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Gabriele D’Angelo <gda@cs.unibo.it> http://www.cs.unibo.it/gdangelo/ Department of Computer Science University of Bologna From Simulation to  Online  Gaming: the need for adaptive solutions
Presentation   outline ,[object Object]
Parallel and Distributed Simulation (PADS)
Adaptive migration-based approach
Simulation of scale-free networks
Gossip protocols
Scale-free networks and gossip protocols for online gaming
Conclusions and future work
Simulation  and much more ,[object Object]
The simulation is a widely used technique in the performance evaluation, risk assessment and security analysis of physical systems (or during the design phase)
It is fundamental for the creation of  Digital Virtual Environments  ( DVE s) and  Online Games
Limitations  of the monolithic approach ,[object Object]
For example, w ireless networks, under the simulation viewpoint, have very strict requirements in terms of level of detail
Monolithic simulators  are unable to fulfill these scalability requirements due to  memory constrains  and excessive amount of  time required to obtain the results
A  Parallel And Distributed Simulation  ( PADS ) can be used to aggregate  memory  and  computational resources
P arallel  A nd  D istributed  S imulation ( PADS ) ,[object Object]
Each  LP  is responsible to manage only a subset of  Simulated Entities  and is allocated on a different   Physical Execution Unit  ( PEU )
The  PEU s are interconnected together using tightly coupled (parallel simulation) loosely coupled (distributed simulation) communication networks
To obtain  correct results  it is necessary that the  causal order of events  is respected, two main approaches have been proposed: ,[object Object]
Optimistc  (Time-Warp)
The main  drawbacks  of PADS ,[object Object]
This approach is  not free from drawbacks , the distributed execution architecture needs appropriate mechanisms for: ,[object Object]
Load-balancing ,[object Object]
Partitioning  problem ,[object Object]
In our vision, the reduction of the  communication overhead  and the  computational load-balancing  problems  have   to be considered at the same time
In practice, it is an instance of a  dynamic partitioning problem  in which there are many  SE s, a (variable size) set of heterogeneous  PEU s (with the corresponding  LP s) and a communication network (with performance varying in time)
Migration -based approach ,[object Object]
It is necessary to employ a  dynamic  and  adaptive approach  that reacts to imbalances in the architecture and proactively enhances the model partitioning
We propose a  migration-based approach : each entity in the simulation can be  dynamically relocated  (migrated), moving from a source PEU to a new destination PEU
Migration -based approach ,[object Object]
This can be done considering the  communication pattern of each model entity  that is in the simulation
Given the unpredictable nature of parts the simulated model and of many parameters in the execution architecture  it is not feasible to compute the optimal solution  at runtime: ,[object Object]
An example:  communication overhead reduction ,[object Object],B ,[object Object],[object Object],A set of Simulated Entities allocated on PEUs  A  and  B The entity  x  (PEU  A )  produces a “ transmission-event” that involves some other Simulated Entities  ,[object Object],B ,[object Object],[object Object],X ,[object Object],The Simulated Entity  x  is Migrated from Host A to B with the aim to reduce the communication overhead ,[object Object],The most of the interactions experience a (quite large) network delay Clustering the entities it is possible to  increase the amount of  memory-to-memory interactions
Migration-based approach:  load balancing ,[object Object]
The synchronization points in the distributed architecture are exploited to tag each LP as “ fast ” or “ slow ”
A Logical Process is “slow” if: ,[object Object]
its communication network has a higher delay with respect to  other parts of the execution architecture ,[object Object]
Migration-based approach:  load balancing ,[object Object]
the algorithm has to be “ fully distributed ” (without any  centralization point) and therefore has to take decisions  without any “global vision” of the distributed system
the mechanism has to  react very quickly  to internal ( i.e. the  creation of new simulated entities ) and external events ( i.e. a  burst of CPU or network load ) but without introducing  oscillatory behaviors
Positive  side-effects ,[object Object]
it  adaptively reacts  to the behavior of the simulated model,  such as  hotspots  in the simulated area
the execution platform can be  very heterogeneous  and  shared  with other tasks . The system is able to adaptively  reconfigure at runtime looking for the better allocation  pattern (this is very well suited for cloud computing and “on  demand resources”)
ARTÌS + GAIA As part of our research effort we have implemented a PADS middleware called  ARTÌS  in which the  GAIA  module implements the migration mechanism previously described
Wireless  network simulation ,[object Object]
This is due to the nature of the  wireless propagation  and the  locality  of most wireless transmissions
In the last years we have tested the ARTÌS middleware in many case studies and simulating wireless network with  different degrees of detail in the simulated model
In all cases the results have confirmed that it is possible to obtain a  very good speed-up  also using simple and general heuristics
In this way,  massively populated networks  (e.g. 1 million of nodes) using  detailed MAC protocols  (e.g. IEEE 802.11) can be simulated using Commodity-Off-The-Shelf (COTS) hardware
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
( usually: 2 <  α  < 3 )

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From Simulation to Online Gaming: the need for adaptive solutions

  • 1. Gabriele D’Angelo <gda@cs.unibo.it> http://www.cs.unibo.it/gdangelo/ Department of Computer Science University of Bologna From Simulation to Online Gaming: the need for adaptive solutions
  • 2.
