Proceedings of the Third International DCDIS Conference Copyright c 2003 Watam Press

Effects of Randomly Added Links on Average Delay and Number of Packets in Transit in Data Network Traffic Models Anna T. Lawniczak

Alf Gerisch

Peng Zhao

Bruno Di Stefano

Dept. of Math. and Stat. Guelph-Waterloo Phys. Inst. University of Guelph Guelph, Ont N1G 2W1 Canada [email protected]

Dept. of Math. and Computer Sc. University of Halle 06099 Halle (Saale) Germany [email protected]

Dept. of Math. and Stat. University of Guelph Guelph, Ont N1G 2W1 Canada [email protected]

Nuptek Systems, Ltd. Toronto, Ont M5R 3M6 Canada [email protected]

Abstract— We investigate how the two network performance parameters “number of packets in transit” and “average delay” are affected by additional links added randomly to a network connection topology of a packet-switching network. For the purpose of our study we have identified that the OSI Network Layer is the most important layer of the OSI reference model. For this layer we developed an abstraction for which we derived a time-discrete algorithmic simulation model. Using this model we investigate how the number of packets in transit and average delay are affected by routing algorithms and connection topologies. For our study we developed a C++ simulation tool, called Netzwerk-1. In this article we highlight the developed methodology and present some selected results.

I. Introduction In recent years packet-switching networks (PSNs) have experienced unprecedented growth that is going to continue in the foreseeable future. Some of the examples of PSNs are the global Internet, wireless communication systems, adhoc networks or sensors networks. Hence, understanding how network performance parameters depend on routing algorithms and connection topologies is of vital importance. These dependence can be investigated by using simplified models of PSNs [1, 2, 3, 4, 5]. The aim of our work is to study how additional links added randomly to a network connection topology affect the number of packets in transit and average delay of packets in PSNs. For the purpose of our study we have identified that the OSI Network Layer is the most important layer of the OSI reference model. For this layer we developed an abstraction for which we derived a time-discrete algorithmic simulation model [6]. Using this simulation model we investigate the effects of various routing algorithms and connection topologies on the network performance parameters under consideration. In order to simulate our algorithmic model of PSNs we developed a C++ simulation tool, called Netzwerk-1 [7]. In this article we highlight only the developed methodology and present some selected results. For a more extensive treatment of the topic the reader is referred to [6]. This work is the

continuation of the previous research commenced by the authors in [2, 3, 4], and it can be easily extended to study dynamics of more complex networks. II. Packet-Switching Network Model There exists a vast amount of literature about PSNs [8, 9, 10]. Here we briefly review the material that is important for the development of our PSN models and outline their construction. The detailed construction is described in [6]. The purpose of a PSN is to transmit messages from points of origin to destination points. In our model, we assume that the entire message is contained in a single “capsule” of information, which, by analogy to PSNs, is simply called a packet. In a real PSN, a single packet carries the information “payload”, and some additional information related to the internal structure of the network. Since our aim is to understand, for various routing algorithms, the effects of additional randomly generated links on number of packets in transit and average delay in PSN, we ignore the information “payload” entirely. Hence, in the considered models we assume that each packet carries the following pieces of information: time of its creation, its destination address and some information to assess the performance of a model. Our simulated network models consist of a number of interconnected nodes. Each node can perform two functions: that of a host, meaning that it can generate and receive packets, and that of a router (message processor), meaning that it can store and forward packets. Packets are created randomly at each node and independently from the other nodes. An incoming queue and outgoing queues are maintained by each node to store packets on this node. We consider one incoming and one outgoing queue for each switching node in this paper. The case of multiple outgoing queues is discussed elsewhere. We assume that each queue can be of unlimited size and observes a first-in first-out policy. Packets are routed according to the routing decisions made at each node independently from the other nodes. The creation and routing of packets is implemented by a discrete time, synchronous and distributed in space network algorithm [6]. The structure of the networks considered and their routing algorithms are described in subsections which

