首页 > 最新文献

Proceedings of the 2017 ACM SIGSIM Conference on Principles of Advanced Discrete Simulation最新文献

英文 中文
Towards Simulating the Communication Behavior of Real-Time Interactive Applications 模拟实时交互应用程序的通信行为
Tim Humernbrum, C. Ahlbrand, S. Gorlatch
Real-Time Online Interactive Applications, e.g., multiplayer online games, connect a high number of users who interact with the application and with each other in real time, i.e., a response to a user's input should happen virtually immediately. We address the problem of reproducing the communication behavior of such applications in order to study the effect of various design decisions (application logic, underlying infrastructure, network protocols, etc.) at early stages of application development. We develop a flexible, lightweight simulator as an alternative to the state-of-the-art simulation approaches that rely on the recorded communication traffic of real applications. The advantage of our approach is that we can easily adapt to a particular application design and its underlying infrastructure and we can measure various communication metrics, without relying on existing application prototypes and real users. Our experiments demonstrate that the simulator realistically reproduces communication behavior for high numbers of users and that simulation results are very near to the communication patterns of recorded communication traffic, e.g., for the commercially successful multiplayer game Counter Strike.
实时在线交互应用程序,例如多人在线游戏,连接了大量与应用程序和彼此实时交互的用户,也就是说,对用户输入的响应应该立即发生。我们解决了再现这些应用程序的通信行为的问题,以便在应用程序开发的早期阶段研究各种设计决策(应用程序逻辑,底层基础设施,网络协议等)的影响。我们开发了一个灵活的,轻量级的模拟器,作为依赖于实际应用中记录的通信流量的最先进的模拟方法的替代方案。我们的方法的优点是,我们可以很容易地适应特定的应用程序设计及其底层基础设施,我们可以测量各种通信指标,而不依赖于现有的应用程序原型和实际用户。我们的实验表明,模拟器真实地再现了大量用户的通信行为,模拟结果非常接近记录通信流量的通信模式,例如,商业上成功的多人游戏反恐精英。
{"title":"Towards Simulating the Communication Behavior of Real-Time Interactive Applications","authors":"Tim Humernbrum, C. Ahlbrand, S. Gorlatch","doi":"10.1145/3064911.3064931","DOIUrl":"https://doi.org/10.1145/3064911.3064931","url":null,"abstract":"Real-Time Online Interactive Applications, e.g., multiplayer online games, connect a high number of users who interact with the application and with each other in real time, i.e., a response to a user's input should happen virtually immediately. We address the problem of reproducing the communication behavior of such applications in order to study the effect of various design decisions (application logic, underlying infrastructure, network protocols, etc.) at early stages of application development. We develop a flexible, lightweight simulator as an alternative to the state-of-the-art simulation approaches that rely on the recorded communication traffic of real applications. The advantage of our approach is that we can easily adapt to a particular application design and its underlying infrastructure and we can measure various communication metrics, without relying on existing application prototypes and real users. Our experiments demonstrate that the simulator realistically reproduces communication behavior for high numbers of users and that simulation results are very near to the communication patterns of recorded communication traffic, e.g., for the commercially successful multiplayer game Counter Strike.","PeriodicalId":341026,"journal":{"name":"Proceedings of the 2017 ACM SIGSIM Conference on Principles of Advanced Discrete Simulation","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128434436","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Towards a Benchmark for the Quantitative Evaluation of Traffic Simulators 交通模拟器定量评价的基准研究
Priya Toshniwal, Masatoshi Hanai, Elvis S. Liu
Smart city projects, infrastructure planning, and traffic engineering are some of the applications where traffic simulations are playing an increasingly important role. Although many traffic simulators, commercial or open-sourced, are available at our disposal today, choosing the one that best fits a user's requirements is usually not possible by taking into account only the qualitative aspects and features of the simulator. In resource-constrained simulation platforms, performing traffic simulations with less memory usage and faster execution time is always highly coveted. In this paper, we propose a quantitative benchmarking approach for evaluating the performance of traffic simulator, based on commonplace scenarios and real-life city maps.
