mobility model, are significantly more pronounced in
their effects.
6 DISCUSSION
We show that more realistic mobility models, as op-
posed to fully random models, can make it more diffi-
cult for cooperation to evolve in a population of indi-
viduals. We also provide a set of assumptions that be-
gin to bridge the gap between theoretical agent inter-
action models and distributed packet forwarding us-
ing local decision processes. The main contribution
of this work is to show that the random waypoint mo-
bility model, a more realistic representation of agent
movement for mobile ad hoc networks, has a signifi-
cant effect on the emergence of cooperation.
Full convergence to cooperation was realized in
the RWP model, but only by significantly reducing
the velocity of the agents to counteract the resulting
volatility due to a lack a stability in cooperation clus-
ters. Unlike random walk models, where agents are
likely to remain near each other for many time steps,
the RWP model define vectors of movement that will
often result in agents following divergent paths. In the
Brownian mobility model, regions of cooperation are
composed of a community of agents that are likely
to remain together. The RWP model, on the other
hand, yields cooperation regions in which the mem-
ber agents are fleeting and the stability is influenced
by the interaction structure and its ability to convert
defectors to cooperators as they enter the region.
These results can be used to design internal mech-
anisms for individual networked devices as well as
provide insight into the effect of mobility on collec-
tions of ad hoc networked devices. Significant work
is still needed to show the applications of these results
to real networks, but they provide a foundation to sup-
port the applicability of evolutionary game theory to
the design and analysis of mobile ad hoc networks.
6.1 Future Work
There is a wealth of movement models, surveyed in
(Bai and Helmy, 2004), that are intended to model
specific real-world phenomenon. Temporal depen-
dency models generate motion that is dependent on
prior time steps and model gradual turning and ac-
celeration. Spatial dependency models provide mech-
anisms for squad-based movement that would more
accurately model devices being carried by groups of
people. Geographic restriction models consider envi-
ronments where movement and communication is re-
stricted by the existence of impassable objects, such
as buildings. Each of these models and their unions
have unique properties that will no doubt have an ef-
fect on the evolution of cooperation.
We plan to explore other types of games that cap-
ture ad hoc network behavior, such as those discussed
in (Kamhoua et al., 2010). The pure strategies used
in our simulations assumes that an agent does not
discern between the identities of neighboring nodes.
While this provides an efficient, memoryless oper-
ating methodology, there is the potential to include
identification of neighbors and recall of historical in-
teractions. This additional bookkeeping would allow
for iterated play and, as a result, more sophisticated
strategies such as Tit for Tat or Grim Trigger (Axel-
rod, 2000).
The replicator dynamics used for adopting the
strategy of a neighbor relies on the communication of
reward or the ability to observe the action and payoff
that neighboring agents receive. While this is a com-
mon mechanism for evolutionary games it not a real-
istic assumption in physical environments with selfish
agents that see no benefit in making this information
available. In these cases a new method for updating
an agent’s strategy will be necessary.
ACKNOWLEDGEMENTS
We would like thank Charles Kamhoua for offering
his expertise, invaluable guidance and thorough re-
view of our work.
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