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ACEEE Int. J. on Communications, Vol. 4, No. 1, July 2013

Obstacle Management in VANET using Game Theory
and Fuzzy Logic Control
Yousaf Saeed1, Suleman Aziz Lodhi2, Khalil Ahmed2
1

National College of Business Administration and Economics (NCBA&E), Lahore, Pakistan
Email: usafonline.email@gmail.com
2
National College of Business Administration and Economics (NCBA&E), Lahore, Pakistan
Email: sulemanlodhi@yahoo.com
3
National College of Business Administration and Economics (NCBA&E), Lahore, Pakistan
Email: marsnfire@yahoo.co.uk
one should not stay in such area as moving away from such
area must be driver’s primary priority.
Driving in mountainous areas means constantly changing
location, therefore, location information need to be known at
a constant rate. Vehicular Adhoc Network also called VANET
[3], play a key role in this aspect of information sharing [4][5].
Things get much better when vehicles convey timely
information to one another and in this way a chain of
interconnected vehicles forms. However, there are certain
scenarios when active strategies between vehicles are
required for information sharing. One such scenario is post
land slide effect i.e. when land sliding has occurred on one of
the road lanes and vehicles has to pass avoiding congested
traffic. Hence, a co-operative game is used as a strategic
game approach [6][7]. In Fig. 1, occurrence of landslide on
one of the roads in mountainous region of Pakistan has been
shown.
Looking at the rest of the paper, Section II is about the
how a scenario is identified as a game in game theory. Section
III depicts the structure of the game. Section IV describes the
game methodology in which a framework is proposed. Section
V elaborates the occurrence of time delay during the game
play and payoff table is explained. In Section VI, simulation
has been done with MATLAB and the game results are
obtained.

Abstract— Mountainous roads where probability of land sliding
exists, causes hurdles not only in the traffic flow but generate
various traffic problems in the form of congestion, high
accidents rate and wastage of time. The purpose of this paper
is to minimize traffic congestion and wait time of the vehicles.
Obstacle management is analyzed in Vehicular Adhoc Network
and a mechanism is devised by using a cooperative game
approach. Conflict between vehicles has been taken into
consideration on one of the roads of mountainous area and
two vehicles are considered to play the game. Possible actions,
information set and strategies have been defined and payoffs
are calculated. Finally, the outcome is achieved in the form of
minimum time required for smooth flushing of the vehicles
while fuzzy logic control has been used for simulation. It is
found that by applying game theory in VANETs and fuzzy
logic control for simulation, results can be achieved quite
well in the form of minimizing traffic congestion and reduced
wait time. The approach makes the traffic regularized not
only in the mountainous areas but in urban and rural areas
as well upon facing road hurdles. The involvement of Game
Theory in VANETs makes it very useful approach in dealing
with obstacle management.
Index Terms—VANET, Cooperative Game, GIS, Obstacle
Management, Congestion, Fuzzy

I. INTRODUCTION
Land sliding is actually the downward sliding of mud,
sand, rocks or debris and happens when the stability of slope
changes from stable to unstable. It depends on a variety of
factors that include deforestation, earthquakes, volcanic
eruptions, heavy rains, blasting, vibrations caused by
machinery, traffic or constructions, storms and human
modifications. It is a global problem in the mountainous
regions that causes destruction not only to humans but to
the environment as well [1]. A major problem in tackling land
sliding is due to its unpredictable nature. It is caused due to
human intervention and natural influences [2].
As a safety measure, location should be known before
traveling, the driver of the vehicle has to be alert at all times
and sleep must be avoided, travelling in heavy rains or storms
need to be avoided as well, a trickle of falling mud or rock on
a road is a sign that a larger landslide might occur, making
sound or vehicle horn must be avoided as sound waves could
be a trigger, travelling during night time could be risky and
© 2013 ACEEE
DOI: 01.IJCOM.4.1.3

