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Design, Implementation and Validation of a Simulation Tool for Networked Virtual Environments

Abstract

The popularisation of Networked Virtual Environment (NVE) applications in several context, including social interaction and e-Health fields, makes them an interesting subject of study. The proper estimation of their network requirements are key to ensure a good user experience, an important factor that determines the acceptance and success of the applications. The studies focused on NVE with an important social component are relatively scarce. This paper presents the design, implementation and validation of a simulation tool to assist in the study of the requirements of a NVE application, Open Wonderland. This tool will facilitate the study of several parameters that define the user experience. The study describes the overall structure, development framework and models that define the traffic generation patterns and validates the simulation results by comparing its traces with real traffic from previous studies.

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Design, Implementation and Validation of a Simulation Tool for Networked Virtual Environments

Author: Font, Juan Luis; Sevillano Ramos, José Luis; Cascado Caballero, Daniel; López Muñoz, Gema; Regassa, Berhanu
Publisher: IEE Xplore
Year: 2012
DOI: 10.1109/CITS.2012.6220390
Source: https://idus.us.es/bitstreams/c8762ec9-605f-4d79-9fe9-4555a1020def/download
1
Design, Implemen a ion and Valida ion o a
Simula ion Tool o Ne wo ked Vi ual
En i onmen s
Juan Luis Fon , Jose Luis Se illano , Daniel Cascado-Caballe o, Gema Lopez-Mu˜
noz , Be hanu Regassa
Depa men o Compu e Technology and A chi ec u e, Uni e si y o Se ille, Spain
{juanlu, se i, danic, gemalopez, be hanu}@a c.us.es
Abs ac —The popula isa ion o Ne wo ked Vi ual En i on-
men (NVE) applica ions in se e al con ex , including social
in e ac ion and e-Heal h ields, makes hem an in e es ing subjec
o s udy. The p ope es ima ion o hei ne wo k equi emen s
a e key o ensu e a good use expe ience, an impo an ac o ha
de e mines he accep ance and success o he applica ions. The
s udies ocused on NVE wi h an impo an social componen a e
ela i ely sca ce. This pape p esen s he design, implemen a ion
and alida ion o a simula ion ool o assis in he s udy o
he equi emen s o a NVE applica ion, Open Wonde land.
This ool will acili a e he s udy o se e al pa ame e s ha
de ine he use expe ience. The s udy desc ibes he o e all
s uc u e, de elopmen amewo k and models ha de ine he
a ic gene a ion pa e ns and alida es he simula ion esul s
by compa ing i s aces wi h eal a ic om p e ious s udies.
I. INTRODUCTION
Open Wonde land (OWL) is one o he so-called Ne -
wo ked Vi ual En i onmen applica ions, which a e ocused
on p o iding a i ual wo ld expe ience based on a dis ibu ed
simula ion. The success o se e al o hese applica ion in
con ex s such as gaming o social in e ac ion ha e con ibu ed
o in oduce hem o la ge audiences. This popula isa ion
oge he wi h he p oli e a ion o he “pe suasi e sys ems”,
ocused on mo i a ing heal hy li es yle habi s [1], ha e led
o ou esea ch g oup o de elop a pe suasi e sys em called
“Vi ual Valley”, based on Open Wonde land and elying on
he i ual wo ld concep [2], [3].
OWL has se e al cha ac e is ics ha make i sui able as
basis o a esea ch pe suasi e sys em. Fi s , i is licensed
unde he GPL 2, i is also a 100% Ja a p ojec [4], which
ensu es a high deg ee o po abili y, and i s design allows
o any o ganisa ion o pa icula o deploy an ins ance in
hei own ne wo k in as uc u e. The ne wo k a ic de i ed
om Wonde land is mainly due o h ee sou ces. Fi s , objec
synch onisa ion which allows all use s o ha e a cohe en iew
o he i ual wo ld (including mo ing objec s like a a a s).
Second, messages in ended o suppo communica ions among
use s, including oice a ic ( he main sou ce o a ic) bu
also ex messages (cha ). And, inally, a ic due o he
execu ion o applica ions sha ed among di e en use s. The
la e is e y di icul o model, as i depends on he pa icula
applica ion. The e o e, his s udy will ocus on he i s wo
sou ces: objec synch onisa ion and oice a ic.