智慧城市项目、基础设施规划和交通工程是交通模拟发挥越来越重要作用的一些应用。尽管今天有许多流量模拟器可供我们使用,无论是商业的还是开源的,但通常不可能通过只考虑模拟器的定性方面和特性来选择最适合用户需求的流量模拟器。在资源受限的仿真平台中,以更少的内存使用和更快的执行时间执行流量仿真一直是人们梦寐以求的。在本文中,我们提出了一种定量基准方法来评估交通模拟器的性能,基于常见场景和现实生活中的城市地图。
{"title":"Towards a Benchmark for the Quantitative Evaluation of Traffic Simulators","authors":"Priya Toshniwal, Masatoshi Hanai, Elvis S. Liu","doi":"10.1145/3064911.3064928","DOIUrl":"https://doi.org/10.1145/3064911.3064928","url":null,"abstract":"Smart city projects, infrastructure planning, and traffic engineering are some of the applications where traffic simulations are playing an increasingly important role. Although many traffic simulators, commercial or open-sourced, are available at our disposal today, choosing the one that best fits a user's requirements is usually not possible by taking into account only the qualitative aspects and features of the simulator. In resource-constrained simulation platforms, performing traffic simulations with less memory usage and faster execution time is always highly coveted. In this paper, we propose a quantitative benchmarking approach for evaluating the performance of traffic simulator, based on commonplace scenarios and real-life city maps.","PeriodicalId":341026,"journal":{"name":"Proceedings of the 2017 ACM SIGSIM Conference on Principles of Advanced Discrete Simulation","volume":"50 5-6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131550481","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
GDS: Gradient Based Density Spline Surfaces For Multiobjective Optimization In Arbitrary Simulations 基于梯度的密度样条曲面在任意模拟中的多目标优化
Patrick Lange, René Weller, G. Zachmann
We present a novel approach for approximating objective functions in arbitrary deterministic and stochastic multi-objective blackbox simulations. Usually, simulated-based optimization approaches require pre-defined objective functions for optimization techniques in order to find a local or global minimum of the specified simulation objectives and multi-objective constraints. Due to the increasing complexity of state-of-the-art simulations, such objective functions are not always available, leading to so-called blackbox simulations. In contrast to existing approaches, we approximate the objective functions and design space for deterministic and stochastic blackbox simulations, even for convex and concave Pareto fronts, thus enabling optimization for arbitrary simulations. Additionally, Pareto gradient information can be obtained from our design space approximation. Our approach gains its efficiency from a novel gradient-based sampling of the parameter space in combination with a density-based clustering of sampled objective function values, resulting in a B-spline surface approximation of the feasible design space. We have applied our new method to several benchmarks and the results show that our approach is able to efficiently approximate arbitrary objective functions. Additionally, the computed multi-objective solutions in our evaluation studies are close to the Pareto front.
