44,707 research outputs found

    A survey of self organisation in future cellular networks

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    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

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    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)

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    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

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    We study parallel \emph{Load Balancing} protocols for a client-server distributed model defined as follows. There is a set \sC of nn clients and a set \sS of nn servers where each client has (at most) a constant number d1d \geq 1 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 vv can only be sent to the servers in its neighborhood N(v)N(v). 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 Ω(log2n)\Omega(\log^2n). 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

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    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
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