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Ping Pong Reduction Using Sub Cell Movement Detection
Ping Pong Reduction Using Sub Cell Movement Detection
Abstract—In this paper we demonstrate an effective way to time interactive applications or high-speed file transfer may be
classify repeated handovers (ping-pongs) in mobile broadband harmed due to frequent handovers [1].
networks. The paper also presents a method that can
significantly reduce unwanted ping-pongs in the network. The The shortcoming of existing ping-pong reduction solutions
method combines a sub cell movement detection method and is that all ping-pongs are treated the same i.e., they are
ping-pong detection to decide when it is most effective to apply considered bad and should be eliminated. In reality ping-pongs
handover threshold tuning (pinning) without increasing the risk are not equal. The solution to the problem could be optimized
of late or failed handovers. The algorithm was evaluated based better when knowing the ping-pong situation deeper. Most
on live network measurements. existing solutions [2][3][4] are common in that on detecting a
ping-pong handover, they become more and more conservative
Keywords-mobile broadband; ping-pong; movement detection; i.e., they increase some thresholds. As a result, the pinning
network management; self-optimization decision increases the probability of late and failed handovers
causing service interruption.
I. INTRODUCTION This paper classifies ping-pongs into several categories and
In mobile systems handovers are controlled by evaluating applies different actions to different situations. For this, the
radio measurements performed by the terminal. If the paper involves a new type of information, which is the terminal
measurement from a new cell becomes better than the old one mobility on the sub-cell level. There are solutions [5][6][7]
(plus some thresholds are evaluated), a handover may be which use different types of location info to assist in the
initiated. Since measurements fluctuate due to natural reasons, reduction of unnecessary handovers but the resolution of these
certain thresholds and smoothing are applied. The setting of solutions is not precise enough to be sufficiently effective. Also
these thresholds and smoothing parameters are not obvious and mobility models are used to predict if the UE has a moving or
may be a subject to optimization. Ping-pong handover is a stationary state but these solutions can have significant error
potentially undesirable phenomenon, in which the terminal ratio [5][8] and operate on a macro scale rather than on a sub-
performs frequent handovers between the same pair of cells cell level.
back and forth, in a short time period.
The paper is organized as follows. In Section II ping-pong
Reduction of undesired ping-pong handovers is an detection and sub-cell level movement detection method is
important task of mobile network management. Moreover, in introduced. Section III presents the different classes of ping-
mobile broadband systems like HSPA, or LTE, ping-pongs pong cases. Finally, in Section IV and V the hand-over
may have more undesirable impact than for traditional voice elimination logic and its results are presented.
services. Mobile broadband users spend more time in active
state typically. It is more likely that a ping-pong situation is II. PING-PONGS VS. MOBILITY
maintained for prolonged time than during typically much
shorter voice conversations. Packet switched mobile systems Due to movement the radio conditions change, and when
are also optimized for data transmission primarily; the extra thresholds change, causing handovers. In this case handovers
capacity required to serve large number of ping-pong are necessary to avoid failed handovers. Such handovers may
handovers comes with a non-negligible cost. The amount of be done repeatedly between the same base stations. If
ping-pong type handovers may account to approx. 40-60% of handovers between two cells happens back and forth in an
all handovers based on measurements in numerous networks. appropriate time user is in a ping-pong sequence. Ping-pong
can happen naturally, when the terminal is moving, passing
Another negative aspect of ping-pongs is their potentially buildings, trees and other obstacles. In this case the affect of
adverse affect on mobile broadband services. When the user ping-pong is much less of a concern than if the terminal is
equipment (UE) switches between serving cells transmission is doing ping-pongs while being completely stationary. If the
halted for short time, buffer transfer may happen. Delay or terminal is stationary, there is no real need for such handovers.
throughput sensitive applications e.g., real-time gaming, real- As a consequence of the stationary state, radio signal quality
Ping-pong Handovers
Cell ID
User Group
Source Average RSCP [dB] Ratio
Target
0
The table shows that 73% of ping-pongs are due to
0 31 60 91 121 152 182 213 244 274 305 335 366 397 425 456 486 517 547 578 stationary terminals, but that group can be further divided into
Time [sec] two subgroups. Stationary terminals having good signal
strength indicate a network tuning challenge, since they could
potentially be served in both cells, handover is not really
Figure 1. Handover events and ping-pong sequences for a stationary user necessary at all. Such ping-pongs constitute to almost 50% of
all ping-pongs. Stationary terminals with low radio quality on
Figure 2. (top), on the other hand, shows handovers of a the other hand should be left to choose the best cell to
moving terminal while being active for a 40 minute period. As “survive” or should be commanded to handover to an alternate
a result of the covered distance, numerous cells were involved radio technology potentially.
in the handovers. Figure 2. (bottom) shows the detected ping-
pong instances when user passed slowly between cells. The moving sub-group should be treated differently. To
Numerous ping-pong handovers were initiated during these reduce ping-pongs, they should not be pinned to cells
periods. definitely, because that could increase late and failed
handovers.
30
25 Source
20 Target
IV. PING-PONG ELIMINATION LOGIC
Cell ID
15
10
5
As we argued, the best actions to eliminate ping-pong may
0 depend on several factors, e.g., sub cell level movement, signal
0 11 1354 1382 1490 1542 1551 1767 1794 1801 1896 1932 1937 1958 2048 2157 2441
Time [sec] strength, terminal type etc. The actual decision logic is placed
in a decision rule engine, see Figure 3.
1
Handover reports
Ping-pong
0
0 11 1354 1382 1490 1542 1551 1767 1794 1801 1896 1932 1937 1958 2048 2157 2441 Ping-pong detection
Time [sec]
Hit ratio
• Location 70%
60%
• Cell type (macro, micro, femto)
50% Stationary
Finally the Ping-pong decision rule engine decides about Moving
40%
the necessary actions to take. The actual decision logic should
0 10 20 30 40 50 60 70 80 90 100 110 120
match the operator policies, availability of SON algorithms
Time slot [sec]
[11][12], radio technologies etc. Here we just list a few
examples based on the arguments presented in earlier sections.
Figure 4. Probability of the existence of the serving cell in the monitored set
• If there are several stationary users causing excessive after time ts
ping-pong, then a tilt optimization SON algorithm is
invoked. The above test was also performed for 1700 users randomly
selected, from which 20% of users were moving. All users
• If a single stationary UE is doing ping-pong at good were checked with the mentioned algorithm, if the serving cell
radio conditions in both cells, and the signal strength is exists in the monitored set after ts (Time slot). The cumulative
within a threshold, it should be pinned to the best cell results are shown in Figure 5.
based on further policies (e.g., load balancing).
100%
• If a user is doing ping-pong while being mobile, do not
pin to a cell, but count such events on a cell level. 90%
80%
• If the amount of mobile ping-pongs between the same
Hit ratio
0 20 40 60 80 100 120 140 160 180 200 220 240 260 280 300
V. EVALUATION Time slot [sec]