52 research outputs found

    A formula-driven scalable benchmark model for ABM, applied to FLAME GPU

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    Agent Based Modelling (ABM) systems have become a popular technique for describing complex and dynamic systems. ABM is the simulation of intelligent agents and how these agents communicate with each other within the model. The growing number of agent-based applications in the simulation and AI fields led to an increase in the number of studies that focused on evaluating modelling capabilities of these applications. Observing system performance and how applications behave during increases in population size is the main factor for benchmarking in most of these studies. System scalability is not the only issue that may affect the overall performance, but there are some issues that need to be dealt with to create a standard benchmark model that meets all ABM criteria. This paper presents a new benchmark model and benchmarks the performance characteristics of the FLAME GPU simulator as an example of a parallel framework for ABM. The aim of this model is to provide parameters to easily measure the following elements: system scalability, system homogeneity, and the ability to handle increases in the level of agent communications and model complexity. Results show that FLAME GPU demonstrates near linear scalability when increasing population size and when reducing homogeneity. The benchmark also shows a negative correlation between increasing the communication complexity between agents and execution time. The results create a baseline for improving the performance of FLAME GPU and allow the simulator to be contrasted with other multi-agent simulators

    Data aware simulation of complex systems on GPUs

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    GPUs have been demonstrated to be highly effective at improving the performance of Multi-Agent Systems (MAS). One of the major limitations of further performance improvements is in the memory bandwidth required to move agent data through the GPU's memory hierarchy. This paper presents a formal model for data aware simulation and an empirical study into the impact of minimising data movement on performance. This study proposes a method that can be applied to the simulation of complex systems on GPUs to extract required data from agent behaviour during simulation time and how this information can be used to reduce data movement. The FLAME GPU software has been extended to demonstrate this technique. Three benchmark experiments have been applied to evaluate the overall reduction in simulation execution time under specific criteria. The results of the comparison between the current and new system show that reducing data movement within a simulation improves overall performance with up to 4.8x speedup reported

    GPU Accelerated Simulation of Transport Systems

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    Computer modelling and simulation of road networks are a vital tool used to evaluate, design and manage road network infrastructure. Road network simulations are however computationally expensive, with simulation runtime imposing limits on the scale and quantity of simulations performed within a reasonable time frame. This thesis examines the appropriateness of many-core processing architectures (such as GPUs) for the acceleration of microscopic and macroscopic road network simulation, and the potential impact on the choice of modelling approach. Fine-grained agent-based microscopic simulations of individual vehicles are parallelised using GPUs, achieving high performance through a novel graph-based communication strategy for data-parallel simulations. A minimal benchmark model and scalable road network are defined and used experimentally to evaluate performance compared to Aimsun, a commercial simulation tool for multi-core processors. Performance improvements of up to 67x are demonstrated for large scale simulations. High-level macroscopic simulations model network flow rather than individual vehicles. Although less computationally demanding than microscopic models, simulation runtimes can still be significant, often due to the calculation of many shortest paths. A novel Many-Source Shortest Path (MSSP) algorithm is proposed to concurrently find multiple shortest paths through sparse transport networks using GPUs. This is embedded within a commercial multi-core CPU macroscopic simulation tool, SATURN, and the performance evaluated on large-scale real-world road networks, demonstrating assignment performance improvements of up to 8.6x when comparing multi-processor GPU and CPU implementations. Finally, the impact of the performance improvements to both modelling techniques are evaluated using a common benchmark model and the relative improvements demonstrated by the benchmarking of each approach using different transport networks. These results suggest that GPUs will allow modellers to shift towards using finer-grained simulations for a broader range of modelling tasks