Figure 1. Occurrence of landslide on a road connecting Kaghan and
Naran areas of Pakistan

II. THE GAME
We consider that landslide has already occurred on a
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ACEEE Int. J. on Communications, Vol. 4, No. 1, July 2013
mountainous road having two-way traffic with a standard
road width. When landslide occurs and traffic stops on both
the ends of the blockage, Vehicular Adhoc Networks facilitates a great deal. This means vehicles start communicating
with each other and sends updates regarding the road blockage to the following vehicles. The oncoming vehicles thus
know about the location and nature of the problem and as a
result, vehicles can take precautionary measures. Being part
of VANET [8], the bulldozer makes its way from its position
to clear the obstacle in shorter period of time. Certain points
must be defined on the road where bulldozers have to be on
standby. These specific points must be at a distance of 1 km
in a zigzag manner as shown in Fig. 2.

for a game, we consider that on both sides of the obstacle,
these two vehicles are first in their queues. All the other
vehicles on road depend on the strategy of these two vehicles
to minimize the congestion. When the two vehicles pass the
obstruction successfully, the vehicle next to them then serve
as game players. In Fig. 3, the road is partly cleared for the
traffic such that only one vehicle can pass the obstacle at a
time due to reduced road width. Hence, a game approach is
required.
Vehicle A has the option to stop and let vehicle B to pass
by or it can go straight ahead with the same speed. On the
other hand, vehicle B has the option to accept the gap offered by vehicle A or it can move with the same speed which
might be dangerous or it can stop for longer period of time
experiencing longer delay. However, in such strategy development, Global Positioning System (GPS) is an important
aspect in vehicles in which information regarding location
and position of a vehicle is known to other vehicles [9][10].
In order to regularize the traffic, certain rules need to be followed in which inter-vehicular distance should be 5 meters
and car-to-obstacle distance should be 15 meters for safety

Figure 2. Specific road points for bulldozers

This enables easy access to the desired obstruction by
the bulldozers when landslide occurs as traffic flushes from
one end of the road from both sides of the land slide. Moreover, the vehicles on such road have to keep a distance of 5m
for safety purposes, as on a normal road this safety distance
is 2m when the weather is dry, 4m during rain and 6m during
snow. On mountain roads when such vehicle distances are
followed, it provides safety to a great deal.
III. GAME STRUCTURE
Players are defined as Vehicle A and Vehicle B. Regarding
Actions of the vehicles, Player 1 has two options it can either
maintain its speed and do not offer the gap (Not cooperate)
to Player 2 or it can reduce its speed, stops and offer the gap
(cooperation) to Player 2. On the other hand, Player 2 has
certain options that it can either maintain its speed and do
not cooperate, or it can reduce its speed and accept the gap
offered by Player 1, or it can either reject the offered gap and
do not cooperate. Both the players must have certain information of one another. They must know the time and location on real time basis, actions of one another and strategies
and payoff functions.
When Strategies are concerned, Player 1 has to reduce
its speed and stop (cooperating) in order to offer the gap for
Player 2. If Player 1 does not reduce its speed to stop, it will
not cooperate. Similarly, Player 2 has to accept the offered
gap (cooperating) in order to successfully get on the other
side of the obstacle. If Player 2 does not accept the gap
offered, it will not cooperate too. Payoff is the time delay
caused by the actions of both the players while Outcome is
the minimum delay for each of the two players. The Equilibrium is in the form of best and worst outcomes in the form of
cooperate and not cooperate.

Figure 3. Cooperative game approach by vehicle A and B

reasons. We consider that the width of obstacle is 15 meters.
Looking at Fig. 3, time and distance of the two vehicles are
shown in the form of t and s respectively.
For a successful game play, it is important that vehicles
must have complete set of information. The proposed
framework as shown in Fig.4, works in a proper manner.
Control Unit of a vehicle gathers geographical information
from the Geographic Information System (GIS) module and at
the same time Global Positioning System (GPS) data of other
vehicles are gathered as well. Having these information sets,
a vehicle is notified in the form of Voice Recognition to go or
to stop in a game play. This information is broadcasted to
other vehicles in the queue using clustered approach and
hence further congestion is avoided.

