Proof : Phases 1 and 3 each requires D time slots. Phase 2 will end up after a
maximum of timeout slots. Phase 4 requires at most O(n ·|M|) time. Hence the proof.
Comparing again with the performance of the broadcast algorithm in [2] based on
the model of no collision detection capability, we can see that, for |M| = 1, our algo-
rithm will perform better if n < (D/4) log
h−1
n, i.e., for very high values D and ∆.
For example, with n = 1024, ∆ = 15, h = 3, and D = 60, our algorithm will need, for
|M| = 1, 2∆ · n log n + 4n slots = 3,11,296 slots, while the algorithm in [2] will need
3,45,600 slots.
6 Conclusion
We have presented two deterministic algorithms for broadcast in ad hoc networks where
the mobile terminals have collision detection capability. The first algorithm, based on
depth-first traversal, is suitable for networks where topologies change infrequently. The
second one is an extension of this first to take care of high mobility of nodes. Both these
algorithms perform better than that in [2] for short messages, high ∆ and diameter D.
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