4,088 research outputs found
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
LUNES: Agent-based Simulation of P2P Systems (Extended Version)
We present LUNES, an agent-based Large Unstructured NEtwork Simulator, which
allows to simulate complex networks composed of a high number of nodes. LUNES
is modular, since it splits the three phases of network topology creation,
protocol simulation and performance evaluation. This permits to easily
integrate external software tools into the main software architecture. The
simulation of the interaction protocols among network nodes is performed via a
simulation middleware that supports both the sequential and the
parallel/distributed simulation approaches. In the latter case, a specific
mechanism for the communication overhead-reduction is used; this guarantees
high levels of performance and scalability. To demonstrate the efficiency of
LUNES, we test the simulator with gossip protocols executed on top of networks
(representing peer-to-peer overlays), generated with different topologies.
Results demonstrate the effectiveness of the proposed approach.Comment: Proceedings of the International Workshop on Modeling and Simulation
of Peer-to-Peer Architectures and Systems (MOSPAS 2011). As part of the 2011
International Conference on High Performance Computing and Simulation (HPCS
2011
Transparent and efficient shared-state management for optimistic simulations on multi-core machines
Traditionally, Logical Processes (LPs) forming a simulation model store their execution information into disjoint simulations states, forcing events exchange to communicate data between each other. In this work we propose the design and implementation of an extension to the traditional Time Warp (optimistic) synchronization protocol for parallel/distributed simulation, targeted at shared-memory/multicore machines, allowing LPs to share parts of their simulation states by using global variables. In order to preserve optimism's intrinsic properties, global variables are transparently mapped to multi-version ones, so to avoid any form of safety predicate verification upon updates. Execution's consistency is ensured via the introduction of a new rollback scheme which is triggered upon the detection of an incorrect global variable's read. At the same time, efficiency in the execution is guaranteed by the exploitation of non-blocking algorithms in order to manage the multi-version variables' lists. Furthermore, our proposal is integrated with the simulation model's code through software instrumentation, in order to allow the application-level programmer to avoid using any specific API to mark or to inform the simulation kernel of updates to global variables. Thus we support full transparency. An assessment of our proposal, comparing it with a traditional message-passing implementation of variables' multi-version is provided as well. © 2012 IEEE
Cloud for Gaming
Cloud for Gaming refers to the use of cloud computing technologies to build
large-scale gaming infrastructures, with the goal of improving scalability and
responsiveness, improve the user's experience and enable new business models.Comment: Encyclopedia of Computer Graphics and Games. Newton Lee (Editor).
Springer International Publishing, 2015, ISBN 978-3-319-08234-
RITSim: distributed systemC simulation
Parallel or distributed simulation is becoming more than a novel way to speedup design evaluation; it is becoming necessary for simulating modern processors in a reasonable timeframe. As architectural features become faster, smaller, and more complex, designers are interested in obtaining detailed and accurate performance and power estimations. Uniprocessor simulators may not be able to meet such demands. The RITSim project uses SystemC to model a processor microarchitecture and memory subsystem in great detail. SystemC is a C++ library built on a discrete-event simulation kernel. Many projects have successfully implemented parallel discrete-event simulation (PDES) frameworks to distribute simulation among several hosts. The field promises significant simulation speedup, possibly leading to faster turnaround time in design space exploration and commercial production. However, parallel implementation of such simulators is not an easy task. It requires modification of the simulation kernel for effective partitioning and synchronization. This thesis explores PDES techniques and presents a distributed version of the SystemC simulation environment. With minimal user interaction, SystemC models can executed on a cluster of workstations using a message-passing library such as the Message Passing Interface (MPI). The implementation is designed for transparency; distribution and synchronization happen with little intervention by the model author. Modification of SystemC is fashioned to promote maintainability with future releases. Furthermore, only freely available libraries are used for maximum flexibility and portability
Simulator adaptation at runtime for component-based simulation software
Component-based simulation software can provide many opportunities to compose and configure simulators, resulting in an algorithm selection problem for the user of this software. This thesis aims to automate the selection and adaptation of simulators at runtime in an application-independent manner. Further, it explores the potential of tailored and approximate simulators - in this thesis concretely developed for the modeling language ML-Rules - supporting the effectiveness of the adaptation scheme.Komponenten-basierte Simulationssoftware kann viele Möglichkeiten zur Komposition und Konfiguration von Simulatoren bieten und damit zu einem Konfigurationsproblem für Nutzer dieser Software führen. Das Ziel dieser Arbeit ist die Entwicklung einer generischen und automatisierten Auswahl- und Adaptionsmethode für Simulatoren. Darüber hinaus wird das Potential von spezifischen und approximativen Simulatoren anhand der Modellierungssprache ML-Rules untersucht, welche die Effektivität des entwickelten Adaptionsmechanismus erhöhen können
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