IV. METHODOLOGY
Figure 4. Framework of vehicle communication system in
mountainous regions

By considering the first two vehicles A and B as players
© 2013 ACEEE
DOI: 01.IJCOM.4.1.3

10
Full Paper
ACEEE Int. J. on Communications, Vol. 4, No. 1, July 2013
V. TIME DELAY CALCULATION

B. Considering Player 2 (Vehicle B)
Actual Time, T = 19 sec.
[Accept the Gap / Cooperation]
Gap Acceptance Time = Actual Time – (Deceleration Time +
Acceleration Time)
= 19 - (8+6) = 5 sec.
[Do Not Accept / Not Cooperate]
Gap Rejection Time = Actual Time – (Deceleration Time +
Stopping Time)
= 19 – (8+8) = 19 – 16 = 3 sec.
[Do Not Stop / Not Cooperate]
Non-Stop Time = Actual Time – Actual Time
= 19 – 19 = 0 sec.

When congestion is concerned, time is an important factor
to be considered among vehicles. In case of Vehicle A and
Vehicle B, adopting cooperative strategy consumes some
amount of time but in this way maximum time wastage is
avoided. Fig.5 shows the regularization of traffic flow with
minimum delay when an obstacle exists on one of the road
lanes.

Figure 5. Timely flow of traffic in a successful gameplay

In Fig. 6, the straight line going up shows non-stop
trajectory and the curve line shows the deceleration of speed
and stopping for Vehicle A. Similarly, for Vehicle B, the straight
line going up shows non-stop trajectory and the curve line
going up lately is the deceleration of vehicle and maintain its
speed again. The third curve is the stopping of vehicle. The
following calculation shows time delay for both the players.
Similarly, in Fig. 7, the straight line going up shows the nonstop trajectory of the vehicle without any delay. The second
line that is slightly curved and going up again shows that the
vehicle experienced some delay. The third line shows that
the vehicle experienced delay which ultimately caused the
vehicle to stop.

Figure 7. Time delay for vehicle B

The payoff table specifies that time is consumed by the
cooperation of both the vehicles but this is an ideal situation
in which traffic congestion reduces. If one of the vehicles
cooperates and the other does not i.e. Vehicle A cooperates
and Vehicle B does not, the delay time for Vehicle B is less
than Vehicle A. When vehicle A is not cooperating and Vehicle
B cooperates, not cooperating does not cost any delay,
however, time is consumed. There are situations in which
both the vehicles does not cooperate and be in a rush, then
no delay will be there but this will be the worst scenario
which will lead to disaster in the form of accident or collision
and causes safety risk. All such figures are shown in Table I.

A. Considering Player 1 (Vehicle A)
Actual Time, T = 16 sec.
[Offer the Gap / Cooperation]
Stopping Time = Actual Time – (Deceleration Time + Stopping
Time)
= 16 - (9+3) = 16 - 12 = 4 sec.
[Do Not Offer / Not Cooperate]
Non-Stop Time = Actual Time – Actual Time
= 16 - 16 = 0 sec.