    Crowd simulation and visualization

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    Large-scale simulation and visualization are essential topics in areas as different as sociology, physics, urbanism, training, entertainment among others. This kind of systems requires a vast computational power and memory resources commonly available in High Performance Computing HPC platforms. Currently, the most potent clusters have heterogeneous architectures with hundreds of thousands and even millions of cores. The industry trends inferred that exascale clusters would have thousands of millions. The technical challenges for simulation and visualization process in the exascale era are intertwined with difficulties in other areas of research, including storage, communication, programming models and hardware. For this reason, it is necessary prototyping, testing, and deployment a variety of approaches to address the technical challenges identified and evaluate the advantages and disadvantages of each proposed solution. The focus of this research is interactive large-scale crowd simulation and visualization. To exploit to the maximum the capacity of the current HPC infrastructure and be prepared to take advantage of the next generation. The project develops a new approach to scale crowd simulation and visualization on heterogeneous computing cluster using a task-based technique. Its main characteristic is hardware agnostic. It abstracts the difficulties that imply the use of heterogeneous architectures like memory management, scheduling, communications, and synchronization — facilitating development, maintenance, and scalability. With the goal of flexibility and take advantage of computing resources as best as possible, the project explores different configurations to connect the simulation with the visualization engine. This kind of system has an essential use in emergencies. Therefore, urban scenes were implemented as realistic as possible; in this way, users will be ready to face real events. Path planning for large-scale crowds is a challenge to solve, due to the inherent dynamism in the scenes and vast search space. A new path-finding algorithm was developed. It has a hierarchical approach which offers different advantages: it divides the search space reducing the problem complexity, it can obtain a partial path instead of wait for the complete one, which allows a character to start moving and compute the rest asynchronously. It can reprocess only a part if necessary with different levels of abstraction. A case study is presented for a crowd simulation in urban scenarios. Geolocated data are used, they were produced by mobile devices to predict individual and crowd behavior and detect abnormal situations in the presence of specific events. It was also address the challenge of combining all these individual’s location with a 3D rendering of the urban environment. The data processing and simulation approach are computationally expensive and time-critical, it relies thus on a hybrid Cloud-HPC architecture to produce an efficient solution. Within the project, new models of behavior based on data analytics were developed. It was developed the infrastructure to be able to consult various data sources such as social networks, government agencies or transport companies such as Uber. Every time there is more geolocation data available and better computation resources which allow performing analysis of greater depth, this lays the foundations to improve the simulation models of current crowds. The use of simulations and their visualization allows to observe and organize the crowds in real time. The analysis before, during and after daily mass events can reduce the risks and associated logistics costs.La simulación y visualización a gran escala son temas esenciales en áreas tan diferentes como la sociología, la física, el urbanismo, la capacitación, el entretenimiento, entre otros. Este tipo de sistemas requiere una gran capacidad de cómputo y recursos de memoria comúnmente disponibles en las plataformas de computo de alto rendimiento. Actualmente, los equipos más potentes tienen arquitecturas heterogéneas con cientos de miles e incluso millones de núcleos. Las tendencias de la industria infieren que los equipos en la era exascale tendran miles de millones. Los desafíos técnicos en el proceso de simulación y visualización en la era exascale se entrelazan con dificultades en otras áreas de investigación, incluidos almacenamiento, comunicación, modelos de programación y hardware. Por esta razón, es necesario crear prototipos, probar y desplegar una variedad de enfoques para abordar los desafíos técnicos identificados y evaluar las ventajas y desventajas de cada solución propuesta. El foco de esta investigación es la visualización y simulación interactiva de multitudes a gran escala. Aprovechar al máximo la capacidad de la infraestructura actual y estar preparado para aprovechar la próxima generación. El proyecto desarrolla un nuevo enfoque para escalar la simulación y visualización de multitudes en un clúster de computo heterogéneo utilizando una técnica basada en tareas. Su principal característica es que es hardware agnóstico. Abstrae las dificultades que implican el uso de arquitecturas heterogéneas como la administración de memoria, las comunicaciones y la sincronización, lo que facilita el desarrollo, el mantenimiento y la escalabilidad. Con el objetivo de flexibilizar y aprovechar los recursos informáticos lo mejor posible, el proyecto explora diferentes configuraciones para conectar la simulación con el motor de visualización. Este tipo de sistemas tienen un uso esencial en emergencias. Por lo tanto, se implementaron escenas urbanas lo más realistas posible, de esta manera los usuarios estarán listos para enfrentar eventos reales. La planificación de caminos para multitudes a gran escala es un desafío a resolver, debido al dinamismo inherente en las escenas y el vasto espacio de búsqueda. Se desarrolló un nuevo algoritmo de búsqueda de caminos. Tiene un enfoque jerárquico que ofrece diferentes ventajas: divide el espacio de búsqueda reduciendo la complejidad del problema, puede obtener una ruta parcial en lugar de esperar a la completa, lo que permite que un personaje comience a moverse y calcule el resto de forma asíncrona, puede reprocesar solo una parte si es necesario con diferentes niveles de abstracción. Se presenta un caso de estudio para una simulación de multitud en escenarios urbanos. Se utilizan datos geolocalizados producidos por dispositivos móviles para predecir el comportamiento individual y público y detectar situaciones anormales en presencia de eventos específicos. También se aborda el desafío de combinar la ubicación de todos estos individuos con una representación 3D del entorno urbano. Dentro del proyecto, se desarrollaron nuevos modelos de comportamiento basados ¿¿en el análisis de datos. Se creo la infraestructura para poder consultar varias fuentes de datos como redes sociales, agencias gubernamentales o empresas de transporte como Uber. Cada vez hay más datos de geolocalización disponibles y mejores recursos de cómputo que permiten realizar un análisis de mayor profundidad, esto sienta las bases para mejorar los modelos de simulación de las multitudes actuales. El uso de simulaciones y su visualización permite observar y organizar las multitudes en tiempo real. El análisis antes, durante y después de eventos multitudinarios diarios puede reducir los riesgos y los costos logísticos asociadosPostprint (published version

