random-bit-vector network addressing (simulation)

Eugen Leitl eugen at leitl.org
Sat Mar 31 03:56:28 EDT 2007


Great stuff, as usual. I wouldn't make all the initial IDs random.
Reason: you can e.g. set the MAC from a WGS84 GPS position fix
(about /m^2 Earth surface resolution, IIRC). Ideally, the ID
should be a real 3d coordinate, of course.

By prepopulating the ID landscape (there's probably some
critical density) you'd get lots of domains which will speed up
your annealing.

Refining is basically: one bit for the hemisphere, another bit
for a yet another bisection, iterate.

There's more to the ID encoding, you have to minimize
the amount of bits flipping for nodes in circular orbits
(anything moving on Earth surface also applies).

I wouldn't also limit this to just direct neighbours,
a node can sometimes see quite far -- but you'd
get other distance metrics, such as signal strenght
or a relativistic pingpong measurement.

On Sat, Mar 31, 2007 at 03:37:02AM -0400, Kragen Javier Sitaker wrote:
> Quick summary: it might work but I haven't figured out how to make it
> work.
> 
> <html><head><title>Random bit-vector network addressing</title>
> <!-- see end of file for explanation, where it's put so that it's readable in the browser -->
> <script src="../MochiKit-1.3.1/lib/MochiKit/MochiKit.js"></script>
> <script type="text/javascript">
> var bits_per_cell, bits_per_row, cells_per_row, cells_per_col, table

-- 
Eugen* Leitl <a href="http://leitl.org">leitl</a> http://leitl.org
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