1,486 research outputs found

    Multi-Agent Systems Meet GPU: Deploying Agent-Based Architectures on Graphics Processors

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    Part 5: Computational SystemsInternational audienceEven given today’s rich hardware platforms, computation-intensive algorithms and applications, such as large-scale simulations, are still challenging to run with acceptable response times. One way to increase the performance of these algorithms and applications is by using the computing power of Graphics Processing Units (GPU). However, effectively mapping distributed software models to GPU is a non-trivial endeavor. In this paper, we investigate ways of improving execution performance of multi-agent systems (MAS) models by means of relevant task allocation mechanisms, which are suitable for GPU execution. Several task allocation architecture variants for MAS using GPU are identified and their properties analyzed. In particular, we study three cases: Agents and their runtime environment can be (i) completely on the host (CPU); (ii) partly on host and device (GPU); (iii) completely on the device. For each of these architecture variants, we propose task allocation models that take GPU restrictions into account

    Proceedings of the Second International Workshop on Sustainable Ultrascale Computing Systems (NESUS 2015) Krakow, Poland

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    Proceedings of: Second International Workshop on Sustainable Ultrascale Computing Systems (NESUS 2015). Krakow (Poland), September 10-11, 2015

    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

    Simulating the Integration of Urban Air Mobility into Existing Transportation Systems: A Survey

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    Urban air mobility (UAM) has the potential to revolutionize transportation in metropolitan areas, providing a new mode of transportation that could alleviate congestion and improve accessibility. However, the integration of UAM into existing transportation systems is a complex task that requires a thorough understanding of its impact on traffic flow and capacity. In this paper, we conduct a survey to investigate the current state of research on UAM in metropolitan-scale traffic using simulation techniques. We identify key challenges and opportunities for the integration of UAM into urban transportation systems, including impacts on existing traffic patterns and congestion; safety analysis and risk assessment; potential economic and environmental benefits; and the development of shared infrastructure and routes for UAM and ground-based transportation. We also discuss the potential benefits of UAM, such as reduced travel times and improved accessibility for underserved areas. Our survey provides a comprehensive overview of the current state of research on UAM in metropolitan-scale traffic using simulation and highlights key areas for future research and development

    Simulating heterogeneous behaviours in complex systems on GPUs

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    Agent Based Modelling (ABM) is an approach for modelling dynamic systems and studying complex and emergent behaviour. ABMs have been widely applied in diverse disciplines including biology, economics, and social sciences. The scalability of ABM simulations is typically limited due to the computationally expensive nature of simulating a large number of individuals. As such, large scale ABM simulations are excellent candidates to apply parallel computing approaches such as Graphics Processing Units (GPUs). In this paper, we present an extension to the FLAME GPU 1 [1] framework which addresses the divergence problem, i.e. the challenge of executing the behaviour of non-homogeneous individuals on vectorised GPU processors. We do this by describing a modelling methodology which exposes inherent parallelism within the model which is exploited by novel additions to the software permitting higher levels of concurrent simulation execution. Moreover, we demonstrate how this extension can be applied to realistic cellular level tissue model by benchmarking the model to demonstrate a measured speedup of over 4x

    An Agent-Based Simulation API for Speculative PDES Runtime Environments

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    Agent-Based Modeling and Simulation (ABMS) is an effective paradigm to model systems exhibiting complex interactions, also with the goal of studying the emergent behavior of these systems. While ABMS has been effectively used in many disciplines, many successful models are still run only sequentially. Relying on simple and easy-to-use languages such as NetLogo limits the possibility to benefit from more effective runtime paradigms, such as speculative Parallel Discrete Event Simulation (PDES). In this paper, we discuss a semantically-rich API allowing to implement Agent-Based Models in a simple and effective way. We also describe the critical points which should be taken into account to implement this API in a speculative PDES environment, to scale up simulations on distributed massively-parallel clusters. We present an experimental assessment showing how our proposal allows to implement complicated interactions with a reduced complexity, while delivering a non-negligible performance increase

    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

    SPRINT: more runners, fewer hurdles

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