44,707 research outputs found
A survey of self organisation in future cellular networks
This article surveys the literature over the period of the last decade on the emerging field of self organisation as applied to wireless cellular communication networks. Self organisation has been extensively studied and applied in adhoc networks, wireless sensor networks and autonomic computer networks; however in the context of wireless cellular networks, this is the first attempt to put in perspective the various efforts in form of a tutorial/survey. We provide a comprehensive survey of the existing literature, projects and standards in self organising cellular networks. Additionally, we also aim to present a clear understanding of this active research area, identifying a clear taxonomy and guidelines for design of self organising mechanisms. We compare strength and weakness of existing solutions and highlight the key research areas for further development. This paper serves as a guide and a starting point for anyone willing to delve into research on self organisation in wireless cellular communication networks
The DUNE-ALUGrid Module
In this paper we present the new DUNE-ALUGrid module. This module contains a
major overhaul of the sources from the ALUgrid library and the binding to the
DUNE software framework. The main changes include user defined load balancing,
parallel grid construction, and an redesign of the 2d grid which can now also
be used for parallel computations. In addition many improvements have been
introduced into the code to increase the parallel efficiency and to decrease
the memory footprint.
The original ALUGrid library is widely used within the DUNE community due to
its good parallel performance for problems requiring local adaptivity and
dynamic load balancing. Therefore, this new model will benefit a number of DUNE
users. In addition we have added features to increase the range of problems for
which the grid manager can be used, for example, introducing a 3d tetrahedral
grid using a parallel newest vertex bisection algorithm for conforming grid
refinement. In this paper we will discuss the new features, extensions to the
DUNE interface, and explain for various examples how the code is used in
parallel environments.Comment: 25 pages, 11 figure
The Simulation Model Partitioning Problem: an Adaptive Solution Based on Self-Clustering (Extended Version)
This paper is about partitioning in parallel and distributed simulation. That
means decomposing the simulation model into a numberof components and to
properly allocate them on the execution units. An adaptive solution based on
self-clustering, that considers both communication reduction and computational
load-balancing, is proposed. The implementation of the proposed mechanism is
tested using a simulation model that is challenging both in terms of structure
and dynamicity. Various configurations of the simulation model and the
execution environment have been considered. The obtained performance results
are analyzed using a reference cost model. The results demonstrate that the
proposed approach is promising and that it can reduce the simulation execution
time in both parallel and distributed architectures
Parallel Load Balancing on Constrained Client-Server Topologies
We study parallel \emph{Load Balancing} protocols for a client-server
distributed model defined as follows.
There is a set \sC of clients and a set \sS of servers where each
client has
(at most) a constant number of requests that must be assigned to
some server. The client set and the server one are connected to each other via
a fixed bipartite graph: the requests of client can only be sent to the
servers in its neighborhood . The goal is to assign every client request
so as to minimize the maximum load of the servers.
In this setting, efficient parallel protocols are available only for dense
topolgies. In particular, a simple symmetric, non-adaptive protocol achieving
constant maximum load has been recently introduced by Becchetti et al
\cite{BCNPT18} for regular dense bipartite graphs. The parallel completion time
is \bigO(\log n) and the overall work is \bigO(n), w.h.p.
Motivated by proximity constraints arising in some client-server systems, we
devise a simple variant of Becchetti et al's protocol \cite{BCNPT18} and we
analyse it over almost-regular bipartite graphs where nodes may have
neighborhoods of small size. In detail, we prove that, w.h.p., this new version
has a cost equivalent to that of Becchetti et al's protocol (in terms of
maximum load, completion time, and work complexity, respectively) on every
almost-regular bipartite graph with degree .
Our analysis significantly departs from that in \cite{BCNPT18} for the
original protocol and requires to cope with non-trivial stochastic-dependence
issues on the random choices of the algorithmic process which are due to the
worst-case, sparse topology of the underlying graph
Adaptive Parallel Iterative Deepening Search
Many of the artificial intelligence techniques developed to date rely on
heuristic search through large spaces. Unfortunately, the size of these spaces
and the corresponding computational effort reduce the applicability of
otherwise novel and effective algorithms. A number of parallel and distributed
approaches to search have considerably improved the performance of the search
process. Our goal is to develop an architecture that automatically selects
parallel search strategies for optimal performance on a variety of search
problems. In this paper we describe one such architecture realized in the
Eureka system, which combines the benefits of many different approaches to
parallel heuristic search. Through empirical and theoretical analyses we
observe that features of the problem space directly affect the choice of
optimal parallel search strategy. We then employ machine learning techniques to
select the optimal parallel search strategy for a given problem space. When a
new search task is input to the system, Eureka uses features describing the
search space and the chosen architecture to automatically select the
appropriate search strategy. Eureka has been tested on a MIMD parallel
processor, a distributed network of workstations, and a single workstation
using multithreading. Results generated from fifteen puzzle problems, robot arm
motion problems, artificial search spaces, and planning problems indicate that
Eureka outperforms any of the tested strategies used exclusively for all
problem instances and is able to greatly reduce the search time for these
applications
- …