{"title":"Realising Parallel and Distributed Simulation in Industry: A Roadmap","authors":"Simon J. E. Taylor","doi":"10.1109/PADS.2011.5936758","DOIUrl":"https://doi.org/10.1109/PADS.2011.5936758","url":null,"abstract":"Modeling & Simulation practitioners use Commercial-off-the-shelf Simulation Packages to model process-based system problems in a wide range of domains. Technological limitations of these packages restrict what practitioners can model in terms of simulation run times and system boundaries. Experiences in dealing these problems with Grid Computing and Distributed Simulation are presented and a roadmap of challenges that need to be met in order for practitioners to overcome these limitations is developed.","PeriodicalId":330788,"journal":{"name":"2011 IEEE Workshop on Principles of Advanced and Distributed Simulation","volume":"180 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125824311","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":"Framework for Simulation of Hybrid Systems: Interoperation of Discrete Event and Continuous Simulators Using HLA/RTI","authors":"C. Sung, T. Kim","doi":"10.1109/PADS.2011.5936768","DOIUrl":"https://doi.org/10.1109/PADS.2011.5936768","url":null,"abstract":"A hybrid system is a combination of discrete event and continuous systems that act together to perform a function not possible with any one of the individual system types alone. A simulation model for the system consists of two sub-models, a continuous system model, and a discrete event model, and interfaces between them. Naturally, the modeling/simulation tool/environment of each sub- model may be different and specific to the model types and the associated modeling formalisms. This paper proposes a framework for simulating hybrid systems by means of interoperation between existing simulators for a continuous model and a discrete event model using a High Level Architecture (HLA). Each simulator is executed using different simulation algorithm, and pre-simulation methodology is applied for synchronization of the different simulators. The main advantage of the proposed approach is the reuse of simulation models, which are developed in their own simulation environments of heterogeneous types. The proposed framework was applied to water level simulation.","PeriodicalId":330788,"journal":{"name":"2011 IEEE Workshop on Principles of Advanced and Distributed Simulation","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134601086","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":"Parallel Discrete Event N-Body Dynamics","authors":"M. Holly, C. Tropper","doi":"10.1109/PADS.2011.5936760","DOIUrl":"https://doi.org/10.1109/PADS.2011.5936760","url":null,"abstract":"Numerical simulation of gravitational N-body systems is an important tool for studying the dynamic behaviour of stellar systems, and in some cases is the only option available given the extremely large time scales involved. The direct summation approach, which evaluates the force between each pair of particles at each time step, produces the most accurate results. However despite many algorithmic advances this method remains a computationally challenging problem owing to its O(N²) scaling characteristics. The desire to model increasingly larger systems has spurred the adoption of parallel computation techniques, but unfortunately many of the strategies used to accelerate sequential direct N-body simulations hinder their efficient parallelization. This paper investigates the use of parallel discrete event simulation as an alternative to the usual iterative time-stepping approach. By decomposing typical operations into finer-grained events, it is shown that there exists considerable potential for exploiting the model's inherent concurrency. In addition, it is demonstrated how certain optimizations that are normally difficult to parallelize are incorporated naturally into the parallel discrete event paradigm.","PeriodicalId":330788,"journal":{"name":"2011 IEEE Workshop on Principles of Advanced and Distributed Simulation","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129456671","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":"PrimoGENI: Integrating Real-Time Network Simulation and Emulation in GENI","authors":"N. Vorst, M. Erazo, Jason Liu","doi":"10.1109/PADS.2011.5936747","DOIUrl":"https://doi.org/10.1109/PADS.2011.5936747","url":null,"abstract":"The Global Environment for Network Innovations (GENI) is a community-driven research and development effort to build a collaborative and exploratory network experimentation platform -- a \"virtual laboratory'' for the design, implementation and evaluation of future networks. The PrimoGENI project enables real-time network simulation by extending an existing network simulator to become part of the GENI federation to support large-scale experiments involving physical, simulated and emulated network entities. In this paper, we describe a novel design of PrimoGENI, which aims at supporting realistic, scalable, and flexible network experiments with real-time simulation and emulation capabilities. We present a flexible emulation infrastructure that allows both remote client machines and local cluster nodes running virtual machines to seamlessly interoperate with the simulated