TABLE I. PAYOFF

TABLE FOR THE GAME

Player 2

Player 1

Cooperate
Accept the gap
Cooperate
Offer the gap
Not Cooperate
Do not offer

Not Cooperate
Reject the gap

4, 5

4, 3

0, 5

0, 0

VI. SIMULATION
The purpose of simulation is to formulate a scheme
through which traffic congestion is minimized. MATLAB is
used for simulation and the results are achieved. Distance
and speed of a vehicle are considered as inputs and on the
basis of that minimum wait time for a vehicle is attained. This
wait time is an ideal time in which the traffic flushes and
shown in Fig. 8.
Membership functions are created for each of the two
inputs and single output in the form of time. For distance, the

Figure 6. Time delay for vehicle A

© 2013 ACEEE
DOI: 01.IJCOM.4.1.3

11
Full Paper
ACEEE Int. J. on Communications, Vol. 4, No. 1, July 2013
membership functions are given in the Fig. 9.

Figure 8. Input and output variables for vehicle

Figure 12. Relation between speed and time

Figure 9. Membership functions for distance

Rules are created and shown in Fig. 10 which means if
inter-vehicle distance is kept 5 meters and speed is kept at 20
km/h, the time delay will be of 15 seconds.

Figure 13. Three-dimensional relation between time, distance and
speed

CONCLUSIONS
It is concluded that after the occurrence of landslides on
mountainous roads, traffic congestion can be reduced in the
form of minimized traffic delay by using game theory approach
i.e. cooperative strategy along with VANET. Distance between
the vehicles and speed of vehicles are important factors for
the reduction of time delay, and using MATLAB as a simulation tool depicts such information in the form of generated
results. This mechanism is not only suitable for public vehicles but for emergency vehicles like ambulance, police, and
fire brigades. In order to achieve efficient results, following
the traffic standards is an important aspect.

Figure 10. Rule viewer after defining rules

Finally, results are obtained in the form of graphs. In Fig.
11, the relation between time and distance is shown that if
distance is kept 5 meters, overall 15 seconds time delay is
experienced and then things are back to normal again. In Fig.
12, relation between time and speed is shown in which uniform
time is achieved for having certain speed. In Fig. 13, threedimensional relation between distance, speed and time are
shown.

REFERENCES
[1] OCHA, “Landslide in Hunza, Pakistan,” Ooffice for the
Coordination of Humanitarian Affairs, Hunza, Disaster
Management 2010.
[2] H. J. Liao J. Ching, “Predicting Landslides Probabilities along
Mountain Road in Taiwan,” in International Symposium on
New Generation Design Codes for Geotechnical Engineering
Practice , Taipei, Taiwan, 2006, pp. 1-11.
[3] J. Bi, J. Yang Y. Liu, “Research on Vehicular Ad Hoc Networks,”
in Chinese Control and Decision Conference (CCDC 2009),
2009, pp. 4430 - 4435.
[4] H. L. Griffin, H. C. Lin, M. Sanborn D. Goldstein, “A
Cooperative Game-based Approach for Emergency Vehicular
Routing in Los Angeles/Long Beach Port Areas,” University
of Alberta, Alberta, Technical Report December 2008.

Figure 11. Relation between distance and time

© 2013 ACEEE
DOI: 01.IJCOM.4.1.3

12
Full Paper
ACEEE Int. J. on Communications, Vol. 4, No. 1, July 2013
[5] Xin Wang, Mobile Adhoc Networks: Applications, Teodora
Smiljanic, Ed. Rijeka, Croatia: InTech, 2011.
[6] E. Hossain, M. Hassan D. Niyato, “Game-Theoratic Models
for Vehicular Networks,” in Game Theory for Wireles
Communications and Networking.: CRC Press, 2011, ch. 4,
pp. 61 - 98.
[7] L. Anthony, “Game Theory and Risk Analysis ,” Risk Analysis,
vol. 29, no. 8, pp. 1062–1068, 2009.

© 2013 ACEEE
DOI: 01.IJCOM.4.1.3

[8] C. X. Wang, A. V. Vasilakosa, R. D. Murch, “Vehicular
Communications and Networks Part II,” IEEE Journal on
Selected Areas in Communications, vol. 29, no. 3, pp. 497500, March 2011.
[9] E. Hossain, M. Hassan D. Niyato, “Game-Theoretic Models
for Vehicular Networks,” in Game Theory for Wireless
Communications and Networking, Richard O’Hanley, Ed. New
York, USA: Auerbach Publications, 2011, ch. 4, pp. 61-98.
[10] Garmin, “GPS Beginner’s Guide,” Garmin Ltd, Kansas, USA,
19000224-00 Rev. B, 2008.

