This paper presents empirical performance of parallel algorithms for connected graphs on the transputer and Unix systems, where processes are configured as a one-dimensional array. We conduct experiments for implement...
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This paper presents empirical performance of parallel algorithms for connected graphs on the transputer and Unix systems, where processes are configured as a one-dimensional array. We conduct experiments for implementing (i) spanning tree algorithm (SPT-list) with unordered list of edges as input, (ii) SPT algorithm with adjacency matrix, (iii) minimum spanning tree algorithm (MST) with weight matrix as input, and (iv) SPT algorithm derived from MST algorithm by assigning each edge-weight equal to 1. The empirical study is performed with a wide range of random graphs, generated for various (uniformly distributed) edge-densities (d) for a given number (n) of vertices. We plot curves for resulting speedups as functions of n, d, and p. The edge-density d is varied between 0.1 and 0.9;maximum number of vertices (or edges) considered are 300 (or 40 000) and 500 (or 110 000) for transputer and Unix systems, respectively;and the number of processors p varies from 1 through 8 in the transputer system while 1 through 4 in the Unix system. A maximum speedup of 2.98 is obtained on transputers, and that for the Unix system is 3.0. We observe that the speedups of all algorithms vary with increasing number of vertices or edge-density. However, employing more processing units in an algorithm does not necessarily enhance its speedup because of additional communication overhead.
Creating human-like behaviors in a virtual warfare environment is still a challenging task to date. This paper presents our ongoing work on designing an AI framework for the bots in Military Operations on Urban Terrai...
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ISBN:
(纸本)9781604238952
Creating human-like behaviors in a virtual warfare environment is still a challenging task to date. This paper presents our ongoing work on designing an AI framework for the bots in Military Operations on Urban Terrain (MOUT) simulations. Our framework is designed to be flexible, extensible, integrable and independent of simulation platforms. For fast prototyping, the AI framework is implemented on the Unreal Tournament (UT) game engine. A case study has been conducted which shows that the framework is effective and efficient in creating realistic bot behaviors in various combat scenarios.
Simulation cloning is an efficient way to analyze multiple configurations in a parameter exploration task. This paper presents a generic approach to perform incremental agentbased simulation cloning and discusses its ...
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We present CASE (complex adaptive systems evolver), a framework devised to conduct the design of agent-based simulation experiments using evolutionary computation techniques. This framework enables one to optimize com...
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This paper introduces the concept of event-parallel discrete event simulation (DES) and its corresponding implementation on the GPU platform. Inspired by the typical spatial-parallel DES and time-parallel DES, the eve...
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Simulation is a low cost alternative to experimentation on real-world physical systems. Grid technology enables coordinated use of and secure access to distributedcomputing resources and data sources. The service-ori...
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It is shown that the loading pioblem foi a 6 node neural netwoik with node function set AC^ (that is, the conjunction or disjunction of a subset of the inputs or their complements) is AiV complete. It can be deduced f...
We present, combine and apply novel research advances to Automated Red Teaming (ART). ART is an automated vulnerability assessment tool which is employed to uncover the hard-to-predict and potentially critical element...
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An Interest Management (IM) mechanism eliminates irrelevant status updates transmitted in Networked Virtual Environments (NVE). However, IM itself involves both computation and communication overhead, of which the lat...
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Massively Multiplayer Online Games (MMOGs) gradually become one of the most popular internet applications. Traditional client-server architecture is widely used in MMOGs’ deployment, but its scalability and maintenan...
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