a dead end avoidance method for geographic forwarding in manets
Geographic Forwarding is part of geographic routing that each node only needs to know the location of its neighbor and the destination. This method can reduce the cost that table-driven routing needs to maintain the whole path even if the path are not in use, and save time when searching the path compared with the reactive routing. When we using geographic forwarding, it usually encountered the local maximum that cannot forward the packet directly to the destination; this fundamental problem is also called "Dead End". We use the algorithm called "A star" that usually used in role playing game or strategic game to detour the terrain that cannot pass through directly. Nodes must vote their agent in a specific area to be a decision-maker to find a reference route for source node. When the route is decided, then we will use geographic forwarding according to this reference path to the destination to avoid the dead end.
dead end geographic forwarding manet a* algorithm