提出了一种在任意确定性和随机多目标黑盒模拟中逼近目标函数的新方法。通常,基于仿真的优化方法需要预先定义优化技术的目标函数,以便找到指定仿真目标和多目标约束的局部或全局最小值。由于最先进的模拟越来越复杂,这样的目标函数并不总是可用的,导致所谓的黑盒模拟。与现有方法相比,我们近似确定和随机黑盒模拟的目标函数和设计空间,甚至对于凸和凹帕累托前沿,从而实现任意模拟的优化。此外,Pareto梯度信息可以从我们的设计空间近似中得到。我们的方法通过对参数空间进行新颖的基于梯度的采样,结合采样目标函数值的基于密度的聚类,从而获得可行设计空间的b样条曲面近似,从而提高了其效率。我们将新方法应用于几个基准测试,结果表明我们的方法能够有效地逼近任意目标函数。此外,在我们的评估研究中,计算的多目标解接近帕累托前沿。
{"title":"GDS: Gradient Based Density Spline Surfaces For Multiobjective Optimization In Arbitrary Simulations","authors":"Patrick Lange, René Weller, G. Zachmann","doi":"10.1145/3064911.3064917","DOIUrl":"https://doi.org/10.1145/3064911.3064917","url":null,"abstract":"We present a novel approach for approximating objective functions in arbitrary deterministic and stochastic multi-objective blackbox simulations. Usually, simulated-based optimization approaches require pre-defined objective functions for optimization techniques in order to find a local or global minimum of the specified simulation objectives and multi-objective constraints. Due to the increasing complexity of state-of-the-art simulations, such objective functions are not always available, leading to so-called blackbox simulations. In contrast to existing approaches, we approximate the objective functions and design space for deterministic and stochastic blackbox simulations, even for convex and concave Pareto fronts, thus enabling optimization for arbitrary simulations. Additionally, Pareto gradient information can be obtained from our design space approximation. Our approach gains its efficiency from a novel gradient-based sampling of the parameter space in combination with a density-based clustering of sampled objective function values, resulting in a B-spline surface approximation of the feasible design space. We have applied our new method to several benchmarks and the results show that our approach is able to efficiently approximate arbitrary objective functions. Additionally, the computed multi-objective solutions in our evaluation studies are close to the Pareto front.","PeriodicalId":341026,"journal":{"name":"Proceedings of the 2017 ACM SIGSIM Conference on Principles of Advanced Discrete Simulation","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120919433","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Quantitative Driven Optimization of a Time Warp Kernel 时间扭曲核的定量驱动优化
Sounak Gupta, P. Wilsey
The set of events available for execution in a Parallel Discrete Event Simulation (PDES) are known as the pending event set. In a Time Warp synchronized simulation engine, these pending events are scheduled for execution in an aggressive manner that does not strictly enforce the causal relations between events. One of the key principles of Time Warp is that this relaxed causality will result in the processing of events in a manner that implicitly satisfies their causal order without paying the overhead costs of a strict enforcement of their causal order. On a shared memory platform the event scheduler generally attempts to schedule all available events in their Least TimeStamp First (LTSF) order to facilitate event processing in their causal order. By following an LTSF scheduling policy, a Time Warp scheduler can generally process events so that: (i) the critical path of the event timestamps is scheduled as early as possible, and (ii) causal violations occur infrequently. While this works effectively to minimize rollback (triggered by causal violations), as the number of parallel threads increases, the contention to the shared data structures holding the pending events can have significant negative impacts on overall event processing throughput. This work examines the application of profile data taken from Discrete-Event Simulation (DES) models to drive the simulation kernel optimization process. In particular, we take profile data about events in the schedule pool from three DES models to derive alternate scheduling possibilities in a Time Warp simulation kernel. Profile data from the studied DES models suggests that in many cases each Logical Process (LP) in a simulation will have multiple events that can be dequeued and executed as a set. In this work, we review the profile data and implement group event scheduling strategies based on this profile data. Experimental results show that event group scheduling can help alleviate contention and improve performance. However, the size of the event groups matters, small groupings can improve performance, larger groupings can trigger more frequent causal violations and actually slow the parallel simulation.
