyzedatthesub-owlevel,buildingon
topofamulti-pathtransportprotool. Finally,aeldstudy inanoperationalmobilebroadband
provide us with invaluable measurement dataand helpus evaluate SpeedDetet ina real-world
environment.
Summary
Wesummarize our ontributions anddisuss their pratial appliation possibilitiesbelow.
5.1 Priing Internet aess under user inuene
InChapter2,westudiedmultiplefaetsoftheimpatofuserinueneonInternetaesspriing.
5.1.1 Contribution
In Setion 2.2, rst, we showed how loyalty introdued a new equilibrium in a repeated game
setting resultingin theooperationof ISPs. Seond,we investigated theaseof adierentiated
ustomer population by introduing dual reservation values, and show how it led to new, pure
strategyNashequilibriaindiatingthatISPsouldmakethemost protbymilkingtheir
respe-tive loyaluser base. Third, we onstruted two novel models forustomer loyaltyinorporating
two important aspets of the users' purhasing deisions: prie sensitivity and inherent human
unertainty. Weevaluated the impatofuser loyaltythrough thesemodels byextensive
simula-tions ina numberof relevant senarios. A key nding was that a higher level of loyalty in the
userpopulationledtolargerprotsfor theISPs. Last, wedisussedhowtheinterplayofservie
bundling and userloyaltyan be modeledand analyzedvia simulationand extendedgames.
In Setion 2.2, we presented results on a novel priing mehanism for Internet Servie
Providers alled user-inuened priing, where users an vote for the exat priing sheme
im-plemented inthe next billing yle. Our assumptions were that ISPs want plannable revenues,
while users want to keep their osts low. We showed that under user-inuened priing, users
of dierent tra volumes (heavy,medium, light)an ooperate toahieve lower ostsutilizing
side-payments. Wemodeledthisproessasaweightedooperativevotinggame, andderivedthe
equilibrium solutions and payos on the individual user and group level. We showed how the
ratio ofdierent users andmaximumreasonableside-payments aettheoutome ofthevoting
game. Wealsoderivedthedistributionofpowerinvariousregimes ofthegame. Resultsindiate
that mediumusers arepivotal inthedeision-making proess.
5.1.2 Appliation possibilities
Results presented in Setion 2.2 proves that user loyalty is an important fator when priing
Internet aess. This should open up theeyesof servieproviders and make them reward loyal
ustomers with premium servie instead of getting into prie wars for new ustomers. The
aompanying simulationstudypresentedin[J2℄an provide an inputtothepriingstrategy of
Internet Servie Providers. Onthe other hand, the user-inuened priing sheme (see Setion
2.3) is designed for atual use by ISPs. There are a number of pratial questions onerning
theimplementation of the mehanism; please refer to 2.3.5for a detaileddisussion.