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follow. A. Considered Network Connection Topologies A PSN connection topology can be viewed in an obvious way as a weighted directed multigraph L, i.e. a graph that allows multiple edges between vertices. Each network node corresponds to a vertex and each communication link between two nodes corresponds to a pair of parallel edges, each carrying data in opposite direction. With each direction of a link is associated the cost of transmission of a packet. We consider here network connection topologies L that are isomorphic to two-dimensional periodic square lattices Lp (L) of size L with l ≥ 0 additional randomly generated links added to them. The parameter L stands for the number of nodes in the horizontal and the vertical direction of the lattice. The classes of these network connection topologies are denoted by Lp,l (L). The l additional randomly generated links in connection topologies from Lp,l (L) are constructed by starting with the lattice Lp (L) and then repeating the following procedure independently l times. First, we select randomly a node n1 on the lattice. Next, we select randomly another node n2 on this lattice, different from the node n1 . Finally, we connect these two nodes with a direct communication link by adding the two corresponding edges to the connection topology. In the described model it can happen that the nodes n1 and n2 are selected several times to form a new link. Hence, in the network the same nodes can be connected directly by several links. If required, this procedure can be easily modified. We want to emphasise that all the connections in our model are static, they do not change during the simulation period. Randomly generated links are added before the simulation starts and remain unchanged. This property can be easily modified, too, for instance if the effects of link failures are to be studied. The construction of our network topologies is reminiscent of the construction of families of graphs which interpolate by means of a single parameter between a regular graph and a random graph in [11, 12]. The purpose of these works is to show the existence and properties of so-called small-world graphs. In our case, we interpolate, by means of the parameter l, between the periodic square lattice of size L for l = 0 and some random multigraph for large values of l. Note that in our case the number of links in the network grows with increasing values of l. The links of the underlying lattice topology, i.e. the periodic square lattice, can be thought of as local contacts whereas the randomly generated links often connect topologically distant parts of this underlying lattice structure. They are short-cuts. B. Routing Decisions In the network models under discussion, each packet is transmitted from its source node through various links and packet switches to its destination node according to some routing decisions based on a least-cost criterion. These decisions define a packet’s route in the graph L. The route can either be a walk or a path, see below. Depending on

the costs assigned to the edges of the graph, we consider routing decisions based on the minimum route distance or the minimum route length least-cost criterion, [9, 10]. We consider three types of link cost functions called One (One), QueueSize (QS) and QueueSizePlusOne (QSPO) [6, 4]. These edge cost functions differ in the way they take into account the cost caused by traversing an edge and the cost caused by the time spent queueing at a node before an edge can be traversed. In each network model studied here we assume that all edge costs are computed by the same edge cost function. In the case of the edge cost function One all edges in the multigraph are assigned a cost equal to one (or some other positive constant). By applying the least-cost criterion, with edge costs assigned by this edge cost function, the number of hops on the path from source to destination is minimised for each packet. Therefore, routing in a network with edge cost function One is also called minimum-hop routing. In the case of the edge cost function QS each edge in the multigraph is assigned a cost proportional to the number of packets awaiting transmission in the node from which the edge originates. This leads to non-negative edge costs. At any given time, a packet routed according to the leastcost criterion with edge cost function QS will travel from its current node to the next one along the first edge of a walk connecting the packet’s current node with its destination node and, additionally, this walk is at this time one with a minimum sum of numbers of packets at the packet’s current node and all intermediate nodes. In the case of the edge cost function QSPO each edge in the multigraph is assigned a cost proportional to the number of packets awaiting transmission in the node from which the edge originates plus the cost of a single hop (equal to one or another positive constant). This leads to positive edge costs. A packet routed according to the least-cost criterion with edge cost function QSPO will travel on a path which combines the properties of the first two cases. Namely, at any given time a packet is routed to the neighbouring node along the first edge of a path which, amongst all paths connecting the packet’s current node with its destination node, has at this time a minimum sum of hop costs plus numbers of packets at the packet’s current node and at all intermediate nodes. For the edge cost function One the routing decisions are independent of the current state of the network. They only depends on the network connection topology. A routing scheme having this property is called static. For the other two edge cost functions routing decisions depend on the current state of the network. The corresponding routing schemes are called adaptive or dynamic. In the case of adaptive routing, one usually reconsiders the route choice towards the destination node of a packet after an edge has been traversed because the state of the network could have changed and another route might now be more cost effective. Hence, in the adaptive routing schemes considered we do not select a complete least-cost route to a packet’s destination but rather at each time we select the next node on an, at this time, least-cost route connecting the packet’s

