In simulating large-scale networks, due to the limitation of available resources on computers, the size of the networks and the scale of simulation scenarios are often restricted. Especially, routing tables, which ind...
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ISBN:
(纸本)9780769519708
In simulating large-scale networks, due to the limitation of available resources on computers, the size of the networks and the scale of simulation scenarios are often restricted. Especially, routing tables, which indicate the directions to forward packets, are considered to consume memory space. A simple general routing table requires O(N/sup 2/) space where N is the number of nodes. An algorithmic routing approach recently proposed by Heung et al. only requires O(N) space for representing routing tables, however this can be applied in the case that all the routes between two nodes are contained in a spanning tree (i.e. very limited routing strategies are allowed). We propose a new method to reduce the size of routing tables under any routing strategy. Given a general simple routing table, our method represents a routing table as the combination of an algorithmic routing based table and a general routing table, by translating a part of the given general routing table into the algorithmic routing based one. In order to reduce the size of the routing table, we find a (near-optimal)algorithmic routing based table that represents most part of the given routing table. Our experimental results have shown that our method could reduce the size of the table to 10 % of the given routing table in hierarchical networks.
distributedsimulation enables participants situated in different geographical locations to share a common virtual world, which is called a distributed virtual environment (DVE). Among the different research topics co...
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ISBN:
(纸本)9780769520360
distributedsimulation enables participants situated in different geographical locations to share a common virtual world, which is called a distributed virtual environment (DVE). Among the different research topics concerned with DVE, there is a current trend of linking multi-agent systems and DVE together. With the properties of autonomy, social ability, reactivity and proactiveness, agents can be used to represent entities in DVE, where fast and accurate decision making is a determining factor of the whole environment. This paper provides a description of integrating agents into an HLA-based distributedsimulation. It focuses on how to construct the sensor of an agent with different interest management schemes. Using the JADE (Java agent development framework) agent toolkit and the high level architecture (HLA) in our prototype, a minesweeping game, we outline two different implementations of this game. Due to the dynamic characteristics of agents, a problem of overdue information from the environment is discussed, and we propose an enlarged subscription region method to solve this problem. Moreover, advisories provided by the HLA are adopted to reduce the overheads. Conclusions are drawn based on the experimental results of these implementations.
Recently, the scheme of parallel downloading (PD) has been adopted by a number of Internet file downloading applications. With the wide deployment of content distribution networks and peer-to-peer networks, PD is expe...
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Recently, the scheme of parallel downloading (PD) has been adopted by a number of Internet file downloading applications. With the wide deployment of content distribution networks and peer-to-peer networks, PD is expected to be more commonly used for file distribution. There have been experiments showing that PD results in higher aggregated downloading throughput and therefore shorter downloading time experienced by clients. However, these experimental studies focused on the performance experienced by a particular user and did not consider the impact of PD on the network when it is largely deployed. In this paper we present our efforts toward an in-depth understanding of large-scale deployment of PD through simulation and analysis. Our results suggest that while PD may achieve a shorter downloading time, its impact on the network and server is significant. Our analysis is also used for network dimensioning and content distribution service provisioning. We show that with proper admission control and dimensioning, single-server downloading can perform just as well as PD, without the complexity and overhead incurred by PD.
This paper provides an overview of the SPEEDESpersistence framework that is currently used to automatecheckpoint/restart for the Joint simulation System. Thepersistence framework interfaces are documented in thispaper...
ISBN:
(纸本)9780769519708
This paper provides an overview of the SPEEDESpersistence framework that is currently used to automatecheckpoint/restart for the Joint simulation System. Thepersistence framework interfaces are documented in thispaper and are proposed standards for the Standardsimulation *** persistence framework fundamentally keeps trackof memory allocations and pointer references within ahigh-speed internal database linked with *** persistence, an object, and the collection of objectsit recursively references through pointers, can beautomatically packed into a buffer that is written to diskor sent as a message to another machine. Later, thatbuffer can be used to reconstruct the object and all of itsrecursively referenced objects. The reconstructed objectswill likely be instantiated at different memory *** persistence framework automatically updates allaffected pointer references to account for this *** persistence framework is fully integrated with theSPEEDES rollback infrastructure and built-in containerclass libraries that include an implementation of theStandard Template Library. These utilities automatesupport for optimistic event processing required by manyhigh-performance parallel and distributed timemanagement algorithms. In the future, persistence willenable dynamic load balancing algorithms to migratecomplex objects to different processors.
Checkpointing and Communication Library (CCL) is recently developed software in support of optimistic parallel discrete event simulation on myrinet clusters. Beyond low latency message delivery functionalities, CCL al...