network running within a designated \"slice'' of resources. We show the results of our preliminary validation and performance studies to demonstrate the capabilities and limitations of our approach.","PeriodicalId":330788,"journal":{"name":"2011 IEEE Workshop on Principles of Advanced and Distributed Simulation","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133454560","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":"Collaborative Interest Management for Peer-to-Peer Networked Virtual Environment","authors":"Cheng Liu, Wentong Cai","doi":"10.1109/PADS.2011.5936764","DOIUrl":"https://doi.org/10.1109/PADS.2011.5936764","url":null,"abstract":"Interest Management (IM) aims at eliminating irrelevant state updates transmitted in Networked Virtual Environment (NVE). The traditional IM mechanisms can be classified into area-based and cell-based mechanisms. Hybrid IM mechanism was proposed recently to reduce the communication overhead by utilizing the cell-based mechanism to reduce Area-Of-Interest (AOI) updates in the area-based mechanism. Compared to the traditional mechanisms, the hybrid mechanism reduces the upload bandwidth consumption at each player site and thus allows more players to join the virtual environment with today's network capacity. However, it requires each player maintains some global information about all other players. Updating the global information undoubtedly involves communication overhead. This paper proposes a collaborative IM mechanism for peer-to-peer NVEs, which works only relying on each joining player's local knowledge rather than globally available information so as to further reduce the communication cost of IM mechanisms. The performance of our collaborative IM mechanism is evaluated by simulating multiplayer game scenarios and the results are compared with the hybrid IM mechanism as well as the well-established peer-to-peer NVE neighbor discovery mechanism VON.","PeriodicalId":330788,"journal":{"name":"2011 IEEE Workshop on Principles of Advanced and Distributed Simulation","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126348372","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}
José Ricardo da Silva, E. Clua, A. Montenegro, Marcos Lage, Cristina Vasconcellos, P. Pagliosa
{"title":"Two-Way Real Time Fluid Simulation Using a Heterogeneous Multicore CPU and GPU Architecture","authors":"José Ricardo da Silva, E. Clua, A. Montenegro, Marcos Lage, Cristina Vasconcellos, P. Pagliosa","doi":"10.1109/PADS.2011.5936750","DOIUrl":"https://doi.org/10.1109/PADS.2011.5936750","url":null,"abstract":"Natural phenomena simulation, such as water and smoke, is a very important topic to increase real time scene realism in video-games. However, the computational fluid simulation is an expensive task since we must numerically solve the Navier-Stokes equations. Additionally, an immersing simulation requires interaction between the flow and the objects in the scene, increasing even more the computational work. In this paper we propose an heterogeneous multicore CPU and GPU scalable architecture for fluid simulation with two-way interaction with solid objects. We also show the impact of this architecture over GPU and CPU bounded simulations and present results that can reproduce complex fluid behavior in real time applications like games.","PeriodicalId":330788,"journal":{"name":"2011 IEEE Workshop on Principles of Advanced and Distributed Simulation","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123842656","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":"Application Transparent Migration of Simulation Objects with Generic Memory Layout","authors":"Sebastiano Peluso, Diego Didona, F. Quaglia","doi":"10.1109/PADS.2011.5936755","DOIUrl":"https://doi.org/10.1109/PADS.2011.5936755","url":null,"abstract":"This paper presents the design of a global memory management architecture supporting application transparent migration of simulation objects (or LPs) whose state is scattered across dynamically allocated memory chunks. Our approach is based on a non-intrusive background protocol that provides each instance of the simulation kernel with information on the current mapping of the virtual address space of all the other instances. Dynamic memory requests by the application layer are then locally mapped onto virtual-address ranges that maximize the likelihood of being portable onto the address space of a remote kernel instance. In this way, independently of the load-balancing trigger (or policy), we maximize the likelihood that a desirable migration across a specific couple of kernels can actually take place due to compliance of the corresponding source/destination address spaces. We have integrated the global memory manager within the ROme OpTimistic Simulator (ROOT-Sim), namely a run-time environment based on the optimistic synchronization paradigm which automatically and transparently parallelizes the execution of event-handler based simulation programs conforming to ANSI-C. Further, we provide a contribution in the direction of widening load balancing schemes for optimistic simulation systems by defining migration triggers and selection policies for the objects to be migrated on the basis of memory usage patterns. An experimental assessment of the architecture