3,286 research outputs found

    Acceleration-as-a-Service: Exploiting Virtualised GPUs for a Financial Application

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    'How can GPU acceleration be obtained as a service in a cluster?' This question has become increasingly significant due to the inefficiency of installing GPUs on all nodes of a cluster. The research reported in this paper is motivated to address the above question by employing rCUDA (remote CUDA), a framework that facilitates Acceleration-as-a-Service (AaaS), such that the nodes of a cluster can request the acceleration of a set of remote GPUs on demand. The rCUDA framework exploits virtualisation and ensures that multiple nodes can share the same GPU. In this paper we test the feasibility of the rCUDA framework on a real-world application employed in the financial risk industry that can benefit from AaaS in the production setting. The results confirm the feasibility of rCUDA and highlight that rCUDA achieves similar performance compared to CUDA, provides consistent results, and more importantly, allows for a single application to benefit from all the GPUs available in the cluster without loosing efficiency.Comment: 11th IEEE International Conference on eScience (IEEE eScience) - Munich, Germany, 201

    Cost Adaptation for Robust Decentralized Swarm Behaviour

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    Decentralized receding horizon control (D-RHC) provides a mechanism for coordination in multi-agent settings without a centralized command center. However, combining a set of different goals, costs, and constraints to form an efficient optimization objective for D-RHC can be difficult. To allay this problem, we use a meta-learning process -- cost adaptation -- which generates the optimization objective for D-RHC to solve based on a set of human-generated priors (cost and constraint functions) and an auxiliary heuristic. We use this adaptive D-RHC method for control of mesh-networked swarm agents. This formulation allows a wide range of tasks to be encoded and can account for network delays, heterogeneous capabilities, and increasingly large swarms through the adaptation mechanism. We leverage the Unity3D game engine to build a simulator capable of introducing artificial networking failures and delays in the swarm. Using the simulator we validate our method on an example coordinated exploration task. We demonstrate that cost adaptation allows for more efficient and safer task completion under varying environment conditions and increasingly large swarm sizes. We release our simulator and code to the community for future work.Comment: Accepted to IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS), 201

    Deep HMResNet Model for Human Activity-Aware Robotic Systems

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    Endowing the robotic systems with cognitive capabilities for recognizing daily activities of humans is an important challenge, which requires sophisticated and novel approaches. Most of the proposed approaches explore pattern recognition techniques which are generally based on hand-crafted features or learned features. In this paper, a novel Hierarchal Multichannel Deep Residual Network (HMResNet) model is proposed for robotic systems to recognize daily human activities in the ambient environments. The introduced model is comprised of multilevel fusion layers. The proposed Multichannel 1D Deep Residual Network model is, at the features level, combined with a Bottleneck MLP neural network to automatically extract robust features regardless of the hardware configuration and, at the decision level, is fully connected with an MLP neural network to recognize daily human activities. Empirical experiments on real-world datasets and an online demonstration are used for validating the proposed model. Results demonstrated that the proposed model outperforms the baseline models in daily human activity recognition.Comment: Presented at AI-HRI AAAI-FSS, 2018 (arXiv:1809.06606
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