The use expe ience is a key ac o o he success o a
NVE such as OWL. Poo g aphic pe o mance, ne wo k lag
o inconsis encies ansla e in o a poo use expe ience ha
may lead he use o ejec he applica ion. Assu ing such a
good use expe ience equi es he s udy o he pa ame e s ha
ha e a di ec impac on i , iden i ying he h eshold below
which he applica ion becomes unusable. In his con ex , he
ne wo k a ic pe o mance is o g ea impo ance. A i ual
wo ld en i onmen equi es ce ain ne wo k esou ces o keep
i s clien s synch onised, sha ing a common and cohe en iew
o he same simula ed eali y. I is impo an o de e mine he
maximum h oughpu o OWL clien s and se e s o p ope ly
size he equi ed ne wo k esou ces and be able o p edic
he h oughpu e olu ion depending on he scena io. Ne wo k
simula o s play a use ul ole o s udy such equi emen s.
This pape aims o de ine, implemen and alida e a simu-
la ion ool o acili a e he s udy o he ne wo k equi emen s
o OWL clien s. The models used o implemen he a ic
gene a ion pa e ns ha e been de ined in p e ious wo k. The
pape is s uc u ed as ollows: Sec ion II lis s p e ious wo k in
his a ea, Sec ion III con ains he ne wo k modes p oposed o
OWL clien a ic in p e ious wo k. The simula o amewo k,
s uc u e and implemen a ion de ails a e lis ed in Sec ion IV
and he alida ion and esul s a e discussed in Sec ion V.
Finally, he pape closes wi h he conclusions and u u e wo k
in Sec ion VI, acknowledgmen s and bibliog aphy.
II. PREVIOUS WORK
Mos s udies abou Ne wo ked Vi ual En i onmen s (NVE)
ocus on mul i-playe online games, specially on Fi s Pe son
Shoo e s (FPS) [5]. Real-Time S a egy (RTS) [6] and Mas-
si ely Mul i-playe Online Role-Playing Games (MMORPG)
[7] a e also gen es subjec o academic esea ch, al hough in
a lesse ex en .
The quali y o he use expe ience o each gen e depends
on di e en aspec s, so a ious echniques a e deployed de-
pending o he equi emen s. Fo example, UDP anspo
p o ocol is used by hose ha gi e p e e ence o ime es ic ed
upda es o e ansmission eliabili y. On he o he hand, ap-
plica ions ha equi e a eliable da a s eam se ice ely on
TCP p o ocol. OWL ollows a hyb id app oach using TCP
connec ions o objec synch onisa ion a ic and UDP o
audio ansmission.
Simila wo ks dealing wi h equi emen s o NVEs a e
sca ce: Quali y o Se ice (QoS) is s udied in [8] and [9].
2
Bandwid h equi emen s o some popula mul i-playe online
games a e s udied in [10] moni o ing ne wo k a ic du ing
se e al sessions.
To he bes o ou knowledge, he e a e no published
s udies abou he ne wo king esou ces needed o suppo he
execu ion o Vi ual Wo lds based on Open Wonde land excep
o he p elimina y app oach made in [11] and u he s udy
pe o med in [12]. This pape ollows a mic o scale modelling
app oach simila o ha desc ibed in [13] and p oposes a se
o models o desc ibe he a ic gene a ion pa e ns o OWL
clien s.
III. NETWORK TRAFFIC MODELS FOR OWL CLIENTS
This sec ion p esen s a summa y o he modelling p ocess
esul s p esen ed in [12], a s udy o he a ic gene a ion pa -
e ns o he OWL clien s. These models ocused on modelling
he In e -A i al Time be ween consecu i e packe s and packe
size o wo o he main OWL a ic sou ces: TCP objec
synch onisa ion and UDP audio a ic. The i s is used o
synch onise i ual wo ld simula ion sha ed by all he clien s
so i s olume o a ic depends on he use ac i i y. The second
a ic is esponsible o he audio con e sa ions and so phone
calls.
