2,418 research outputs found

    Gunrock: A High-Performance Graph Processing Library on the GPU

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    For large-scale graph analytics on the GPU, the irregularity of data access and control flow, and the complexity of programming GPUs have been two significant challenges for developing a programmable high-performance graph library. "Gunrock", our graph-processing system designed specifically for the GPU, uses a high-level, bulk-synchronous, data-centric abstraction focused on operations on a vertex or edge frontier. Gunrock achieves a balance between performance and expressiveness by coupling high performance GPU computing primitives and optimization strategies with a high-level programming model that allows programmers to quickly develop new graph primitives with small code size and minimal GPU programming knowledge. We evaluate Gunrock on five key graph primitives and show that Gunrock has on average at least an order of magnitude speedup over Boost and PowerGraph, comparable performance to the fastest GPU hardwired primitives, and better performance than any other GPU high-level graph library.Comment: 14 pages, accepted by PPoPP'16 (removed the text repetition in the previous version v5

    Constraint-based Autonomic Reconfiguration

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    Working Notes from the 1992 AAAI Workshop on Automating Software Design. Theme: Domain Specific Software Design

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    The goal of this workshop is to identify different architectural approaches to building domain-specific software design systems and to explore issues unique to domain-specific (vs. general-purpose) software design. Some general issues that cut across the particular software design domain include: (1) knowledge representation, acquisition, and maintenance; (2) specialized software design techniques; and (3) user interaction and user interface

    Gunrock: GPU Graph Analytics

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    For large-scale graph analytics on the GPU, the irregularity of data access and control flow, and the complexity of programming GPUs, have presented two significant challenges to developing a programmable high-performance graph library. "Gunrock", our graph-processing system designed specifically for the GPU, uses a high-level, bulk-synchronous, data-centric abstraction focused on operations on a vertex or edge frontier. Gunrock achieves a balance between performance and expressiveness by coupling high performance GPU computing primitives and optimization strategies with a high-level programming model that allows programmers to quickly develop new graph primitives with small code size and minimal GPU programming knowledge. We characterize the performance of various optimization strategies and evaluate Gunrock's overall performance on different GPU architectures on a wide range of graph primitives that span from traversal-based algorithms and ranking algorithms, to triangle counting and bipartite-graph-based algorithms. The results show that on a single GPU, Gunrock has on average at least an order of magnitude speedup over Boost and PowerGraph, comparable performance to the fastest GPU hardwired primitives and CPU shared-memory graph libraries such as Ligra and Galois, and better performance than any other GPU high-level graph library.Comment: 52 pages, invited paper to ACM Transactions on Parallel Computing (TOPC), an extended version of PPoPP'16 paper "Gunrock: A High-Performance Graph Processing Library on the GPU

    Towards adaptive multi-robot systems: self-organization and self-adaptation

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    Dieser Beitrag ist mit Zustimmung des Rechteinhabers aufgrund einer (DFG geförderten) Allianz- bzw. Nationallizenz frei zugänglich.This publication is with permission of the rights owner freely accessible due to an Alliance licence and a national licence (funded by the DFG, German Research Foundation) respectively.The development of complex systems ensembles that operate in uncertain environments is a major challenge. The reason for this is that system designers are not able to fully specify the system during specification and development and before it is being deployed. Natural swarm systems enjoy similar characteristics, yet, being self-adaptive and being able to self-organize, these systems show beneficial emergent behaviour. Similar concepts can be extremely helpful for artificial systems, especially when it comes to multi-robot scenarios, which require such solution in order to be applicable to highly uncertain real world application. In this article, we present a comprehensive overview over state-of-the-art solutions in emergent systems, self-organization, self-adaptation, and robotics. We discuss these approaches in the light of a framework for multi-robot systems and identify similarities, differences missing links and open gaps that have to be addressed in order to make this framework possible

    A survey and taxonomy of self-aware and self-adaptive cloud autoscaling systems

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    Autoscaling system can reconfigure cloud-based services and applications, through various configurations of cloud sofware and provisions of hardware resources, to adapt to the changing environment at runtime. Such a behavior offers the foundation for achieving elasticity in modern cloud computing paradigm. Given the dynamic and uncertain nature of the shared cloud infrastructure, cloud autoscaling system has been engineered as one of the most complex, sophisticated and intelligent artifacts created by human, aiming to achieve self-aware, self-adaptive and dependable runtime scaling. Yet, existing Self-aware and Self-adaptive Cloud Autoscaling System (SSCAS) is not mature to a state that it can be reliably exploited in the cloud. In this article, we survey the state-of-the-art research studies on SSCAS and provide a comprehensive taxonomy for this feld. We present detailed analysis of the results and provide insights on open challenges, as well as the promising directions that are worth investigated in the future work of this area of research. Our survey and taxonomy contribute to the fundamentals of engineering more intelligent autoscaling systems in the cloud

    Risk-aware Path and Motion Planning for a Tethered Aerial Visual Assistant in Unstructured or Confined Environments

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    This research aims at developing path and motion planning algorithms for a tethered Unmanned Aerial Vehicle (UAV) to visually assist a teleoperated primary robot in unstructured or confined environments. The emerging state of the practice for nuclear operations, bomb squad, disaster robots, and other domains with novel tasks or highly occluded environments is to use two robots, a primary and a secondary that acts as a visual assistant to overcome the perceptual limitations of the sensors by providing an external viewpoint. However, the benefits of using an assistant have been limited for at least three reasons: (1) users tend to choose suboptimal viewpoints, (2) only ground robot assistants are considered, ignoring the rapid evolution of small unmanned aerial systems for indoor flying, (3) introducing a whole crew for the second teleoperated robot is not cost effective, may introduce further teamwork demands, and therefore could lead to miscommunication. This dissertation proposes to use an autonomous tethered aerial visual assistant to replace the secondary robot and its operating crew. Along with a pre-established theory of viewpoint quality based on affordances, this dissertation aims at defining and representing robot motion risk in unstructured or confined environments. Based on those theories, a novel high level path planning algorithm is developed to enable risk-aware planning, which balances the tradeoff between viewpoint quality and motion risk in order to provide safe and trustworthy visual assistance flight. The planned flight trajectory is then realized on a tethered UAV platform. The perception and actuation are tailored to fit the tethered agent in the form of a low level motion suite, including a novel tether-based localization model with negligible computational overhead, motion primitives for the tethered airframe based on position and velocity control, and two differentComment: Ph.D Dissertatio
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