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current node to its destination node. Hence, it can happen that a packet will visit the same node several times on its route to its destination. This leads to the conclusion that the route travelled by a packet from its source to its destination is not necessarily a path connecting these two nodes but merely a walk when adaptive routing schemes are used. This implies that these schemes have the drawback that packets could go in cycles without ever reaching their destination. On the other hand, adaptive routing schemes imply the ability to avoid congested areas in the network, which is a favourite property. In a real packet-switching network the former difficulty must be avoided but in our current model we ignore it. C. Routing Tables and their Updates Nodes of a network maintain routing tables in order to perform routing efficiently. We assume that each node in a network stores estimates of the least path costs from itself to all destination nodes in the network. This type of the routing scheme is called full-table routing. Other types of table routings are considered in [2, 3]. In order to keep the routing table up to date with the state of the network, we must update them on a regular basis for adaptive routing schemes. This is not necessary for static routing schemes since edge costs are independent of the state of the network, i.e. they remain constant during the time evolution of the network. Once the entries of the routing table are equal to the precise least path costs and not only estimates thereof, they do not change with time and subsequently require no updates. At initialisation time of the network, we compute the least path costs, not just estimates, between any ordered pair of nodes and store them in the routing table. A suitable algorithm for the computation of this initial routing table and for the computation of its centralised update (a case considered in [4, 6]) is the Bellman-Ford algorithm [8, pp. 396]. Here we consider in adaptive routing schemes a distributed routing table update. In this case a distributed version of the Bellman-Ford algorithm, see [8], is executed simultaneously and independently at every node in the network. Details of the implementation of this algorithm in our network model are described in [6]. After the completion of one distributed routing table update the newly calculated values of the routing table are not necessarily equal to the least path costs of paths connecting pairs of network nodes, they are only locally computed estimates of these least costs. In this type of update nodes exchange information about their link costs in time in order to determine the least-cost routes from one node to another one. The least path cost routing tables are not built up in one cycle as in the case of the centralised routing table update. They are build up gradually in time. D. Model Algorithm We consider time as given in discrete time units of size one in our model and perform simulations from time k = 0 to a final simulation time k = T. We can observe the

state of the network model at the discrete time points k = 0, 1, 2, ..., T only. One step of the discrete time, synchronous and distributed in space network algorithm advances the simulation time from k to k + 1. For the investigated network models with connection topology Lp,l (L) we consider the edge cost functions One, QS, and QSPO, together with the full-table routing algorithm. In the cases of edge cost functions QS or QSPO, i.e. adaptive routing schemes, we consider the distributed routing table update (the centralised one is discussed in [4, 6]) and this is performed once at the beginning of a time step. Hence, three different routing schemes are considered in this work. A centralised routing table update is performed only to initialise the routing tables. We emphasise that the network’s connection topology and edge cost function are fixed for the course of a simulation. It is however straightforward to incorporate more flexibility in these respects into the network algorithm described below. The following algorithm is an extension of the one proposed in [2, 4]. At time k = 0, the network is initialised with empty queues and a centralised routing table update is performed to initialise the routing tables. One time step from k to k + 1 of the network algorithm is then given by the following sequence of operations. (1) Update routing tables: The routing table of the network is updated in a distributed manner. (2) Create and route packets: At each node, independently of the other nodes, a packet is created with probability λ, called the source load. Its destination address is randomly selected among all other nodes in the network with uniform probability. The newly created packet is placed in the incoming queue of its source node. Further, each node, independently of the other nodes, takes the packet from the head of its outgoing queue (if there is any), determines the next node on a least-cost route to its destination (if there is more than one possibility then select one at random with uniform probability), and forwards this packet to this node. Packets which arrive at a node from other nodes during this step of the algorithm are destroyed immediately if this node is their destination and otherwise they are placed in the incoming queue. (3) Process incoming queue: At each node, independently of the other nodes, the packets in the incoming queue are randomised and inserted at the end of the outgoing queue. (4) Evaluate network state: Various statistical data about the state of the network at time k are gathered and stored in time series. (5) Update simulation time: The time k is incremented to k + 1. The above described time step from k to k + 1 of the network algorithm can be repeated an arbitrary number of times. Step (3) of the algorithm simulates a sort of processing delay and ensures that a packet which arrives at a node in one time step does not leave the node before the next time step. Further, randomising the incoming queue simulates that the packets arrive at each node in random order. The statistical data are described in more detail in Sec. III., see also [6].