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ISBN:
(纸本)9780769520360
Checkpointing and Communication Library (CCL) is recently developed software in support of optimistic parallel discrete event simulation on myrinet clusters. Beyond low latency message delivery functionalities, CCL also offers non-blocking checkpointing functionalities supported by a programmable PCI DMA engine on board of myrinet cards. CCL employs resynchronization functionality between PCI DMA activities and CPU activities to maintain the consistency of checkpointed information (i.e. to prevent the CPU from updating information that still needs to be copied through DMAing). If re-synchronization is invoked before the checkpoint operation is completed, simulation activities carried out by the CPU may be forced to wait for checkpoint completion. Since data copy through the PCI DMA is slower than what achievable with the CPU, in pathological situations a re-synchronization period may last more than a whole checkpoint operation performed by the CPU, thus nullifying the potential benefit from offloading checkpointing from the CPU. This paper tackles such an issue by presenting the design and implementation of a handoff mechanism of checkpoint operations between PCI (Peripheral Component Interconnect) DMA (direct memory access)and CPU to enhance the effectiveness of checkpointing functionalities offered by CCL. Although a checkpoint operation is initially entrusted to the PCI DMA, whenever re-synchronization forces the simulation application to wait for its completion, the checkpoint operation is dynamically switched to the CPU, namely the fastest available device, since its timely completion has become a performance critical task for the simulation application.
This paper presents Maya, a multi-paradigm, scalableand extensible network modeling framework for emulatingdistributed applications. A novel three-tier architecture isproposed to integrate three disparate modeling par...
ISBN:
(纸本)9780769519708
This paper presents Maya, a multi-paradigm, scalableand extensible network modeling framework for emulatingdistributed applications. A novel three-tier architecture isproposed to integrate three disparate modeling paradigms,namely, discrete event models, analytical models and physicalnetwork interfaces into one unified framework of *** the first effort to integrate all three paradigms intoone framework, this paper discusses the implementationsof Maya using Qualnet, fluid flow based TCP model andphysical network interface. It addresses the performanceissues involved in attaining the real time constraints imposedby distributed applications and demonstrates the effectivenessof using analytical models in Maya. Furthermore, it identifies the negative impact on real time performance through the computation intensive ordinary differential equation (ODE) solver in the fluid flow model. A new approach to interleaved executions of the fluid flow model is proposed to hide ODE solver turnaround time. As a result, the percentage of packets missing their deadlines has been reduced from more than 6% to less than 0.2%.
The proceedings contain 19 papers. The topics discussed include: conservative simulation using distributed-shared memory;the lookahead in a user-transparent conservative parallel simulator;addressing blocking and scal...
ISBN:
(纸本)0769516084
The proceedings contain 19 papers. The topics discussed include: conservative simulation using distributed-shared memory;the lookahead in a user-transparent conservative parallel simulator;addressing blocking and scalability in critical channel traversing;early cancellation: an active NIC optimization for time-warp;critical causality in distributed virtual environments;a scalable architecture for supporting interactive games on the Internet;evaluation of a sort-based matching algorithm for DDM;lookahead revisited in wireless network simulations;genesis: a system for large-scale parallel network simulation;experiences applying parallel and interoperable network simulation techniques in on-line simulations of military networks;updateable simulation of communication networks;and stone axes and warhammers: a decade of distributedsimulation in aviation research.
The following topics are dealt with: conservative simulation using distributed shared memory; parallelsimulation; optimistic simulation; virtual environments and HLA; network simulation; distributedsimulation; and d...
The following topics are dealt with: conservative simulation using distributed shared memory; parallelsimulation; optimistic simulation; virtual environments and HLA; network simulation; distributedsimulation; and discrete event simulation.
One of the difficulties inherent to conservative parallel discrete event simulation (PDES) is the need for extraction and explicit specification of the lookahead. In this paper we propose a simulator design which allo...
ISBN:
(纸本)0769516084
One of the difficulties inherent to conservative parallel discrete event simulation (PDES) is the need for extraction and explicit specification of the lookahead. In this paper we propose a simulator design which allows users to build simulation models with lookahead transparently, This is based on the cooperation between PDES experts and the users, and on the reusability, of model components. We introduce the principal design of the simulator and give the results related to its lookahead.
Running a large-scale distributedsimulation may need a large amount of computing resources at geographically different locations. These resources may be from different organizations. The simulation may run for a long...
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ISBN:
(纸本)0769518532
Running a large-scale distributedsimulation may need a large amount of computing resources at geographically different locations. These resources may be from different organizations. The simulation may run for a long period of time and the availability and the amount of computing resources available may change during the course of the simulation execution. Therefore, coordinating and managing the resources for distributedsimulation to complete the simulation efficiently and effectively is a, critical issue. This paper describes a load management system for HLA-based distributedsimulation. The system is constructed on top of a Grid Computing environment supported by Globus. The overall structure of the system is presented in the paper and how the system saves and restores a federate is also discussed in detail.
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