On he one hand, he objec synch onisa ion p ocess gen-
e a es upda e eques s and p opaga ions depending on he
use ac i i y. Cons an mo emen ansla es in o a highe a e
o objec synch onisa ion packe s mee ing some es ic ions
o a oid an upda es o e low. Highly ac i e use s gene a e
synch onisa ion packe s ollowing a unca ed exponen ial dis-
ibu ion. The a e pa ame e λ, ha de e mines he exponen ial
beha iou , depends on he numbe o concu en use s wi hin
he session. Expe imen al esul s p o ed ha λdec eased wi h
he inc ease in concu en use s. Table I shows a e λ alues
calcula ed by Maximum Likelihood Es ima ion (MLE) o
a ious expe imen al sessions. This model is desc ibed by a
con inuous andom a iable in Equa ion 1. Inac i i y pe iods
ha e a conside able impac on he packe a e and a e o li le
in e es o he cu en s udy. The e a e ew possible packe
sizes whose p obabili ies can be desc ibed using a disc e e
andom a iable as shown in Equa ion 2.
TABLE I
RATE PARAMETER λVALUES FOR OBJECT SYNCHRONISATION IAT
Session λ
2-clien 4.168
3-clien 3.687
5-clien 3.146
F(x;λ) = 




1,x > 0.5
1−e−λx ,0.5≥x≥0
0,x < 0
(1)
P(x) =









0.9704 ,x= 239 by es
0.0195 ,x= 478 by es
0.0057 ,x= 536 by es
0.0044 ,x= 717 by es
(2)
On he o he hand, audio packe s a e gene a ed ollowing
pe iodic pa e ns ha can sligh ly a y depending on he
unde lying ope a ing sys em and ne wo k s ack, al hough he
o e all h oughpu is simila among di e en con igu a ions.
This pape ocuses on he Windows XP case, whose In e -
A i al alue beha iou is desc ibed in Equa ion 3. The as
majo i y o he audio packe s ha e a UDP payload size o
1292 by es, so his pa ame e is conside ed o be cons an .
P(X=k) =









0.1426 ,k= 0.0114 s
0.6405 ,k= 0.0221 s
0.0723 ,k= 0.0340 s
0.1446 ,k= 0.0442 s
(3)
(4)
IV. IMPLEMENTATION OF THE SIMULATOR
The de elopmen o he simula ion ool has no been un-
de aken om sc a ch. Ins ead, ns-3 disc e e-e en ne wo k
simula o has been chosen as s a ing poin . Ns-3 p o ides
a modula and well es ed simula ion amewo k, i is an
open sou ce communi y-d i en p ojec and p o ides a well
de ined building p ocess, comp ehensi e documen a ion and
he possibili y o coding in C++ o Py hon [14], [15]. Ns-
3 is de ised o be execu ed in GNU/Linux and Unix-like
en i onmen s, being also possible o build and un i in
Windows sys ems using CygWin. The e sion used in his
pape is ns-3.13, las s able elease a he ime o w i ing.
Ns-3 code oughly dis inguishes in e nally be ween models,
helpe s and simula ions. The models a e classes ha imple-
men he unc ionali y o he modelled eal sys ems, such as
ne wo k nodes, da a packe s, p o ocol s acks, ne wo k de ices
o packe gene a ing applica ions. On he o he hand, helpe s
a e auxilia y classes ha make he c ea ion and con igu a ion
o la ge amoun s o ela ed en i ies easie , such as de ini ion
o se e al in e connec ed nodes, he ini ialisa ion o la ge
amoun s o ne wo k decides wi h consecu i e IP add esses,
and so on. Finally, a simula ion is a p og am ha de ines,
con igu es and launches he simula ion expe imen based on
he models and helpe s.
The ns-3 code ha implemen s he OWL clien s is w i en
in C++. Acco ding o he ns-3 so wa e a chi ec u e, he Node
class ac s as a con aine en i y ha ep esen s a ne wo k node.
This en i y con ains objec s ha model he ne wo k de ices,
p o ocol s acks and links o o he en i ies such as physical
channels. Se e al applica ion models can be “ins alled” on op
o a node objec . These applica ions a e classes ha inhe i
om he gene ic Applica ion class. They gene a e and
consume ne wo k a ic ollowing he logic coded by he
p og amme . The simula o s uc u e is shown in Figu e 1.
3
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Fig. 1. Simula o a chi ec u e
The classes ha implemen he OWL clien -se e a chi ec-
u e a e lis ed below:
•OWLMo Clien gene a es TCP objec synch onisa ion
packe s wi h In e -A i al Times de ined by he dis ibu-
ion in Equa ion 1. The TCP payload size is de e mined
by Equa ion 2. I uses a TCP Socke objec o pass
packe s o he IP 4 s ack o i s con aining Node. I is
se up wi h he IP add ess and TCP po o i s associa ed
OWL se e .