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III. Simulation Results In order to simulate the described models of PSNs we developed the software tool Netzwerk-1 [7]. The main objective of a PSN is to transport packets from source nodes to destination nodes. One of the quantities we associate with each packet that has been delivered to its destination node is the delay time. The delay time of a packet is given by the difference between the time of creation at its source node and the time of delivery at its destination node. For the purpose of simulations we define a network setup, see also [6]. A network setup is defined by selecting the size L and the number l of additional randomly generated links in the connection topology (this specifies the PSN connection topology to be in class Lp,l (L)), an edge cost function, and a source load. A particular network setup is defined by further specifying the seeds of two pseudo-random number generators. The first generator provides the sequence of pseudo-random numbers required for packet generation and routing. The second one is used for selecting the locations of the l additional links in the topology. Both pseudo-random number generators generate independent sequences of numbers and they are restarted with their respective seed values before the start of a simulation. All parameters of a particular network setup remain unchanged during the course of the simulation of this particular network setup from time k = 0 to the final simulation time k = T. During the course of simulation of a particular network setup we monitor the trajectory of some quantities of this network as a time series for times k = 0, 1, 2, ..., T. For a given time k, 0 ≤ k ≤ T, these quantities include: Nk = number of packets in transit in the network at time k, i.e. those not yet delivered; Dk = number of packets delivered to their destination in the interval [0, k]; τk = sum of the delay times of all Dk packets delivered in the interval [0, k]; τ k = average delay time of all packets delivered in the interval [0, k], i.e. τ k := τk /Dk . We conducted a large variety of simulation experiments of our models of PSNs with the tool Netzwerk-1 in order to study the influence of the addition of randomly generated links on the performance of networks [6, 13]. Here we discuss only their effects on the number of packets in transit and the average delay. All simulations have been carried out for a final simulation time T = 2000. We have considered network connection topologies from the classes Lp,l (25) with values l, the number of randomly generated links, from the set {0, 1, 10, 25, 50, 75, 100, 125, 150, 175, 200}. We have selected the same seed to initialise the pseudo-random number generator employed in the creation of the randomly generated links in all simulations. This ensures that all randomly generated links present in the instance from the class Lp,l1 (25) are also present Lp,l2 (25) for all l2 > l1 . In the plots of Fig 1, we display the connection topologies used in the simulations for the values l = 1 and 100. We have considered the following values of the remaining network model parameters in our simulations: the edge

Fig. 1. The network connection topologies with l = 1 and 100 randomly generated links as used in the simulations. The switching nodes are represented by small squares and randomly generated links are drawn as lines whereas the links of the underlying periodic square lattice are suppressed in the plots.

cost function is either One, QS, or QSPO, and the source load λ is taken from the set {0.005, 0.01, 0.015, ..., 0.02}. The pseudo-random number generator which is used for creation and routing of packets, has been initialised with the same seed prior to the start of each simulation. We have performed simulations for all network setups which are possible with the listed values of the parameters. Consider a family of particular network setups which differ only in the value of the source load λ. Within this family we can determine the largest value λc such that all networks with λ < λc stay free of congestion for all time. The source load value λc is the called the critical source load of the family of particular network setups considered. The determination of λc and its dependence on parameters of the network setup is discussed in [6, 13]. We only note that for λ < λc the number of packets in transit will fluctuate around a constant value as time k increases, whereas for λ > λc this time series will fluctuate around a function which increases with time. We use the following conventions in Figs. 2, 3 and 4. For each presented graph we evaluate the state of the network at time T = 2000. In a figure we plot either the number of packets in transit or the average delay as a function of the source load λ for each value of l ∈ {0, 1, 10, 50, 100, 200}. The value of l corresponding to a particular graph can be read from the marker used in this graph: {◦, ×, 4, ∗, , ♦}. Note that graphs for l = 0 and l = 1 often coincide. The vertical dotted lines in the figures indicate the critical source load values λc corresponding to the various values of l and we use the same markers as above to distinguish among different values of l. The lines for l = 0 and l = 1 appear as one line for edge cost functions QS and QSPO. All other information concerning the plots is provided in the individual figure captions. Consider the number NT of packets in transit at final simulation time T = 2000 as a function of the source load λ. Fig. 2 (top) gives the resulting graphs for the simulations with edge cost function One. We clearly observe degradation of the networks performance if less than l = 200 randomly generated links are added as compared to l = 0. The reason for this behaviour is that the randomly generated links provide short-cuts which lead to reduced path costs if packets utilise these links. Hence, many packets are attracted to nodes from which these links originate and subsequently these nodes become congested (only one packet