13

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Obstacle Management in VANET using Game Theory and Fuzzy Logic Control

  • 1. Full Paper ACEEE Int. J. on Communications, Vol. 4, No. 1, July 2013 Obstacle Management in VANET using Game Theory and Fuzzy Logic Control Yousaf Saeed1, Suleman Aziz Lodhi2, Khalil Ahmed2 1 National College of Business Administration and Economics (NCBA&E), Lahore, Pakistan Email: usafonline.email@gmail.com 2 National College of Business Administration and Economics (NCBA&E), Lahore, Pakistan Email: sulemanlodhi@yahoo.com 3 National College of Business Administration and Economics (NCBA&E), Lahore, Pakistan Email: marsnfire@yahoo.co.uk one should not stay in such area as moving away from such area must be driver’s primary priority. Driving in mountainous areas means constantly changing location, therefore, location information need to be known at a constant rate. Vehicular Adhoc Network also called VANET [3], play a key role in this aspect of information sharing [4][5]. Things get much better when vehicles convey timely information to one another and in this way a chain of interconnected vehicles forms. However, there are certain scenarios when active strategies between vehicles are required for information sharing. One such scenario is post land slide effect i.e. when land sliding has occurred on one of the road lanes and vehicles has to pass avoiding congested traffic. Hence, a co-operative game is used as a strategic game approach [6][7]. In Fig. 1, occurrence of landslide on one of the roads in mountainous region of Pakistan has been shown. Looking at the rest of the paper, Section II is about the how a scenario is identified as a game in game theory. Section III depicts the structure of the game. Section IV describes the game methodology in which a framework is proposed. Section V elaborates the occurrence of time delay during the game play and payoff table is explained. In Section VI, simulation has been done with MATLAB and the game results are obtained. Abstract— Mountainous roads where probability of land sliding exists, causes hurdles not only in the traffic flow but generate various traffic problems in the form of congestion, high accidents rate and wastage of time. The purpose of this paper is to minimize traffic congestion and wait time of the vehicles. Obstacle management is analyzed in Vehicular Adhoc Network and a mechanism is devised by using a cooperative game approach. Conflict between vehicles has been taken into consideration on one of the roads of mountainous area and two vehicles are considered to play the game. Possible actions, information set and strategies have been defined and payoffs are calculated. Finally, the outcome is achieved in the form of minimum time required for smooth flushing of the vehicles while fuzzy logic control has been used for simulation. It is found that by applying game theory in VANETs and fuzzy logic control for simulation, results can be achieved quite well in the form of minimizing traffic congestion and reduced wait time. The approach makes the traffic regularized not only in the mountainous areas but in urban and rural areas as well upon facing road hurdles. The involvement of Game Theory in VANETs makes it very useful approach in dealing with obstacle management. Index Terms—VANET, Cooperative Game, GIS, Obstacle Management, Congestion, Fuzzy I. INTRODUCTION Land sliding is actually the downward sliding of mud, sand, rocks or debris and happens when the stability of slope changes from stable to unstable. It depends on a variety of factors that include deforestation, earthquakes, volcanic eruptions, heavy rains, blasting, vibrations caused by machinery, traffic or constructions, storms and human modifications. It is a global problem in the mountainous regions that causes destruction not only to humans but to the environment as well [1]. A major problem in tackling land sliding is due to its unpredictable nature. It is caused due to human intervention and natural influences [2]. As a safety measure, location should be known before traveling, the driver of the vehicle has to be alert at all times and sleep must be avoided, travelling in heavy rains or storms need to be avoided as well, a trickle of falling mud or rock on a road is a sign that a larger landslide might occur, making sound or vehicle horn must be avoided as sound waves could be a trigger, travelling during night time could be risky and © 2013 ACEEE DOI: 01.IJCOM.4.1.3 Figure 1. Occurrence of landslide on a road connecting Kaghan and Naran areas of Pakistan II. THE GAME We consider that landslide has already occurred on a 9