可在并行离散事件模拟(PDES)中执行的事件集称为挂起事件集。在Time Warp同步模拟引擎中,这些挂起的事件以一种不严格执行事件之间因果关系的积极方式安排执行。《Time Warp》的关键原则之一是,这种放松的因果关系将导致事件以一种隐含地满足其因果顺序的方式进行处理,而无需支付严格执行其因果顺序的间接成本。在共享内存平台上,事件调度器通常尝试按照最小时间戳优先(Least TimeStamp First, LTSF)顺序调度所有可用事件,以便按照因果顺序处理事件。通过遵循LTSF调度策略,Time Warp调度器通常可以处理事件,以便:(i)尽可能早地调度事件时间戳的关键路径,以及(ii)不经常发生因果冲突。虽然这可以有效地减少回滚(由因果冲突触发),但随着并行线程数量的增加,对保存挂起事件的共享数据结构的争用可能会对总体事件处理吞吐量产生重大的负面影响。这项工作研究了从离散事件模拟(DES)模型中获取的剖面数据的应用,以驱动仿真内核优化过程。特别地,我们从三个DES模型中获取关于调度池中事件的概要数据,以在Time Warp模拟内核中导出备用调度可能性。来自所研究的DES模型的概要数据表明,在许多情况下,模拟中的每个逻辑进程(LP)将具有多个事件,这些事件可以从队列中取出并作为一组执行。在这项工作中,我们回顾了概要数据,并基于这些概要数据实现了组事件调度策略。实验结果表明,事件组调度有助于减少争用,提高性能。然而,事件组的大小很重要,较小的分组可以提高性能,较大的分组可能引发更频繁的因果冲突,实际上会减慢并行模拟的速度。
{"title":"Quantitative Driven Optimization of a Time Warp Kernel","authors":"Sounak Gupta, P. Wilsey","doi":"10.1145/3064911.3064932","DOIUrl":"https://doi.org/10.1145/3064911.3064932","url":null,"abstract":"The set of events available for execution in a Parallel Discrete Event Simulation (PDES) are known as the pending event set. In a Time Warp synchronized simulation engine, these pending events are scheduled for execution in an aggressive manner that does not strictly enforce the causal relations between events. One of the key principles of Time Warp is that this relaxed causality will result in the processing of events in a manner that implicitly satisfies their causal order without paying the overhead costs of a strict enforcement of their causal order. On a shared memory platform the event scheduler generally attempts to schedule all available events in their Least TimeStamp First (LTSF) order to facilitate event processing in their causal order. By following an LTSF scheduling policy, a Time Warp scheduler can generally process events so that: (i) the critical path of the event timestamps is scheduled as early as possible, and (ii) causal violations occur infrequently. While this works effectively to minimize rollback (triggered by causal violations), as the number of parallel threads increases, the contention to the shared data structures holding the pending events can have significant negative impacts on overall event processing throughput. This work examines the application of profile data taken from Discrete-Event Simulation (DES) models to drive the simulation kernel optimization process. In particular, we take profile data about events in the schedule pool from three DES models to derive alternate scheduling possibilities in a Time Warp simulation kernel. Profile data from the studied DES models suggests that in many cases each Logical Process (LP) in a simulation will have multiple events that can be dequeued and executed as a set. In this work, we review the profile data and implement group event scheduling strategies based on this profile data. Experimental results show that event group scheduling can help alleviate contention and improve performance. However, the size of the event groups matters, small groupings can improve performance, larger groupings can trigger more frequent causal violations and actually slow the parallel simulation.","PeriodicalId":341026,"journal":{"name":"Proceedings of the 2017 ACM SIGSIM Conference on Principles of Advanced Discrete Simulation","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134234678","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
Session details: Keynote I 会议详情
Wentong Cai
{"title":"Session details: Keynote I","authors":"Wentong Cai","doi":"10.1145/3254048","DOIUrl":"https://doi.org/10.1145/3254048","url":null,"abstract":"","PeriodicalId":341026,"journal":{"name":"Proceedings of the 2017 ACM SIGSIM Conference on Principles of Advanced Discrete Simulation","volume":"115 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131969509","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
PDES-A: a Parallel Discrete Event Simulation Accelerator for FPGAs PDES-A: fpga的并行离散事件仿真加速器
Shafiur Rahman, N. Abu-Ghazaleh, W. Najjar
In this paper, we present initial experiences implementing a general Parallel Discrete Event Simulation (PDES) accelerator on a Field Programmable Gate Array (FPGA). The accelerator can be specialized to any particular simulation model by defining the object states and the event handling logic, which are then synthesized into a custom accelerator for the given model. The accelerator consists of several event processors that can process events in parallel while maintaining the dependencies between them. Events are automatically sorted by a self-sorting event queue. The accelerator supports optimistic simulation by automatically keeping track of event history and supporting rollbacks. The architecture is limited in scalability locally by the communication and port bandwidth of the different structures. However, it is designed to allow multiple accelerators to be connected together to scale up the simulation. We evaluate the design and explore several design tradeoffs and optimizations. We show the accelerator can scale to 64 concurrent event processors relative to the performance of a single event processor.