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Fig. 3. Number of packets in transit NT as a function of source load λ for edge cost function QS (top) and QSPO (bottom) for networks with distributed routing table update. (See in text for plot explanations.)

Fig. 2. Number of packets in transit NT (top) and average

delay τ T (bottom) as functions of source load λ for networks with edge cost function One and distributed routing table update. (See in text for plot explanations.)

per node can be forwarded at any time step), leading to the increase of the number of undelivered packets in the network. It is important to notice that for values λ moderately larger than λc the network is not congested uniformly but only in areas around the origins of randomly generated links [6, 4]. This can also be deduced from the graphs of the average delay time τ k , see Fig. 2 (bottom). We observe plateaus in the graphs for l = 0 and l = 10 following the first sharp average delay time increase; these plateaus are followed by another increase of the average delay time for source loads where the network becomes completely congested. The partial congestion can be seen more clearly by looking at the actual queue sizes at the nodes [4, 6]. In conclusion, the critical source load for networks with edge cost function One drops sharply as soon as the first extra link is added and grows only slowly as we add more and more randomly generated links. In our simulations the first link added to the underlying square lattice topology is rather short, i.e. connecting nodes with a small number of hops distance, see Fig. 1. Hence, the above observation is true even if only short links are added to the underlying topology. For networks with edge cost function QS or QSPO randomly generated links improve the networks performance. This is because the queue size is taken into account when making the routing decision and packets can circumvent

possible congested areas of the network. As a result, the randomly generated links are utilised by the packets but they do not attract more packets than can be transmitted. This results in a network behaviour which is “monotone” in the number of randomly generated links, see Fig. 3 for plots of the number of packets in transit NT as a function of source load λ. The corresponding graphs for both edge cost functions are very similar. Also, we see from Fig. 3 that we can present a much higher node load to a network with edge cost function QS or QSPO (compared to edge cost function One) without causing congestion. However, there is one drawback when using edge cost function QS for small source load values: the packets have no “incentive” at all to reach their destination; they just try to avoid congestion. This results in increased delay times for the packets. This shortcoming is overcome by the edge cost function QSPO, see Fig. 4. If the edge costs in a network are assigned according to the edge cost function QSPO then both, the number of hops of a path and the queue sizes of the path nodes, contribute to the cost of this path. Therefore, for a low source load, path costs are dominated by the number of hops, and consequently packets travel along paths with a minimum number of hops to their destination. This leads to small delay times of the packets. Otherwise, as the source load increases, the sizes of the queues are growing and queueing times become more important in the

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path partial table routing even when the edge cost function is One or for the routing based on “geometrical distance” [2, 3]. (2) For networks with very light load, the edge cost function QS dose not provide sufficient cues to guide packets as fast as possible to their respective destinations. This difficulty is overcome with the edge cost function QSPO. The presented methodology and the developed software tool is able to deal with other than regular lattice underlying topologies and is being extended to handle more complex networks including the Internet. This approach can also be extended to study other aspects of packet-switching networks such as various data traffic types (short message text (SMS), video, etc.), network behaviour under various levels of degradation, and wireless networks.

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edge cost function QS (top) and QSPO (bottom) for networks with distributed routing table update. (See in text for plot explanations.)