  • 2. Full Paper ACEEE Int. J. on Communications, Vol. 4, No. 1, July 2013 mountainous road having two-way traffic with a standard road width. When landslide occurs and traffic stops on both the ends of the blockage, Vehicular Adhoc Networks facilitates a great deal. This means vehicles start communicating with each other and sends updates regarding the road blockage to the following vehicles. The oncoming vehicles thus know about the location and nature of the problem and as a result, vehicles can take precautionary measures. Being part of VANET [8], the bulldozer makes its way from its position to clear the obstacle in shorter period of time. Certain points must be defined on the road where bulldozers have to be on standby. These specific points must be at a distance of 1 km in a zigzag manner as shown in Fig. 2. for a game, we consider that on both sides of the obstacle, these two vehicles are first in their queues. All the other vehicles on road depend on the strategy of these two vehicles to minimize the congestion. When the two vehicles pass the obstruction successfully, the vehicle next to them then serve as game players. In Fig. 3, the road is partly cleared for the traffic such that only one vehicle can pass the obstacle at a time due to reduced road width. Hence, a game approach is required. Vehicle A has the option to stop and let vehicle B to pass by or it can go straight ahead with the same speed. On the other hand, vehicle B has the option to accept the gap offered by vehicle A or it can move with the same speed which might be dangerous or it can stop for longer period of time experiencing longer delay. However, in such strategy development, Global Positioning System (GPS) is an important aspect in vehicles in which information regarding location and position of a vehicle is known to other vehicles [9][10]. In order to regularize the traffic, certain rules need to be followed in which inter-vehicular distance should be 5 meters and car-to-obstacle distance should be 15 meters for safety Figure 2. Specific road points for bulldozers This enables easy access to the desired obstruction by the bulldozers when landslide occurs as traffic flushes from one end of the road from both sides of the land slide. Moreover, the vehicles on such road have to keep a distance of 5m for safety purposes, as on a normal road this safety distance is 2m when the weather is dry, 4m during rain and 6m during snow. On mountain roads when such vehicle distances are followed, it provides safety to a great deal. III. GAME STRUCTURE Players are defined as Vehicle A and Vehicle B. Regarding Actions of the vehicles, Player 1 has two options it can either maintain its speed and do not offer the gap (Not cooperate) to Player 2 or it can reduce its speed, stops and offer the gap (cooperation) to Player 2. On the other hand, Player 2 has certain options that it can either maintain its speed and do not cooperate, or it can reduce its speed and accept the gap offered by Player 1, or it can either reject the offered gap and do not cooperate. Both the players must have certain information of one another. They must know the time and location on real time basis, actions of one another and strategies and payoff functions. When Strategies are concerned, Player 1 has to reduce its speed and stop (cooperating) in order to offer the gap for Player 2. If Player 1 does not reduce its speed to stop, it will not cooperate. Similarly, Player 2 has to accept the offered gap (cooperating) in order to successfully get on the other side of the obstacle. If