5,541 research outputs found

    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

    Federated Embedded Systems – a review of the literature in related fields

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    This report is concerned with the vision of smart interconnected objects, a vision that has attracted much attention lately. In this paper, embedded, interconnected, open, and heterogeneous control systems are in focus, formally referred to as Federated Embedded Systems. To place FES into a context, a review of some related research directions is presented. This review includes such concepts as systems of systems, cyber-physical systems, ubiquitous computing, internet of things, and multi-agent systems. Interestingly, the reviewed fields seem to overlap with each other in an increasing number of ways

    SCS: 60 years and counting! A time to reflect on the Society's scholarly contribution to M&S from the turn of the millennium.

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    The Society for Modeling and Simulation International (SCS) is celebrating its 60th anniversary this year. Since its inception, the Society has widely disseminated the advancements in the field of modeling and simulation (M&S) through its peer-reviewed journals. In this paper we profile research that has been published in the journal SIMULATION: Transactions of the Society for Modeling and Simulation International from the turn of the millennium to 2010; the objective is to acknowledge the contribution of the authors and their seminal research papers, their respective universities/departments and the geographical diversity of the authors' affiliations. Yet another objective is to contribute towards the understanding of the overall evolution of the discipline of M&S; this is achieved through the classification of M&S techniques and its frequency of use, analysis of the sectors that have seen the predomination application of M&S and the context of its application. It is expected that this paper will lead to further appreciation of the contribution of the Society in influencing the growth of M&S as a discipline and, indeed, in steering its future direction

    Feedback Control Goes Wireless: Guaranteed Stability over Low-power Multi-hop Networks

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    Closing feedback loops fast and over long distances is key to emerging applications; for example, robot motion control and swarm coordination require update intervals of tens of milliseconds. Low-power wireless technology is preferred for its low cost, small form factor, and flexibility, especially if the devices support multi-hop communication. So far, however, feedback control over wireless multi-hop networks has only been shown for update intervals on the order of seconds. This paper presents a wireless embedded system that tames imperfections impairing control performance (e.g., jitter and message loss), and a control design that exploits the essential properties of this system to provably guarantee closed-loop stability for physical processes with linear time-invariant dynamics. Using experiments on a cyber-physical testbed with 20 wireless nodes and multiple cart-pole systems, we are the first to demonstrate and evaluate feedback control and coordination over wireless multi-hop networks for update intervals of 20 to 50 milliseconds.Comment: Accepted final version to appear in: 10th ACM/IEEE International Conference on Cyber-Physical Systems (with CPS-IoT Week 2019) (ICCPS '19), April 16--18, 2019, Montreal, QC, Canad

    Traffic and task allocation in networks and the cloud

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    Communication services such as telephony, broadband and TV are increasingly migrating into Internet Protocol(IP) based networks because of the consolidation of telephone and data networks. Meanwhile, the increasingly wide application of Cloud Computing enables the accommodation of tens of thousands of applications from the general public or enterprise users which make use of Cloud services on-demand through IP networks such as the Internet. Real-Time services over IP (RTIP) have also been increasingly significant due to the convergence of network services, and the real-time needs of the Internet of Things (IoT) will strengthen this trend. Such Real-Time applications have strict Quality of Service (QoS) constraints, posing a major challenge for IP networks. The Cognitive Packet Network (CPN) has been designed as a QoS-driven protocol that addresses user-oriented QoS demands by adaptively routing packets based on online sensing and measurement. Thus in this thesis we first describe our design for a novel ``Real-Time (RT) traffic over CPN'' protocol which uses QoS goals that match the needs of voice packet delivery in the presence of other background traffic under varied traffic conditions; we present its experimental evaluation via measurements of key QoS metrics such as packet delay, delay variation (jitter) and packet loss ratio. Pursuing our investigation of packet routing in the Internet, we then propose a novel Big Data and Machine Learning approach for real-time Internet scale Route Optimisation based on Quality-of-Service using an overlay network, and evaluate is performance. Based on the collection of data sampled each 22 minutes over a large number of source-destinations pairs, we observe that intercontinental Internet Protocol (IP) paths are far from optimal with respect to metrics such as end-to-end round-trip delay. On the other hand, our machine learning based overlay network routing scheme exploits large scale data collected from communicating node pairs to select overlay paths, while it uses IP between neighbouring overlay nodes. We report measurements over a week long experiment with several million data points shows substantially better end-to-end QoS than is observed with pure IP routing. Pursuing the machine learning approach, we then address the challenging problem of dispatching incoming tasks to servers in Cloud systems so as to offer the best QoS and reliable job execution; an experimental system (the Task Allocation Platform) that we have developed is presented and used to compare several task allocation schemes, including a model driven algorithm, a reinforcement learning based scheme, and a ``sensible’’ allocation algorithm that assigns tasks to sub-systems that are observed to provide lower response time. These schemes are compared via measurements both among themselves and against a standard round-robin scheduler, with two architectures (with homogenous and heterogenous hosts having different processing capacities) and the conditions under which the different schemes offer better QoS are discussed. Since Cloud systems include both locally based servers at user premises and remote servers and multiple Clouds that can be reached over the Internet, we also describe a smart distributed system that combines local and remote Cloud facilities, allocating tasks dynamically to the service that offers the best overall QoS, and it includes a routing overlay which minimizes network delay for data transfer between Clouds. Internet-scale experiments that we report exhibit the effectiveness of our approach in adaptively distributing workload across multiple Clouds.Open Acces

    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

    Design Space Exploration and Resource Management of Multi/Many-Core Systems

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    The increasing demand of processing a higher number of applications and related data on computing platforms has resulted in reliance on multi-/many-core chips as they facilitate parallel processing. However, there is a desire for these platforms to be energy-efficient and reliable, and they need to perform secure computations for the interest of the whole community. This book provides perspectives on the aforementioned aspects from leading researchers in terms of state-of-the-art contributions and upcoming trends
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