A.T. Lawniczak and A. Gerisch acknowledge partial support from the University of Guelph and The Fields Institute for Research in Mathematical Sciences. A.T. Lawniczak acknowledges additionally partial support from the Natural Science and Engineering Research Council (NSERC) of Canada. P. Zhao acknowledges partial support from the University of Guelph. B. Di Stefano acknowledges total financial support from Nuptek Systems Ltd. The authors acknowledge the use of the SHARCNET computational resources at the University of Guelph. The authors thank Dr. H. Fuk´s for helpful discussions.

References [1] Toru Ohira and Ryusuke Sawatari. Phase transition in a computer network traffic model. Phys. Rev. E, 58:193–195, 1998.

path choice. The result is that packets avoid congested areas, as it is the case in networks with edge cost function QS, and travel around them. This avoids a capacity overload of the randomly generated links (short cuts). In the case of edge cost functions QS or QSPO, the distribution of packets in transit between nodes which are end nodes of randomly generated links and nodes which are not is much more balanced [6].

IV. Concluding Remarks This paper has presented a methodology to model packetswitching networks at the OSI Network Layer. This methodology allows to study the flow and congestion in PSNs. Netzwerk-1 is the software tool developed to perform simulations of our PSN models. The main conclusions of the simulation results are: (1) Randomly generated links inserted in an underlying regular network connection topology improve the performance of the networks if the queueing costs at each node are part of the edge costs, i.e. edge cost functions QS and QSPO; they give rise to a performance degradation in the case of the edge cost function One except if a very large number of randomly generated links is added to the underlying regular topology. We note however that significant performance gains can be observed for the shortest

[2] H. Fuk´s and A.T. Lawniczak. Performance of data networks with random links. Mathematics and Computers in Simulation, 51:101–117, 1999. [3] H. Fuk´s, A.T. Lawniczak, and S. Volkov. Packet delay in models of data networks. ACM Transactions on Modeling and Computer Simulation, 11:233 – 250, 2001. [4] A. T. Lawniczak, P. Zhao, A. Gerisch, and B. Di Stefano. Modelling flow and congestion in packet switching networks. IEEE Canadian Review, 39:23–27, Winter 2002. [5] Jian Yuan and Kevin Mills. Exploring collective dynamics in communication networks. J. Res. Natl. Inst. Stand. Technol., 107:179–191, 2002. [6] A. T. Lawniczak, A. Gerisch, and B. Di Stefano. OSI Network Layer abstraction: Analysis of simulation dynamics and performance indicators. Submitted for publication, 2003. [7] A. Gerisch, A. T. Lawniczak, and B. Di Stefano. Netzwerk—a packet-switching network simulation environment. In prep. [8] P. D. Bertsekas and R. G. Gallager. Data Networks. Prentice Hall, Upper Saddle River, 2nd edition, 1992. [9] A. Leon-Garcia and I. Widjaja. McGraw-Hill, Boston, 2000.

Communication Networks.

[10] T. N. Saadawi, M. H. Ammar, and A. E. Hakeem. Fundamentals of Telecommunication Networks. Wiley, New York, 1994. [11] Duncan J. Watts. Small worlds: the dynamics of networks between order and randomness. Princeton University Press, 1999. [12] Jon Kleinberg. Navigation in a small world. Nature, 406:845, 2000. [13] A.T. Lawniczak, A. Gerisch, and K. Maxie. Effects of randomly added links on a phase transition in data network traffic models. In this proceedings, 2003.

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collaboration, and also several colleagues and friends for their support during ...... 365–370. [47] D. Imseng, M. Doss, and H. Bourlard, “Hierarchical multilayer ... identity,” in IEEE 11th International Conference on Computer Vision, 2007., 2

Neural Network Toolbox User's Guide
Fax. The MathWorks, Inc. Mail. 24 Prime Park Way. Natick, MA 01760-1500 ... Computer Software or Commercial Software Documentation Clause at DFARS ...

Optimal Adaptive Feedback Control of a Network Buffer.
Mechanics (CESAME) ... {guffens,bastin}@auto.ucl.ac.be ... suitable for representing a large class of queueing system. An ..... 2) Fixed final state value x(tf ) with x(tf ) small, tf free. ..... Perturbation analysis for online control and optimizat