Gennaro Cordasco , Rosario De Chiara Ugo Erra and … › ~cordasco › papers › ICUMT09 ›...

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Gennaro Cordasco 1 , Rosario De Chiara 1 , Ugo Erra 2 and Vittorio Scarano 1 1 ISISLab-Dipartimento di Informatica ed Applicazioni Università degli Studi di Salerno Italy 2 Dipartimento di Matematica e Informatica Università degli studi della Basilicata Italy

Transcript of Gennaro Cordasco , Rosario De Chiara Ugo Erra and … › ~cordasco › papers › ICUMT09 ›...

Page 1: Gennaro Cordasco , Rosario De Chiara Ugo Erra and … › ~cordasco › papers › ICUMT09 › ICUMT09...Gennaro Cordasco 1, Rosario De Chiara 1, Ugo Erra 2and Vittorio Scarano 1 1ISISLab-Dipartimento

Gennaro Cordasco1, Rosario De Chiara1,

Ugo Erra2 and Vittorio Scarano1

1ISISLab-Dipartimento di

Informatica ed Applicazioni

Università degli Studi di Salerno

Italy

2Dipartimento di

Matematica e Informatica

Università degli studi della Basilicata

Italy

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Outline

� Massive Simulation Environment (MSE)

� Motivation and Challenge

� Distributed Massive Simulation Environment (DMSE)

Issues in designing DMSEs� Issues in designing DMSEs

� Workload Balancing: The Prediction Binary Tree (PBT)

� Our Proposal

� Conclusion

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Massive Simulation Environment (MSE)

� 3D environment simulating a group of characters (aka

actors) whose behaviors are related to social

interactions and rules among group members

� MSEs have been investigated since the 1980s. (Military � MSEs have been investigated since the 1980s. (Military

Simulations)

� Early works take inspiration from particles system [R83]

� Trends:

� Larger scale

� More realistic simulation

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Massive Simulation Environment (MSE)

Flock Simulation:� [Reynolds87] Steering Behaviors

For Autonomous Characters

� [DEST04] Massive simulation

using GPU of a distributed

behavioral model of a flock with

Separation Alignment Cohesion

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behavioral model of a flock with

obstacle avoidance

� [EFS09] A GPU-based Method for Massive Simulation of Distributed Behavioral Models with CUDA

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Boid model� The boid model can be expanded by assembling basic

behaviors to obtain more complex behaviors:

Seek and Flee Pursuit and Evade Obstacle avoidance

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Seek and Flee Pursuit and Evade Obstacle avoidance

Alignment, Separation,

Cohesion

Flee, Pursuit, Offset Pursuit,

Seek, Evade

Alignment, Separation,

Cohesion

Flee, Pursuit, Offset Pursuit,

Seek, Evade

Alignment, Separation,

Cohesion

L/R flank, L/R Face, March

forward, at ease

Enemy pursuit, shooting,

evasion

Boid model

behaviors

Basic

behaviors

Directional

commands

Combat

commands

[Reynolds 1987] [Reynolds 1999 ] [BDS09]

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Massive Simulation Environment (MSE)

� [BDS09] Massive Battle: Coordinated Movement of

Autonomous Agents Battle

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Platoons are able to march following a path;

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MVE vs MSE

World of Warcraft

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Massive Battle

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DMSE Challenges

� Scalability

A single machine is not able to manage

thousands of player at the same time

(Massive battle is able of simulating at

DMSE

(Distributed

Massive (Massive battle is able of simulating at

most 5000 units)

� Responsiveness

� Consistency

� Reliability

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Massive

Simulation

Environment)

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P2P-DMSE

� Each peer has two

subsystems:

� Simulation engine

� Visualization engine

Simulation

Engine

Visualization

Engine� Visualization engine

� Each engine defines its AOI (Area of interest)

� Simulation AOI (Region simulated and neighborhood)

� Visualization AOI (Field of view of the visualization

camera)

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Engine

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P2P-DMSE

Simulation

Engine

Visualization

EngineEngine

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Issues in designing DMSEs

� World Partitioning

� Load Balancing

� World State Propagation

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Similarity with Parallel Computing