Player 2 does not accept the gap offered, it will not cooperate too. Payoff is the time delay caused by the actions of both the players while Outcome is the minimum delay for each of the two players. The Equilibrium is in the form of best and worst outcomes in the form of cooperate and not cooperate. Figure 3. Cooperative game approach by vehicle A and B reasons. We consider that the width of obstacle is 15 meters. Looking at Fig. 3, time and distance of the two vehicles are shown in the form of t and s respectively. For a successful game play, it is important that vehicles must have complete set of information. The proposed framework as shown in Fig.4, works in a proper manner. Control Unit of a vehicle gathers geographical information from the Geographic Information System (GIS) module and at the same time Global Positioning System (GPS) data of other vehicles are gathered as well. Having these information sets, a vehicle is notified in the form of Voice Recognition to go or to stop in a game play. This information is broadcasted to other vehicles in the queue using clustered approach and hence further congestion is avoided. IV. METHODOLOGY Figure 4. Framework of vehicle communication system in mountainous regions By considering the first two vehicles A and B as players © 2013 ACEEE DOI: 01.IJCOM.4.1.3 10
  • 3. Full Paper ACEEE Int. J. on Communications, Vol. 4, No. 1, July 2013 V. TIME DELAY CALCULATION B. Considering Player 2 (Vehicle B) Actual Time, T = 19 sec. [Accept the Gap / Cooperation] Gap Acceptance Time = Actual Time – (Deceleration Time + Acceleration Time) = 19 - (8+6) = 5 sec. [Do Not Accept / Not Cooperate] Gap Rejection Time = Actual Time – (Deceleration Time + Stopping Time) = 19 – (8+8) = 19 – 16 = 3 sec. [Do Not Stop / Not Cooperate] Non-Stop Time = Actual Time – Actual Time = 19 – 19 = 0 sec. When congestion is concerned, time is an important factor to be considered among vehicles. In case of Vehicle A and Vehicle B, adopting cooperative strategy consumes some amount of time but in this way maximum time wastage is avoided. Fig.5 shows the regularization of traffic flow with minimum delay when an obstacle exists on one of the road lanes. Figure 5. Timely flow of traffic in a successful gameplay In Fig. 6, the straight line going up shows non-stop trajectory and the curve line shows the deceleration of speed and stopping for Vehicle A. Similarly, for Vehicle B, the straight line going up shows non-stop trajectory and the curve line going up lately is the deceleration of vehicle and maintain its speed again. The third curve is the stopping of vehicle. The following calculation shows time delay for both the players. Similarly, in Fig. 7, the straight line going up shows the nonstop trajectory of the vehicle without any delay. The second line that is slightly curved and going up again shows that the vehicle experienced some delay. The third line shows that the vehicle experienced delay which ultimately caused the vehicle to stop. Figure 7. Time delay for vehicle B The payoff table specifies that time is consumed by the cooperation of both the vehicles but this is an ideal situation in which traffic congestion reduces. If one of the vehicles cooperates and the other does not i.e. Vehicle A cooperates and Vehicle B does not, the delay time for Vehicle B is less than Vehicle A. When vehicle A is not cooperating and Vehicle B cooperates, not cooperating does not cost any delay, however, time is consumed. There are situations in which both the vehicles does not cooperate and be in a rush, then no delay will be there but this will be the worst scenario which will lead to disaster in the form of accident or collision and causes safety risk. All such figures are shown in Table I. A. Considering Player 1 (Vehicle A) Actual Time, T = 16 sec. [Offer the Gap / Cooperation] Stopping Time = Actual Time – (Deceleration Time + Stopping Time) = 16 - (9+3) = 16 - 12 = 4 sec. [Do Not Offer / Not Cooperate] Non-Stop Time = Actual Time – Actual Time = 16 - 16 = 0 sec. TABLE I. PAYOFF TABLE FOR THE GAME Player 2 Player 1 Cooperate Accept the