    Agent-based modelling and Swarm Intelligence in systems engineering

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    El objetivo de la tesis doctoral es evaluar la utilidad de las técnicas Modelado Basado en Agentes, algoritmos de optimización Swarm Intelligence y programación paralela sobre tarjeta gráfica en el campo de la Ingeniería de Sistemas y Automática. Se ha realizado un revisión bibliográfica y desarrollado un marco de desarrollo de la técnica de Modelado Basado en Agentes. Esta técnica se ha empleado para realizar un modelo de un reactor de fangos activados (que se engloba dentro del proceso de depuración de aguas residuales). Se ha desarrollado una notación complementaria para la descripción de modelos basados en agentes desde el punto de vista de la ingeniería de sistemas. Se ha presentado asimismo un algoritmo de optimización basado en agentes bajo la filosofía Swarm Intelligence. Se han trabajado con las técnicas de paralelización sobre tarjeta gráfica para reducir los tiempos de simulación de modelos y algoritmos. Se trata por lo tanto de un tesis de integración de varias tecnologías.Departamento de Ingeniería de Sistemas y Automátic

    Neuroengineering of Clustering Algorithms

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    Cluster analysis can be broadly divided into multivariate data visualization, clustering algorithms, and cluster validation. This dissertation contributes neural network-based techniques to perform all three unsupervised learning tasks. Particularly, the first paper provides a comprehensive review on adaptive resonance theory (ART) models for engineering applications and provides context for the four subsequent papers. These papers are devoted to enhancements of ART-based clustering algorithms from (a) a practical perspective by exploiting the visual assessment of cluster tendency (VAT) sorting algorithm as a preprocessor for ART offline training, thus mitigating ordering effects; and (b) an engineering perspective by designing a family of multi-criteria ART models: dual vigilance fuzzy ART and distributed dual vigilance fuzzy ART (both of which are capable of detecting complex cluster structures), merge ART (aggregates partitions and lessens ordering effects in online learning), and cluster validity index vigilance in fuzzy ART (features a robust vigilance parameter selection and alleviates ordering effects in offline learning). The sixth paper consists of enhancements to data visualization using self-organizing maps (SOMs) by depicting in the reduced dimension and topology-preserving SOM grid information-theoretic similarity measures between neighboring neurons. This visualization\u27s parameters are estimated using samples selected via a single-linkage procedure, thereby generating heatmaps that portray more homogeneous within-cluster similarities and crisper between-cluster boundaries. The seventh paper presents incremental cluster validity indices (iCVIs) realized by (a) incorporating existing formulations of online computations for clusters\u27 descriptors, or (b) modifying an existing ART-based model and incrementally updating local density counts between prototypes. Moreover, this last paper provides the first comprehensive comparison of iCVIs in the computational intelligence literature --Abstract, page iv
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