# Improved Proactive Routing Protocol Considering Node Density Using Game Theory in Dense Networks
## 4 Simulation Environment and Results
### Simulation Results  
For each scenario, we ran 10 simulations with different random mobility scenarios. We calculated the average result with a confidence interval of 95%. Figure 5 shows the simulation result for each  
\begin{table}
\begin{tabular}{c c} \hline \hline
**Parameter** & **Value** \\ \hline Network Simulator & Riverbed Modeler 18.0 \\ Simulation time & 600 seconds \\ Number of nodes & 25, 50, 100, 150 and 200 \\ Protocol used & OLSR, Improved OLSR \\ Nodes deployment & Random \\ Number of seeds & 10 \\ Transport protocol & UDP \\ Transmission range & 30m \\ IP & IPv4 \\ Physical layer method & PHY 802.11n \\ Transmit power & 0.0015W \\ Transmission range & 30m \\ Packet size & 8 kilobyte/sec \\ Node speed (m/s) & 0–1 \\ Pause time & 0 seconds \\ \hline \hline \end{tabular}
\end{table}
Table 5: Simulation parameters.  
metric. In each figure, the results of the conventional OLSR and the improved OLSR are shown with the labels \"OLSR\" and \"Improved OLSR\", respectively.  
The plot in Figure 5a shows the MPR ratio. [PERSON] et al. [23] have proved shown that this ratio will eventually increase to 1 in dense networks. By comparing the ratios of the conventional OLSR with the improved OLSR, we see that there is over 5% redundancy in the low-density networks of 100 nodes and less. In highly dense networks, the redundancy is slightly reduced, (1% in 150 nodes and 2% in 200 nodes). A comparison with [10] shows that the improved and conventional MPR ratio is higher. However, [PERSON] et.al only considered a stationary scenario compared to our highly dynamic scenario.  
Figure 5b shows the routing overhead ratio as a function of the number of nodes. The routing overhead is the ratio of total routing packets (inclusive of HELLO packets and topology control packets). There is a significant decrease in the routing overhead ratio. This is due to fewer MPRs selected. This implies that there will be enough bandwidth for the application data packets.  
Figure 5c shows the relationship between the packet delivery ratio and the number of nodes. The packet delivery ratio is a parameter that indicates the success of the routing protocol. In low-dense and moderately dense networks, there is a significant reduction of the packet delivery ratio. In the 25-node scenario, the PDR is below 45% in both improved and conventional OLSR. The low PDR is due to the high mobility of all nodes in the network that implies that the route link has to be calculated often; however, there are a few alternate links, thus resulting in a high packet loss. In moderately dense and highly dense networks, there are more alternative links despite the mobility, thus a higher PDR. There is a significant increase in the packet delivery ratio except in 200 nodes where the increase is 1%. OLSR protocol has a minimal delay due to the routes being available when needed.  
Figure 5: These results show the simulation results comparing OLSR and the improved OLSR protocols. (a) MPR ratio; (b) Routing overhead ratio; (c) Packet delivery ratio; (d) Average end-to-end delay.  
Figure 5d shows the relationship between delay and the number of nodes. OLSR as a proactive protocol has a minimal delay, as the routes are available when required. As shown in Figure 5d, the average end-to-end delay is less than 20 ms in all scenarios that will be barely noticeable. In all scenarios, there is no significant difference in improved OLSR and OLSR. Thus, we can conclude that the delay is negligible.  
Here, a comparison of our improved protocol is compared with [PERSON] et al. [10]. In both cases, the MPR ratio is minimized in dense networks. [PERSON] et al. propose shared MPR sets to minimize the MPR ratio. Our proposal uses the node density to reduce the MPR ratio. We have compared these two methods and found that both methods significantly reduce the MPR ratio. It is found that our method has a slight difference in highly dense networks.