gap Cooperate Offer the gap Not Cooperate Do not offer Not Cooperate Reject the gap 4, 5 4, 3 0, 5 0, 0 VI. SIMULATION The purpose of simulation is to formulate a scheme through which traffic congestion is minimized. MATLAB is used for simulation and the results are achieved. Distance and speed of a vehicle are considered as inputs and on the basis of that minimum wait time for a vehicle is attained. This wait time is an ideal time in which the traffic flushes and shown in Fig. 8. Membership functions are created for each of the two inputs and single output in the form of time. For distance, the Figure 6. Time delay for vehicle A © 2013 ACEEE DOI: 01.IJCOM.4.1.3 11
  • 4. Full Paper ACEEE Int. J. on Communications, Vol. 4, No. 1, July 2013 membership functions are given in the Fig. 9. Figure 8. Input and output variables for vehicle Figure 12. Relation between speed and time Figure 9. Membership functions for distance Rules are created and shown in Fig. 10 which means if inter-vehicle distance is kept 5 meters and speed is kept at 20 km/h, the time delay will be of 15 seconds. Figure 13. Three-dimensional relation between time, distance and speed CONCLUSIONS It is concluded that after the occurrence of landslides on mountainous roads, traffic congestion can be reduced in the form of minimized traffic delay by using game theory approach i.e. cooperative strategy along with VANET. Distance between the vehicles and speed of vehicles are important factors for the reduction of time delay, and using MATLAB as a simulation tool depicts such information in the form of generated results. This mechanism is not only suitable for public vehicles but for emergency vehicles like ambulance, police, and fire brigades. In order to achieve efficient results, following the traffic standards is an important aspect. Figure 10. Rule viewer after defining rules Finally, results are obtained in the form of graphs. In Fig. 11, the relation between time and distance is shown that if distance is kept 5 meters, overall 15 seconds time delay is experienced and then things are back to normal again. In Fig. 12, relation between time and speed is shown in which uniform time is achieved for having certain speed. In Fig. 13, threedimensional relation between distance, speed and time are shown. REFERENCES [1] OCHA, “Landslide in Hunza, Pakistan,” Ooffice for the Coordination of Humanitarian Affairs, Hunza, Disaster Management 2010. [2] H. J. Liao J. Ching, “Predicting Landslides Probabilities along Mountain Road in Taiwan,” in International Symposium on New Generation Design Codes for Geotechnical Engineering Practice , Taipei, Taiwan, 2006, pp. 1-11. [3] J. Bi, J. Yang Y. Liu, “Research on Vehicular Ad Hoc Networks,” in Chinese Control and Decision Conference (CCDC 2009), 2009, pp. 4430 - 4435. [4] H. L. Griffin, H. C. Lin, M. Sanborn D. Goldstein, “A Cooperative Game-based Approach for Emergency Vehicular Routing in Los Angeles/Long Beach Port Areas,” University of Alberta, Alberta, Technical Report December 2008. Figure 11. Relation between distance and time © 2013 ACEEE DOI: 01.IJCOM.4.1.3 12
  • 5. Full Paper ACEEE Int. J. on Communications, Vol. 4, No. 1, July 2013 [5] Xin Wang, Mobile Adhoc Networks: Applications, Teodora Smiljanic, Ed. Rijeka, Croatia: InTech, 2011. [6] E. Hossain, M. Hassan D. Niyato, “Game-Theoratic Models for Vehicular Networks,” in Game Theory for Wireles Communications and Networking.: CRC Press, 2011, ch. 4, pp. 61 - 98. [7] L. Anthony, “Game Theory and Risk Analysis ,” Risk Analysis, vol. 29, no. 8, pp. 1062–1068, 2009. © 2013 ACEEE DOI: 01.IJCOM.4.1.3 [8] C. X. Wang, A. V. Vasilakosa, R. D. Murch, “Vehicular Communications and Networks Part II,” IEEE Journal on Selected Areas in Communications, vol. 29, no. 3, pp. 497500, March 2011. [9] E. Hossain, M. Hassan D. Niyato, “Game-Theoretic Models for Vehicular Networks,” in Game Theory for Wireless Communications and Networking, Richard O’Hanley, Ed. New York, USA: Auerbach Publications, 2011, ch. 4, pp. 61-98. [10] Garmin, “GPS Beginner’s Guide,” Garmin Ltd, Kansas, USA, 19000224-00 Rev. B, 2008. 13