and of memory oriented load balancing is also provided.","PeriodicalId":330788,"journal":{"name":"2011 IEEE Workshop on Principles of Advanced and Distributed Simulation","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131445848","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":"Efficiently Scheduling Multi-Core Guest Virtual Machines on Multi-Core Hosts in Network Simulation","authors":"Srikanth B. Yoginath, K. Perumalla","doi":"10.1109/PADS.2011.5936746","DOIUrl":"https://doi.org/10.1109/PADS.2011.5936746","url":null,"abstract":"Virtual machine (VM)-based simulation is a method used by network simulators to incorporate realistic application behaviors by executing actual VMs as high-fidelity surrogates for simulated end-hosts. A critical requirement in such a method is the simulation time-ordered scheduling and execution of the VMs. Prior approaches such as time dilation are less efficient due to the high degree of multiplexing possible when multiple multi-core VMs are simulated on multi-core host systems. We present a new simulation time-ordered scheduler to efficiently schedule multi-core VMs on multi-core real hosts, with a virtual clock realized on each virtual core. The distinguishing features of our approach are: (1) customizable granularity of the VM scheduling time unit on the simulation time axis, (2) ability to take arbitrary leaps in virtual time by VMs to maximize the utilization of host (real) cores when guest virtual cores idle, and (3) empirically determinable optimality in the tradeoff between total execution (real) time and time-ordering accuracy levels. Experiments show that it is possible to get nearly perfect time-ordered execution, with a slight cost in total run time, relative to optimized non-simulation VM schedulers. Interestingly, with our time-ordered scheduler, it is also possible to reduce the time-ordering error from over 50% of non-simulation scheduler to less than 1% realized by our scheduler, with almost the same run time efficiency as that of the highly efficient non-simulation VM schedulers.","PeriodicalId":330788,"journal":{"name":"2011 IEEE Workshop on Principles of Advanced and Distributed Simulation","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116324112","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":"A Pragmatic Approach to Wireless Channel Simulation in Built Environments","authors":"R. McNally, M. Barnes, D. Arvind","doi":"10.1109/PADS.2011.5936748","DOIUrl":"https://doi.org/10.1109/PADS.2011.5936748","url":null,"abstract":"The performance estimation of Wireless Sensor Networks (WSNs) is recommended before large scale deployment as the cost of redesign after the event could be expensive. This paper presents a novel wireless channel model, which exposes WSN applications such as environmental data gathering to realistic conditions, such as non-isotropic radiation, unreliable and asymmetric links, and the effect of building structures in the deployment area. Applications that can cope with these phenomena in simulations are more likely to run to specification on the real network.","PeriodicalId":330788,"journal":{"name":"2011 IEEE Workshop on Principles of Advanced and Distributed Simulation","volume":"59 6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114135056","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":"Dead Reckoning-Based Update Scheduling against Message Loss for Improving Consistency in DVEs","authors":"Zengxiang Li, Wentong Cai, Xueyan Tang, Suiping Zhou","doi":"10.1109/PADS.2011.5936765","DOIUrl":"https://doi.org/10.1109/PADS.2011.5936765","url":null,"abstract":"Maintaining a consistent presentation of the virtual world among participants is a fundamental problem in the Distributed Virtual Environment (DVE). The problem is exacerbated due to the limited network bandwidth and errorprone transmission. This paper investigates Dead Reckoning (DR) update scheduling to improve consistency in the DVE against message loss. Using the metric of Time-Space Inconsistency (TSI), which combines the spatial magnitude and temporal duration of inconsistency, we analytically derive the impact of message loss on TSI when using a DR-based update mechanism. To improve consistency against message loss, a naive update scheduling algorithm is first proposed, in which the expected spatial difference is calculated by taking message loss into account. In order to reduce the TSI to the case without transmission failures, a compensation update scheduling algorithm is further proposed by reducing the DR threshold according to the message loss rate. Using these algorithms, a budget-based mechanism is developed to meet the network bandwidth constraint. We show through experiments using a racing car game that the budget-based mechanism using the compensation update scheduling algorithm makes the best use of available network bandwidth to reduce the inconsistency and its impact on the participants. In addition, it ensures fairness among participants in spite of widely varying message loss rates.","PeriodicalId":330788,"journal":{"name":"2011 IEEE Workshop on Principles of Advanced and Distributed Simulation","volume":"421 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133639719","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}