  • 3. Parallel and Distributed Simulation (PADS)
  • 7. Scale-free networks and gossip protocols for online gaming
  • 9.
  • 10. The simulation is a widely used technique in the performance evaluation, risk assessment and security analysis of physical systems (or during the design phase)
  • 11. It is fundamental for the creation of Digital Virtual Environments ( DVE s) and Online Games
  • 12.
  • 13. For example, w ireless networks, under the simulation viewpoint, have very strict requirements in terms of level of detail
  • 14. Monolithic simulators are unable to fulfill these scalability requirements due to memory constrains and excessive amount of time required to obtain the results
  • 15. A Parallel And Distributed Simulation ( PADS ) can be used to aggregate memory and computational resources
  • 16.
  • 17. Each LP is responsible to manage only a subset of Simulated Entities and is allocated on a different Physical Execution Unit ( PEU )
  • 18. The PEU s are interconnected together using tightly coupled (parallel simulation) loosely coupled (distributed simulation) communication networks
  • 19.
  • 21.
  • 22.
  • 23.
  • 24.
  • 25. In our vision, the reduction of the communication overhead and the computational load-balancing problems have to be considered at the same time
  • 26. In practice, it is an instance of a dynamic partitioning problem in which there are many SE s, a (variable size) set of heterogeneous PEU s (with the corresponding LP s) and a communication network (with performance varying in time)
  • 27.
  • 28. It is necessary to employ a dynamic and adaptive approach that reacts to imbalances in the architecture and proactively enhances the model partitioning
  • 29. We propose a migration-based approach : each entity in the simulation can be dynamically relocated (migrated), moving from a source PEU to a new destination PEU
  • 30.
  • 31. This can be done considering the communication pattern of each model entity that is in the simulation
  • 32.
  • 33.
  • 34.
  • 35. The synchronization points in the distributed architecture are exploited to tag each LP as “ fast ” or “ slow ”
  • 36.
  • 37.
  • 38.
  • 39. the algorithm has to be “ fully distributed ” (without any centralization point) and therefore has to take decisions without any “global vision” of the distributed system
  • 40. the mechanism has to react very quickly to internal ( i.e. the creation of new simulated entities ) and external events ( i.e. a burst of CPU or network load ) but without introducing oscillatory behaviors
  • 41.
  • 42. it adaptively reacts to the behavior of the simulated model, such as hotspots in the simulated area
  • 43. the execution platform can be very heterogeneous and shared with other tasks . The system is able to adaptively reconfigure at runtime looking for the better allocation pattern (this is very well suited for cloud computing and “on demand resources”)
  • 44. ARTÌS + GAIA As part of our research effort we have implemented a PADS middleware called ARTÌS in which the GAIA module implements the migration mechanism previously described
  • 45.
  • 46. This is due to the nature of the wireless propagation and the locality of most wireless transmissions
  • 47. In the last years we have tested the ARTÌS middleware in many case studies and simulating wireless network with different degrees of detail in the simulated model
  • 48. In all cases the results have confirmed that it is possible to obtain a very good speed-up also using simple and general heuristics
  • 49. In this way, massively populated networks (e.g. 1 million of nodes) using detailed MAC protocols (e.g. IEEE 802.11) can be simulated using Commodity-Off-The-Shelf (COTS) hardware
  • 50.
  • 51. ( usually: 2 < α < 3 )
  • 52.
  • 56.
  • 57. a very large number of poorly connected nodes
  • 58. a very small network diameter
  • 59.
  • 60.
  • 61. huge amount of communication when simulating real-world protocols on top of such models
  • 62.
  • 63.
  • 64.
  • 65.
  • 66.
  • 67. Based on the Advanced RTI System ( ARTÌS ), a middleware used to implement sequential/parallel/distributed simulations that follows an event-based approach
  • 68. It can exploit the adaptive simulation features provided by the Generic Adaptive Interaction Architecture ( GAIA )
  • 69. PaScaS will be soon freely available: http://pads.cs.unibo.it
  • 70.
  • 71.
  • 72.
  • 73.