在本文中,我们介绍了在现场可编程门阵列(FPGA)上实现通用并行离散事件仿真(PDES)加速器的初步经验。通过定义对象状态和事件处理逻辑,加速器可以专门用于任何特定的仿真模型,然后将其合成为给定模型的自定义加速器。加速器由几个事件处理器组成,这些事件处理器可以并行处理事件,同时保持事件之间的依赖关系。事件通过自排序事件队列自动排序。加速器通过自动跟踪事件历史和支持回滚来支持乐观模拟。不同结构的通信和端口带宽限制了该体系结构在本地的可扩展性。然而,它的设计允许多个加速器连接在一起,以扩大模拟。我们评估了设计,并探索了几种设计权衡和优化。我们展示了相对于单个事件处理器的性能,加速器可以扩展到64个并发事件处理器。
{"title":"PDES-A: a Parallel Discrete Event Simulation Accelerator for FPGAs","authors":"Shafiur Rahman, N. Abu-Ghazaleh, W. Najjar","doi":"10.1145/3064911.3064930","DOIUrl":"https://doi.org/10.1145/3064911.3064930","url":null,"abstract":"In this paper, we present initial experiences implementing a general Parallel Discrete Event Simulation (PDES) accelerator on a Field Programmable Gate Array (FPGA). The accelerator can be specialized to any particular simulation model by defining the object states and the event handling logic, which are then synthesized into a custom accelerator for the given model. The accelerator consists of several event processors that can process events in parallel while maintaining the dependencies between them. Events are automatically sorted by a self-sorting event queue. The accelerator supports optimistic simulation by automatically keeping track of event history and supporting rollbacks. The architecture is limited in scalability locally by the communication and port bandwidth of the different structures. However, it is designed to allow multiple accelerators to be connected together to scale up the simulation. We evaluate the design and explore several design tradeoffs and optimizations. We show the accelerator can scale to 64 concurrent event processors relative to the performance of a single event processor.","PeriodicalId":341026,"journal":{"name":"Proceedings of the 2017 ACM SIGSIM Conference on Principles of Advanced Discrete Simulation","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133458989","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 11
Lightweight WebSIM Rendering Framework Based on Cloud-Baking 基于云烘焙的轻量级WebSIM渲染框架
Chang Liu, Jinyuan Jia, Qian Zhang, Lei Zhao
Current cloud rendering systems are expensive in terms of data storage, rendering computation, and networking transmission. In this paper, we propose a novel framework for lightweight and realistic WebSIM rendering based on cloud baking. Different from the existing cloud rendering systems that render full-frame image sequences, we propose that global illumination (GI) maps are baked occasionally at the server side. Our proposed framework consists of three key stages. First, the GI maps are re-baked only when the users change the WebSIM scene or the lighting. Then, after re-baking, these GI maps with indirect illumination are encoded and transferred to the client's web browsers using H.264. Finally, these GI maps are decoded and blended to produce rather realistic illuminating effects with WebGL direct illuminations. Compared with cloud rendering techniques, our system is lightweight, as it consumes much fewer resources at the cloud server in terms of both data and rendering. It provides a highly efficient, high-quality, and low-cost solution to WebSIM online interactive rendering. A prototype has been implemented, and we showed that it is able to achieve real-time rendering performance and satisfactory visual effects on web browsers, similar to popular offline rendering engines.
