{"title":"Simulation of fine-grained parallel algorithms with the ALT (Animated Language Tools) system","authors":"Yuri Pogudin","doi":"10.1109/IDSRTA.1997.568654","DOIUrl":"https://doi.org/10.1109/IDSRTA.1997.568654","url":null,"abstract":"Presents an experimental approach toward designing a language interface for fine-grained parallel algorithms simulation. The deep integration of graphical and textual elements at the level of the source code is its main characteristic. The behavior of simulated algorithms is visualized only in the terms of their source representation and in precise functional details at the same time. The mechanism of binding covers implements the basic concepts of the parallel substitution algorithm model. It makes interactive graphic forms serve not only to display data structures but also to describe some functional elements of the source code. The separation of the parallel algorithm scheme from graphical data objects and functions written in the C language is the principal method to implement such an approach. It provides direct opportunities for optimizing equivalent transformations.","PeriodicalId":117186,"journal":{"name":"Proceedings First International Workshop on Distributed Interactive Simulation and Real Time Applications","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-01-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116832954","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}
{"title":"DEVS formalism as a framework for advanced distributed simulation","authors":"B. Zeigler, Doohwan Kim, Herbert Prähofer","doi":"10.1109/IDSRTA.1997.568653","DOIUrl":"https://doi.org/10.1109/IDSRTA.1997.568653","url":null,"abstract":"Advanced distributed simulation (ADS) is an enabling concept to support the networked interaction of models and real-world elements resident at geographically dispersed sites planned for next-generation simulation environments such as the Joint Simulation System (JSIMS). In this paper, we review the DEVS (discrete event systems specification) formalism and indicate why it provides the right framework to address many of the difficult technical issues that must be solved to enable ADS to provide infrastructures for distributed simulation. Then we address two of these issues in detail. The first issue addressed is the use of filtering and predictive contracts to reduce the tremendous amounts of data and control messages that must be transmitted in simulations. The second part focuses on scheduling and synchronization mechanisms for the efficient parallel execution of such models.","PeriodicalId":117186,"journal":{"name":"Proceedings First International Workshop on Distributed Interactive Simulation and Real Time Applications","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-01-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121683121","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}
{"title":"Distributed Interactive and Real-time Simulations","authors":"A. Boukerche, Sajal K. Das","doi":"10.1109/IDSRTA.1997.568651","DOIUrl":"https://doi.org/10.1109/IDSRTA.1997.568651","url":null,"abstract":"In the early days of computer simulation, interactive simulation was a term much favored by analog computer manufactures wishing to emphasize the advantages of their products over digital computers. Analog computers do, in fact, provide a commendable degree of user interaction, especially at run time, and offer many lessons for the designers of interactive digital simulation systems. With Digital systems, on the other hand, the development of interactive simulation facilities has taken many years to gather momentum. However, with the increase in the available processing power, the prospects for interactive simnldion liave been dramatically changed. Indeed, computer interactive simulation is currently undergoing an explosion of innovation and a dramatic increase in its range of applications, that today no one would think of desiging any complex system (an aircraft, a defense strategy, training of complex systems in science and engineering, entertainment, emergencing planning to prepare for earthquakes and other disasters) without creating its simulation first. But simulation is also notoriously expensive. As a result of this, distributed interactive simulation, in which the distributed environment could be both in terms of memory and geographical locations, seems to be a promising solution. Distributed Interactive Simulation (DIS) provides an infrastructure to build large scale-simulations for the simulation of highly interactive activities by interconnecting several types of simulatmrs via a iietworli. This new technology has brought a new set of issues and challenging problems to solve. The new tools of DIS are able to support substantially the solution of highly complex problems of mathematical modelling in physics, engineering, and biology, just to mention a few. This is an important direction of DIS technology applications. Distributed Interactive Simulation is still in its infanty, and despite the fact that research in parallel and distributed simulation (PADS) has been going for some times, DIS and PADS communities have proceeded largely independently of one another. Because of this, techniques developed for one doniitin have not found applications in the other. Complex interactive simulation such as war games and flight simulators are logically good candidates for distributed simulation, however interactive distributed simulation poses special problems to most existing","PeriodicalId":117186,"journal":{"name":"Proceedings First International Workshop on Distributed Interactive Simulation and Real Time Applications","volume":"30 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-01-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114094568","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}
{"title":"High Level Architecture for simulation","authors":"J. Dahmann","doi":"10.1109/IDSRTA.1997.568652","DOIUrl":"https://doi.org/10.1109/IDSRTA.1997.568652","url":null,"abstract":"The High Level Architecture (HLA) provides the specification of a common technical architecture for use across all classes of simulations in the US Department of Defense. It provides the structural basis for simulation interoperability. The baseline definition of the HLA includes the HLA rules, the HLA interface specification and the HLA object model template (OMT). The HLA rules are a set of 10 basic rules that define the responsibilities and relationships among the components of an HLA federation. The HLA interface specification provides a specification of the functional interfaces between HLA federates and the HLA runtime infrastructure. The HLA OMT provides a common presentation format for HLA simulation and federation object models. This paper provides a description of the motivations for the development of the HLA and the process instituted to develop the architecture well as a technical description of the key elements of architecture and supporting software.","PeriodicalId":117186,"journal":{"name":"Proceedings First International Workshop on Distributed Interactive Simulation and Real Time Applications","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-01-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114641543","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}