  • 74.
  • 75. Each LP manages the evolution of a part of the model and it is usually run by a different CPU
  • 76. Each node in the scale-free net is modeled as a Simulated Entity (SE) , therefore each LP manages a set of SE s
  • 77.
  • 78.
  • 79.
  • 80.
  • 81.
  • 82.
  • 83.
  • 84.
  • 85.
  • 86.
  • 87.
  • 88.
  • 89. An approach based on dynamic and adaptive clustering of the simulated entities can give valuable results
  • 90. From the simulator to the simulation model : are gossip protocols a good choice to build dissemination mechanisms on scale-free networks?
  • 91.
  • 92. mirrored servers
  • 93.
  • 94. Under the scalability viewpoint the peer-to-peer approach is very promising
  • 95.
  • 96. The peers are organized in some form of overlay network
  • 97. The dissemination of game events is obtained by passing messages through the overlay
  • 98.
  • 102.
  • 103. Some properties of scale-free networks (e.g. the very small diameter: d ~ ln ln n, with a network of n nodes ) are very valuable in supporting scalability and responsiveness
  • 104. In our view, the dissemination of game events will be obtained through probabilistic approaches, for example using gossip protocols
  • 105. The game events generated at peers are disseminated to the whole network, using very simple gossip protocols and without any form of centralization or predefined routing
  • 106. Parameter Value number of nodes 0-500 message generation exponential distribution mean = 50 time-steps cache size (local to each node) 256 slots message Time To Live ( ttl ) 6 probability of dissemination ( v ) 0.5, 0.8, 1 (i.e. 50-80-100%) fanout value 5 (# of nodes) probability of broadcast ( p b ) 0.5, 0.8, 1 (i.e. 50-80-100%) simulated time (gaming time) 1000 time-steps (after building) Performance evaluation : simulation-based
  • 107.
  • 108. Evaluation: coverage rate (%)
  • 110. Evaluation: total number of messages
  • 111. Evaluation: coverage rate (%)
  • 113. Evaluation: total number of messages
  • 114.
  • 115. Common gossip protocols are unable to disseminate the whole event trace and their overhead is very high
  • 116. Simple mechanisms such as caching of packets, ttl and protocols tweaking are quite ineffective or with limited impact on performances ( e.g. # of routed messages )
  • 117.
  • 119. more information shared among network nodes
  • 120.
  • 121. The benefits are not limited to wireless models: also more general environments (such as scale-free networks) can obtain very satisfactory results
  • 122.
  • 123. the implementation of simulators based on this paradigm and taking advantage of cloud-computing (on-demand) resources
  • 124.
  • 125. L. Bononi, M. Di Felice, G. D'Angelo, M. Bracuto, L. Donatiello. MoVES: A framework for parallel and distributed simulation of wireless vehicular ad hoc networks . ComNet Journal, Special issue on &quot;Emerging Wireless Networks: Performance Modeling and Analysis&quot;, Volume 52, Issue 1, Elsevier
  • 126. S. Ferretti, G. D'Angelo. Multiplayer Online Games over Scale-Free Networks: a Viable Solution? Workshop on DIstributed SImulation and Online gaming (DISIO 2010)
  • 127. G. D'Angelo, S. Ferretti. Simulation of Scale-Free Networks . Proceedings of 2nd ACM/ICST International Conference on Simulation Tools and Techniques (SIMUTools 2009)
  • 128. M. Bracuto, G. D'Angelo. Detailed Simulation of Large-Scale Wireless Networks . Proceedings of the 11-th ACM/IEEE International Symposium on Distributed Simulation and Real Time Applications (DS-RT 2007)
  • 129. L. Bononi, M. Bracuto, G. D'Angelo, L. Donatiello. Exploring the Effects of Hyper-threading on Parallel Simulation . Proceedings of the 10-th ACM/IEEE International Symposium on Distributed Simulation and Real Time Applications (DS-RT 2006)
  • 130. L. Bononi, M. Bracuto, G. D'Angelo, L. Donatiello. An Adaptive Load Balancing Middleware for Distributed Simulation . Proceedings of Frontiers of High Performance Computing and Networking - ISPA 2006 Workshops
  • 131. L. Bononi, G. D'Angelo, L. Donatiello. HLA-based adaptive distributed simulation of wireless mobile systems . Proceedings of the 17th ACM/IEEE/SCS Workshop on Parallel and Distributed Simulation (PADS '03)
  • 132.
  • 133.
  • 134. Gabriele D’Angelo <gda@cs.unibo.it> http://www.cs.unibo.it/gdangelo/ Department of Computer Science University of Bologna From Simulation to Online Gaming: the need for adaptive solutions