当前的云渲染系统在数据存储、渲染计算和网络传输方面都很昂贵。在本文中,我们提出了一个基于云烘焙的轻量级逼真WebSIM渲染框架。与现有的渲染全帧图像序列的云渲染系统不同,我们建议在服务器端偶尔烘烤全局照明(GI)地图。我们提出的框架包括三个关键阶段。首先,只有当用户改变WebSIM场景或照明时,GI地图才会被重新烘烤。然后,在重新烘烤之后,这些具有间接照明的GI地图被编码并使用H.264传输到客户端的web浏览器。最后,对这些GI地图进行解码和混合,以产生相当逼真的WebGL直接照明效果。与云渲染技术相比,我们的系统是轻量级的,因为它在数据和渲染方面消耗的云服务器资源要少得多。它为WebSIM在线交互呈现提供了高效、高质量、低成本的解决方案。一个原型已经实现,我们表明它能够在web浏览器上实现实时渲染性能和令人满意的视觉效果,类似于流行的离线渲染引擎。
{"title":"Lightweight WebSIM Rendering Framework Based on Cloud-Baking","authors":"Chang Liu, Jinyuan Jia, Qian Zhang, Lei Zhao","doi":"10.1145/3064911.3064933","DOIUrl":"https://doi.org/10.1145/3064911.3064933","url":null,"abstract":"Current cloud rendering systems are expensive in terms of data storage, rendering computation, and networking transmission. In this paper, we propose a novel framework for lightweight and realistic WebSIM rendering based on cloud baking. Different from the existing cloud rendering systems that render full-frame image sequences, we propose that global illumination (GI) maps are baked occasionally at the server side. Our proposed framework consists of three key stages. First, the GI maps are re-baked only when the users change the WebSIM scene or the lighting. Then, after re-baking, these GI maps with indirect illumination are encoded and transferred to the client's web browsers using H.264. Finally, these GI maps are decoded and blended to produce rather realistic illuminating effects with WebGL direct illuminations. Compared with cloud rendering techniques, our system is lightweight, as it consumes much fewer resources at the cloud server in terms of both data and rendering. It provides a highly efficient, high-quality, and low-cost solution to WebSIM online interactive rendering. A prototype has been implemented, and we showed that it is able to achieve real-time rendering performance and satisfactory visual effects on web browsers, similar to popular offline rendering engines.","PeriodicalId":341026,"journal":{"name":"Proceedings of the 2017 ACM SIGSIM Conference on Principles of Advanced Discrete Simulation","volume":" 11","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113949178","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 14
Session details: Paper Session 6 Modeling and Simulation Methods 会议详情:论文会议6建模和仿真方法
C. Carothers
{"title":"Session details: Paper Session 6 Modeling and Simulation Methods","authors":"C. Carothers","doi":"10.1145/3254055","DOIUrl":"https://doi.org/10.1145/3254055","url":null,"abstract":"","PeriodicalId":341026,"journal":{"name":"Proceedings of the 2017 ACM SIGSIM Conference on Principles of Advanced Discrete Simulation","volume":"341 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116477039","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Time Warp on the GPU: Design and Assessment GPU上的时间扭曲:设计和评估
Xinhu Liu, Philipp Andelfinger
The parallel execution of discrete-event simulations on commodity GPUs has been shown to achieve high event rates. Most previous proposals have focused on conservative synchronization, which typically extracts only limited parallelism in cases of low event density in simulated time. We present the design and implementation of an optimistic fully GPU-based parallel discrete-event simulator based on the Time Warp synchronization algorithm. The optimistic simulator implementation is compared with an otherwise identical implementation using conservative synchronization. Our evaluation shows that in most cases, the increase in parallelism when using optimistic synchronization significantly outweighs the increased overhead for state keeping and rollbacks. To reduce the cost of state keeping, we show how XORWOW, the default pseudo-random number generator in CUDA, can be reversed based solely on its current state. Since the optimal configuration of multiple performance-critical simulator parameters depends on the behavior of the simulation model, these parameters are adapted dynamically based on performance measurements and heuristic optimization at runtime. We evaluate the simulator using the PHOLD benchmark model and a simplified model of peer-to-peer networks using the Kademlia protocol. On a commodity GPU, the optimistic simulator achieves event rates of up to 81.4 million events per second and a speedup of up to 3.6 compared with conservative synchronization.