•OWLMo Se e ecei es TCP objec synch onisa ion
packe s om se e al OWLMo Clien objec s and
dumps hem o disk in o pcap iles.
•OWLAudioClien gene a es audio packe s wi h In e -
A i al Times de e mined by he dis ibu ion in Equa ion
3. The UDP payload size is 1292 by es. I uses an UDP
Socke objec o pass packe s o he IP 4 s ack o i s
con aining Node. I is se up wi h he IP add ess and
TCP po o i s associa ed OWL se e .
•OWLAudioSe e ecei es UDP audio packe s om
se e al OWLAudioClien objec s and dumps hem o
disk in pcap iles.
The simula ed ne wo k in as uc u e is de ined and con-
igu ed in he owl_clien _sim.cc ile, loca ed in
$NS_DIR/sc a ch. The simula ion comp ises a Ca ie
Sense Mul iple Access (CSMA) bus opology ope a ing a
100 Mbps and in e connec ing an a bi a y numbe o nodes.
This opology is equi alen o he o iginal 100 Mbps E he ne
ne wo k used in he es ing sessions. All he simula ion nodes
sha e he same CSMA channel and a e equipped wi h CSMA
ne wo k de ices. Each node has also a IP 4 s ack and associ-
a ed IP add ess. All hese models a e p o ided by de aul wi h
he ns-3 simula ion and a e well es ed and documen ed.
The Applica ion child classes a e ins alled in he
simula ed nodes. In his opology he e is only a single
se e and an a bi a y numbe o clien s. Each clien node
has a OWLMo Clien and OWLAudioClien objec as-
socia ed while he only se e has a OWLMo Se e and
OWLAudioSe e ins ance ins alled.
The ns-3 building p ocess gene a es an execu able ile
owl_clien _sim, ha lacks G aphical Use In e ace
(GUI) and can be launched om command line using wa , he
build au oma ion ool used by ns-3. The simula ion execu able
accep s se e al pa ame e s ha a e lis ed below:
•nClien s: speci ies he numbe o OWL clien s pa ic-
ipa ing wi hin he simula ion. De aul alue 2.
•packe Ra e: a e pa ame e λ, de e mines he dis ibu-
ion o he IAT alues o objec synch onisa ion packe s.
Clien s wi hin sca cely popula ed sessions ha e λ alues
close o 5 while λ ends o 3 o o e c owded sessions.
De aul alue 4.168, wo concu en highly ac i e use s.
• Simula ion: se s in seconds he du a ion o he
simula ed OWL session. De aul alue 250 s.
•seed: speci ies he seed o ini ialise he andom numbe
gene a ions.
•logPa h and logName: speci y espec i ely he s o e
di ec o y and he oo name o he ou pu ace ile. The
logName s ing is appended wi h a ime s amp. De aul
alues a e “/ mp/” and “owl ace ”.
The simula o gene a es as ou pu a ne wo k ace cap u ed
in he OWL se e side, including bo h audio and objec
synch onisa ion a ic. This ace is s o ed as a ile in pcap
o ma .
V. SIMULATION RESULTS AND VALIDATION
The packe analyse Wi esha k .1.6.5 was used o s udy
he simula ed and expe imen al aces. Tsha k is he e minal-
based e sion o Wi esha k, p o iding he same unc ionali y
ega dless he GUI and acili a ing he sc ip ing and au oma-
ion asks. Command line ool capin os was used o ex ac
s a is ics om he pcap iles, Bash sc ip ing o a icula e he
au oma ion asks and he s a is ics language R o calcula ions
and plo s.
Packe s om eal aces missed 4 by es co esponding o
he F ame Check Sequence (FCS) o E he ne . Mos ope a ing
sys ems do no p o ide hese by es o packe analyse s. On he
con a y, simula ed aces include he E he ne FCS. These 4
ex a by es pe packe ha e been aken in o accoun in he
calcula ion o he h oughpu o eal a ic.
Expe imen al da a om [12] came om h ee cases, com-
p ising 2, 3 and 5 concu en OWL clien s espec i ely. The
s udy o such a educed se o clien s is no de e mined by
he se e esou ces, bu by he numbe o use s ha can
simul aneously in e ac while p o iding a p ope use expe i-
ence wi hou o e whelming he end use . All he clien s wi hin
hose sessions pe o med high ac i i y a es. Th ee equi alen
simula ion con igu a ions ha e been de ined o be ec ea ed by
simula ion. The goal is o compa e he simula o h oughpu
wi h p e ious expe imen al esul s. Ra e pa ame e alues om
Table I ha e been used o se he objec synch onisa ion packe
a e acco ding o he numbe o concu en use s speci ied o
each simula ion un.
