Legenda

inactive
idle
transmitting
collision
back log
Inactive Terminal. Click on the area to active the terminal. Click on an active teminal to disactivate it. Idle Terminal. In every time slot a new packet arrives with probability p0. Transmitting Terminal. Either the transmission of a newly arrived packet or the retransmission of a previously unsuccessful packet. Transmitting terminal involved in a collision. Backlogged Terminal. In every time slot, the terminal does a new attempt to transmit the (previously unsuccessful) packet again, with probability pr. No further new packets arrive as long as the terminal is backlogged.

Control the Animation:

 
 

 
Make all active terminals idle. Remove any backlog.
 
Put all active terminals in backlog. Give these a packet to be retransmitted.
Prob of new packet p0:
Prob of retransmission pr:
New settings will only affect the
animation after you press "apply"
 

Exercise 1: Game

Experience how a big collision (involving all terminals) is best resolved, by adaptively controlling the retransmission behavior of the terminals. Pressing "Set up and Start" does the following: Then control pr yourself to minimize the time till all terminals are idle. After you finish, check the (theoretical) benchmark scores.

 
Time elapsed: slots
Check the benchmark scores

Exercise 2: Theory

Make a theoretical analysis of the expected collision resolution time for N terminals, fixed pr and p0 = 0. How would you choose pr if you perfectly knew the number of terminals in backlog? Why is this difficult in practice?