{"title":"Feedback control in time warp synchronized parallel simulators","authors":"P. Wilsey","doi":"10.1109/IDSRTA.1997.568655","DOIUrl":"https://doi.org/10.1109/IDSRTA.1997.568655","url":null,"abstract":"The time warp mechanism is one of the most important synchronization protocols for parallel simulation. However for most applications, the successful use of time warp requires the careful selection of time warp optimization parameters (e.g. cancellation strategies, state saving frequency, and so on). Unfortunately, the optimal setting for the simulation parameters may not hold across an application domain or even throughout the entire simulation lifetime of a single application. Consequently, several investigators have proposed the dynamic adjustment of simulation parameters over the lifetime of the simulation. The dynamic adjustment of simulation parameters requires careful design considerations. Many of these considerations are similar to the problems studied by traditional nonlinear and adaptive control theorists. These considerations include the need to implement an adjustment mechanism that converges to stable values and the need to understand how parameter adjustment affects (sampled) output values. However, the dynamic adjustment of simulation parameters occurs by using general CPU cycles and thus introduces overhead into the simulation. This overhead must be carefully controlled-too little processing and the control system may not respond correctly; too much processing and the overall simulation performance may deteriorate. We address the design of two distinct feedback control systems for dynamic parameter adjustment and describe the design considerations that were made in their construction.","PeriodicalId":117186,"journal":{"name":"Proceedings First International Workshop on Distributed Interactive Simulation and Real Time Applications","volume":"68 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-01-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129994332","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}
{"title":"COVERS 3.0-an object-oriented environment for modeling, simulation and analysis of real-time concurrent systems","authors":"A. Borshchev, Y. Karpov, Victor Roudakov","doi":"10.1109/IDSRTA.1997.568656","DOIUrl":"https://doi.org/10.1109/IDSRTA.1997.568656","url":null,"abstract":"Gives an overview of COVERS 3.0-a Microsoft Windows-based modeling and simulation environment for concurrent real-time systems. COVERS offers an object-oriented modeling methodology based on C++ and the Statecharts behavioral notation. Timed transition systems are used as a model semantics. COVERS enables the user to perform the whole modeling and simulation cycle within a single graphical environment, where every bit of the specification is animated and accessible. Extendible libraries of frequently used objects are supplied, as well as models of classical systems for educational purposes. COVERS 3.0 is free software, available over the Internet for non-commercial use.","PeriodicalId":117186,"journal":{"name":"Proceedings First International Workshop on Distributed Interactive Simulation and Real Time Applications","volume":"109 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-01-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115719137","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}
{"title":"Design and simulations of cellular neural-like associative memory","authors":"O. Bandman, S. Pudov","doi":"10.1109/IDSRTA.1997.568657","DOIUrl":"https://doi.org/10.1109/IDSRTA.1997.568657","url":null,"abstract":"A cellular-neuron associative memory (CNAM), which is an associative neural memory of the Hopfield type with a restricted number of connections, is investigated. Algorithms for designing CNAMs take advantage of the fine-grained parallelism induced both by independent cell operations and by connection locality. A very important property is the fact that learning and retrieval processes may be performed in the same cellular array. Some necessary and sufficient conditions for strong stability and k-attractability are obtained, which are expressed in terms of cell neighborhood relations of stored patterns. Simulation of learning and retrieval processes in a CNAM storing symbols drawn in thin lines showed that, for this class of patterns, it is possible to provide strong stability approximately for 2|Q| prototypes, where Q is the cardinality of the neuron neigborhood, with the capability of restoring 60-70% of 1-distortions.","PeriodicalId":117186,"journal":{"name":"Proceedings First International Workshop on Distributed Interactive Simulation and Real Time Applications","volume":"172 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-01-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114902584","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}
{"title":"Design of high-speed parallel arithmetic algorithms and architectures","authors":"V. Markova","doi":"10.1109/IDSRTA.1997.568658","DOIUrl":"https://doi.org/10.1109/IDSRTA.1997.568658","url":null,"abstract":"Presents an algorithm for computing a sum of products, realizing a fundamental compound multiply-and-add operation of high-speed arithmetic. Two new cellular pipelined algorithms and architectures (2D and 3D) are proposed. The initial data and results are binary signed-digit integers. The multipliers are loaded digit-serially, while the multiplicands are loaded in a digit-parallel fashion and the results are produced in the same way. The design is performed in terms of cellular technology, based on an original model of distributed computation (the parallel substitution algorithm). The time- and structural complexity is obtained.","PeriodicalId":117186,"journal":{"name":"Proceedings First International Workshop on Distributed Interactive Simulation and Real Time Applications","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-01-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114944979","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}