Con igu a ions o he 2, 3 and 5-clien cases ha e been un
100 imes each one in o de o ob ain he sample mean ( ¯
X)
and sample s anda d de ia ion (σ¯
X) wi h a Con idence In e al
(CI) o 95%. Each un used a di e en seed o ini ialise he
andom numbe gene a o s.The du a ion o each simula ed ses-
sion was o 250 s. Packe sende / ecei e classes do no ha e
o es ablish ne wo k connec ions o load simula ion en i ies
which gene a e hea y da a a ic. Ins ead, hey s a gene a ing
a ic ollowing s a iona y pa e ns om eal OWL clien s.
Thus, due o he logic coded in he packe sende / ecei e
4
classes, he wa m-up pe iod is almos negligible and he clien s
each long un h oughpu alues in ea ly simula ion s ages,
so long simula ion imes a e no needed.
Resul s showed ha he simula ed objec synch onisa ion
h oughpu dec eases as he numbe o concu en clien s
inc eases. Resul s o simula o uns using λpa ame e s om
Table I a e shown in Table II. 100 simula o uns (samples)
ha e been pe o med o each con igu a ion (2, 3 and 5-
clien s), sample means ( ¯
X) dec ease as he numbe o clien s
inc eases. The sample de ia ion (σ¯
X) does no expe ience
signi ican a ia ions. Figu es ha e a 95% Con idence In e al
assuming a no mal dis ibu ion o he sample means alues.
Expe imen al esul s om he p e ious s udy a e shown in
Table III. Al hough he simula ion esul s show a sligh
o e es ima ion, eal and simula ed clien h oughpu ollow
a simila e olu ion linked o he numbe o concu en use s.
This co ela ion can be obse ed in Figu e 2. I should be no ed
ha he expe imen al esul s ha e a ela i ely high de ia ion
due o he a iable na u e o he a ic. Despi e he sligh
o e es ima ion, he simula o esul s do no di e la gely i
he expe imen al de ia ion is aken in o accoun . Simula o
means a e wi hin o e y close o he in e al de ined by he
de ia ion abou he expe imen al means.
TABLE II
SIMULATED OBJECT SYNCHRONISATION THROUGHPUT
N. Clien s Samples ¯
X(b/s)σ¯
X
2 100 1475.36 48.07
3 100 1352.62 49.99
5 100 1231.95 42.76
TABLE III
EXPERIMENTAL OBJECT SYNCHRONISATION THROUGHPUT
N. Clien s ¯
X(b/s)σ¯
X
2 1407.49 19.27
3 1282.78 141.62
5 1085.91 134.72
Clien s
by e/s
2 3 4 5
0 500 1000 1500 2000
Expe imen al a ic
Simula ed a ic
Fig. 2. Simula ed Vs expe imen al objec synch onisa ion h oughpu
Audio clien a ic gene a ion ollows a pe iodic pa e n
dic a ed by jVoiceB idge, he so wa e componen esponsible
o sending audio packe s ollowing a heo e ical pe iod o 20
ms. Expe imen al esul s showed a di e en gene a ion pa e n
while he o e all audio h oughpu emained cons an o e
ime and sligh ly below he expec ed maximum heo e ical
audio h oughpu [12]. Thus, he audio In e -A i al Time
model (Equa ion 3) was p oposed o be e desc ibe audio
a ic and gi e a mo e ealis ic es ima ion han he heo e ical
one only based on he used audio coding. A summa y o he
simula o esul s o audio a ic a e shown in Table IV. All
he samples ha e a simila mean alue ( ¯
X) independen ly o
he numbe o concu en clien s pa icipa ing in he session.
The sample a iance σ¯
Xand Con idence In e al do no
show signi ican changes be ween con igu a ions. The simu-
la ed audio h oughpu alues o e es ima e he expe imen al
esul s shown in Table V. Despi e his di e ence, simula ion
esul s s ill p o ide a mo e accu a e es ima ion han heo e ical
maximum audio h oughpu , which was es ima ed in 62.4 KB/s
o he audio coding used. Simula ed and eal h oughpu also
show a conside able deg ee o co ela ion ha can be obse ed
in Figu e 3.
