Comparison of One-Shot and Handshaking Systems for MTC in 5G
Jin Young Lee, Hyunjong Noh, Kyungjun Lee, Jinho Choi
Abstract
Jin Young Lee, Hyunjong Noh, Kyungjun Lee, Jinho Choi
Abstract
Recently, machine type communications (MTC) has attracted attention to support massive connectivity for devices within a cellular system. Most existing schemes for MTC are based on a handshaking procedure that may cause a high access delay although the size of data packets is small. Thus, we can consider a one-shot or grant-free system of low signaling overhead for MTC. In the one-shot system, data and control signals can be transmitted without handshaking, and compressive sensing based multiuser detection (CS-MUD) is used at a receiver in order to recover multiple signals that are simultaneously transmitted from (unknown) devices. In this paper, we study the throughput and delay of a one-shot system as well as a handshaking system. We derive closed-form expressions for the throughput and delay when fast retrial is used for the retransmissions of collided packets (which can effectively shorten the access delay) under a high signal-to-noise ratio (SNR) environment. From the analysis and simulation results, we can see that the one-shot system performs better than the handshaking system for devices of short packets.
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Recently, machine type communications (MTC) has attracted attention to support massive connectivity for devices within a cellular system. Most existing schemes for MTC are based on a handshaking procedure that may cause a high access delay although the size of data packets is small. Thus, we can consider a one-shot or grant-free system of low signaling overhead for MTC. In the one-shot system, data and control signals can be transmitted without handshaking, and compressive sensing based multiuser detection (CS-MUD) is used at a receiver in order to recover multiple signals that are simultaneously transmitted from (unknown) devices. In this paper, we study the throughput and delay of a one-shot system as well as a handshaking system. We derive closed-form expressions for the throughput and delay when fast retrial is used for the retransmissions of collided packets (which can effectively shorten the access delay) under a high signal-to-noise ratio (SNR) environment. From the analysis and simulation results, we can see that the one-shot system performs better than the handshaking system for devices of short packets.
Key concepts: Handshaking, Computer science, Network packet, Throughput, Overhead (engineering), One shot, Computer network, Multipath propagation