A dynamic scheduling benchmark: design, implementation and performance evaluation

B. Hamidzadeh, Ngan Kee
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引用次数: 0

Abstract

Puzzles have traditionally been used as popular benchmarks for evaluating different problem solving strategies. Many of the game benchmarks are suitable for evaluating static scheduling techniques. In such benchmarks, the scheduling phase and the execution phase (i.e. when the schedule is executed to play the game) are disjoint. The scheduling technique can be executed to compute a complete schedule prior to the execution of any moves to play the game. Due to recent interest in on-line problem solving techniques, there is a need for benchmarks which can evaluate the performance trade-offs of dynamic scheduling techniques. Many modern video and computer games can be suitable candidates for dynamic scheduling benchmarks, since they require on-line problem solving. These benchmarks and their system testbeds should be chosen and implemented such that they can accurately reveal important performance trade-offs of dynamic scheduling techniques. In this paper, we introduce a dynamic scheduling benchmark and its system testbed. This benchmark is based on an extended version of the Tetris computer game. The rules and semantics of the game were modified to lend themselves well to evaluation of discrete problem solving and optimization techniques. The system testbed is implemented in a distributed and asynchronous fashion, on a network of workstations, to reveal performance trade-offs between scheduling time, schedule quality, and problem constraints.
动态调度基准:设计、实现和性能评价
传统上,谜题被用作评估不同问题解决策略的流行基准。许多游戏基准测试都适合于评估静态调度技术。在这样的基准测试中,调度阶段和执行阶段(即当执行调度来玩游戏时)是不相交的。可以执行调度技术来在执行游戏的任何移动之前计算完整的调度。由于最近对在线问题解决技术的兴趣,需要对动态调度技术的性能权衡进行评估的基准测试。许多现代视频和电脑游戏可以作为动态调度基准的合适候选人,因为它们需要在线解决问题。应该选择和实现这些基准和它们的系统测试平台,以便它们能够准确地揭示动态调度技术的重要性能权衡。本文介绍了一种动态调度基准及其系统测试平台。这个基准测试是基于俄罗斯方块电脑游戏的扩展版本。对游戏的规则和语义进行了修改,使其能够很好地评估离散问题的解决和优化技术。系统测试平台在工作站网络上以分布式和异步的方式实现,以揭示调度时间、调度质量和问题约束之间的性能权衡。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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