TABLE IV
SIMULATED AUDIO THROUGHPUT
N. Clien s Samples ¯
X(b/s) σ¯
X
2 100 54336.05 310.94
3 100 54363.64 332.80
5 100 54356.50 333.34
TABLE V
EXPERIMENTAL AUDIO THROUGHPUT
N. Clien s ¯
X(b/s) σ¯
X
2 48187.14 433.24
3 45678.54 3990.91
5 47816.95 4216.89
Clien s
KB/s
2 3 4 5
0 10 20 30 40 50 60 70
Expe imen al a ic
Simula ed a ic
Theo e ical maximum
Fig. 3. Simula ed Vs expe imen al audio h oughpu
5
VI. CONCLUSION AND FUTURE WORK
This pape desc ibes he design, implemen a ion and ali-
da ion o a simula ion ool o s udying Open Wonde land, a
Ne wo ked Vi ual En i onmen (NVE). The ool ocuses on
he ou going a ic o OWL clien s. This a ic is di ided in o
wo ca ego ies: audio and objec synch onisa ion. Thei mic o
scale models we e de ined in p e ious wo k.
Ns-3 p ojec was used as simula ion amewo k o a oid
de eloping he ool om sc a ch. Some o he ns-3 de aul
models, such as hose o E he ne and IP 4 ha e been used
along wi h o he cus om classes ha implemen he a ic
gene a ion beha iou o he OWL clien s. The esul ing com-
mand line ool is con igu able h ough pa ame e s and gene a e
ne wo k aces in pcap o ma . This ea u e allows o s udy
he simula o aces using ools such as Wi esha k and Tsha k,
o au oma ise he ace gene a ion and he in e ope abili y wi h
o he ools.
The alida ion o he simula ion ool was pe o med de ining
se e al simula ion scena ios ha eplica ed he expe imen al
sessions om p e ious wo k. These con igu a ions desc ibed
se e al mul i-playe sessions whose clien s showed high a es
o use ac i i y. The simula ion inpu was he a e pa ame e λ,
which de e mines he packe gene a ion ela i e o he numbe
o concu en use s. Th oughpu was chosen as he ou pu
simula o pa ame e o s udy. Mul iple uns o he simula o
we e pe o med o de e mine he mean h oughpu o bo h
audio and objec synch onisa ion a ic, hei sample de ia ion
and a con idence in e al o 95%.
The compa ison be ween p e ious expe imen al and sim-
ula ion esul s showed ha hey ha e a conside able deg ee
o co ela ion. The simula o sligh ly o e es ima e he objec
synch onisa ion h oughpu bu i s esponse o he inc ease in
he numbe o use s is simila o he expe imen al esul s. The
simula o also o e es ima e he audio h oughpu bu i s ill
gi es a be e es ima ion han he heo e ical maximum audio
h oughpu .
The mos immedia e u u e wo k would be desc ibing mo e
accu a ely he ela ionship be ween he numbe o concu en
clien s wi hin an OWL session and he alue o he a e
pa ame e λ ha de e mines he packe gene a ion o hose
clien s. This would simpli y he speci ica ion o he inpu
pa ame e o he simula o . Thus, he ool would only need he
numbe o concu en use s o au oma ically in e he p ope
λ alue.
Fu he u u e wo k would ocus on he s udy o o he
ne wo k pa ame e s ha ha e a di ec impac on he use
expe ience, such as packe loss, packe delay o he in luence
o he unde lying ne wo k opology and echnology (Gigabi
E he ne , Wi i, DSL, e c.). The simula ion p esen ed in his
pape p o ides he g ound o a modula , expandable and
con igu able simula o ne wo k ha would p o e o g ea help
o he s udy o he pa ame e s ci ed abo e and could be also
expo ed o o he ields ha equi e simila ne wo k e alua ion
app oaches.
ACKNOWLEDGMENT
This wo k was pa ially suppo ed by he p ojec
PROCUR@ - IPT-2011-1038-900000, unded by he p og am
INNPACTO o he Spanish Minis y o Science and Inno a ion
and FEDER unds; p ojec Vulcano: TEC2009-10639-C04-02;
and by he Tele onica Chai “In elligence in Ne wo ks” o he
Uni e si y o Se ille, Spain.
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