DocumentCode
3383073
Title
Using a shot clock to design an efficient parallel distributed simulation
Author
Douglass, John T. ; Malloy, Brian A.
Author_Institution
Dept. of Comput. Sci., Clemson Univ., SC, USA
fYear
1994
fDate
11-14 Dec. 1994
Firstpage
1362
Lastpage
1369
Abstract
Parallel discrete event simulation represents an important area of research because large simulations are prohibitively expensive to execute on a sequential machine. Though simulation programs seem to have substantial amounts of parallelism, workable techniques to efficiently parallelize these programs have been elusive. In this paper, we show that by increasing the granularity of computation that each processor performs, the degradation in performance due to expensive communication can be mitigated. We simulate a network traffic flow problem using PVM to construct our parallel system. To further reduce the cost of communication, we use a novel windowing technique called a shot clock. The initial value of a shot clock is a lookahead value and expiration of a shot dock triggers actions which dictate the granularity of the messages passed in the system. The finest grained message is a single car and the coarsest grained message is a queue of cars. We achieve a speed up of 6 using PVM on a network of 16 workstations. Our experiments show that we can achieve better speed up using a system with faster communication.
Keywords
discrete event simulation; virtual machines; discrete event simulation; grained message; granularity; lookahead value; network traffic flow problem; parallel distributed simulation; performance; shot clock; windowing technique; Clocks; Computational modeling; Computer simulation; Concurrent computing; Costs; Discrete event simulation; Parallel processing; Telecommunication traffic; Traffic control; Workstations;
fLanguage
English
Publisher
ieee
Conference_Titel
Simulation Conference Proceedings, 1994. Winter
Print_ISBN
0-7803-2109-X
Type
conf
DOI
10.1109/WSC.1994.717531
Filename
717531
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