在商品gpu上并行执行离散事件模拟已被证明可以实现高事件率。大多数先前的建议都集中在保守同步上,它通常只在模拟时间内低事件密度的情况下提取有限的并行性。提出了一种基于时间扭曲同步算法的全乐观型gpu并行离散事件模拟器的设计与实现。将乐观模拟器实现与使用保守同步的其他相同实现进行比较。我们的评估表明,在大多数情况下,使用乐观同步时并行性的增加大大超过了状态保持和回滚所增加的开销。为了降低状态保持的成本,我们展示了XORWOW (CUDA中的默认伪随机数生成器)如何仅基于其当前状态进行反转。由于多个性能关键型模拟器参数的最佳配置取决于仿真模型的行为,因此这些参数是基于运行时的性能测量和启发式优化动态调整的。我们使用PHOLD基准模型和使用Kademlia协议的点对点网络简化模型来评估模拟器。在商用GPU上,与保守同步相比,乐观模拟器实现了高达每秒8140万事件的事件率和高达3.6的加速。
{"title":"Time Warp on the GPU: Design and Assessment","authors":"Xinhu Liu, Philipp Andelfinger","doi":"10.1145/3064911.3064912","DOIUrl":"https://doi.org/10.1145/3064911.3064912","url":null,"abstract":"The parallel execution of discrete-event simulations on commodity GPUs has been shown to achieve high event rates. Most previous proposals have focused on conservative synchronization, which typically extracts only limited parallelism in cases of low event density in simulated time. We present the design and implementation of an optimistic fully GPU-based parallel discrete-event simulator based on the Time Warp synchronization algorithm. The optimistic simulator implementation is compared with an otherwise identical implementation using conservative synchronization. Our evaluation shows that in most cases, the increase in parallelism when using optimistic synchronization significantly outweighs the increased overhead for state keeping and rollbacks. To reduce the cost of state keeping, we show how XORWOW, the default pseudo-random number generator in CUDA, can be reversed based solely on its current state. Since the optimal configuration of multiple performance-critical simulator parameters depends on the behavior of the simulation model, these parameters are adapted dynamically based on performance measurements and heuristic optimization at runtime. We evaluate the simulator using the PHOLD benchmark model and a simplified model of peer-to-peer networks using the Kademlia protocol. On a commodity GPU, the optimistic simulator achieves event rates of up to 81.4 million events per second and a speedup of up to 3.6 compared with conservative synchronization.","PeriodicalId":341026,"journal":{"name":"Proceedings of the 2017 ACM SIGSIM Conference on Principles of Advanced Discrete Simulation","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122613587","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 12
Session details: Paper Session 3 Performance Modeling and Simulation 会议细节:论文会议3性能建模和仿真
D. Nicol
{"title":"Session details: Paper Session 3 Performance Modeling and Simulation","authors":"D. Nicol","doi":"10.1145/3254052","DOIUrl":"https://doi.org/10.1145/3254052","url":null,"abstract":"","PeriodicalId":341026,"journal":{"name":"Proceedings of the 2017 ACM SIGSIM Conference on Principles of Advanced Discrete Simulation","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115124873","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
Proceedings of the 2017 ACM SIGSIM Conference on Principles of Advanced Discrete Simulation
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1