� Minimize the completion time

� Decomposition: divide the whole job into tasks

� Tasks granularity

Load

Balancing

Communication

Costs

Locality of

Interaction

Spatial

Coherence

World Partitioning

� Mapping: allocate tasks to workers (peers) aiming to:

� Balance the overall load distribution

� Minimize tasks inter-processor dependency

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Balancing Costs Interaction Coherence

Fine-grained� xxxx xxxx xxxx

Coarse-grained xxxx � � �

Load Balancing

World State Propagation

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World PartitioningUsing a DHT we can easily partition the environment map:

The peer whose ID is the closest to the region ID become the region

master for the region. Region masters are responsible to:

� Simulate all the actors which belong to the region;

� Deliver the state of the region (that is the state of each actor which

belongs to the region) to the peers whose AOI overlaps with the

region; region;

� Handle handovers of actors between regions.

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Underlying networkDHT ID space

Peer

Region

Peer

Region

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World Partitioning

Issues:

� Partitioning

� Static

� Dynamic

� Granularity

� Fine

Load balancing

Intertask communication

Locality of interaction

� Coarse

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Underlying networkDHT ID space

Peer

Region

Peer

Region

Locality of interaction

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World State Propagation

Publish/Subscribe design pattern:

� a multicast channel is assigned to each region

� users then simply subscribe to the channels associated

with the regions which overlap with their AOIwith the regions which overlap with their AOI

� the granularity of the World partitioning is again an

issue

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Interaction between zone

� A graph G=(N,E) is used to model zone and their

dependencies:

� Each node v ∈ N represents a zone to be simulated

� Edge among nodes represents zone dependencies� Edge among nodes represents zone dependencies

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Tiled Mapping Strategies

� We are interested in tiled mapping strategies where the

whole map is partitioned into Regions (contiguous 2-

dimensional blocks of zones).

� Tiled mapping allows to exploit the local dependencies � Tiled mapping allows to exploit the local dependencies

among zones:

� Locality of interactions

� Spatial coherence

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Step-wise computations

� Simulations are performed in successive phases

� Temporal coherence: The amount of time required by a

Region r in phase f is comparable to the amount of time

required by r in phase f+1

Phase f Phase f+1

International Conference on Ultra Modern Telecommunication (ICUMT 2009) 19

Phase f Phase f+1Region r

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The Prediction Binary Tree [CCDES08]

� A semi-static coarse-grained decomposition/mapping

strategy for parallel mesh-like computation which exploits

temporal coherence

� semi-static: decisions are made before each computing � semi-static: decisions are made before each computing

phase

� coarse-grained: to reduce communication and exploit the

local dependencies among tasks

� mesh-like: the strategy is based on tiled mapping

� temporal coherence is exploited in order to balance task

sizes

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The Prediction Binary Tree (PBT)

� The PBT is in charge directing the tiling-based mapping

strategy:

� Each computing phase is split into m tiles

� Each leaf of the PBT represents a tile

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The Prediction Binary Tree (PBT)

� Before each new phase tile sizes are adjusted according

to the previous phase

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light tasks

heavy task

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The Prediction Binary Tree (PBT)

� Before each new phase tile sizes are adjusted according

to the previous phase

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Improved balancing

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Our Proposal

Hybrid approach

Peer Subsystems:

� Simulation engine

provides computing resource to a distributed simulation � provides computing resource to a distributed simulation

environment

� uses a DHT as a Data Storage and for World states propagation

� Visualization engine

� works on its own

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Our Proposal: Load Balancing

� Two level approach:

� Coarse grained static decomposition of the whole Map

Environment into Regions. Regions are assigned to nodes

(region masters) using a DHT scheme(region masters) using a DHT scheme

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Underlying networkDHT ID space

Peer

Region

Peer

Region

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Our Proposal: Load Balancing

� Two level approach:

� Coarse grained static decomposition of the whole Map

Environment into Regions. Regions are assigned to nodes

(region masters) using a DHT scheme(region masters) using a DHT scheme

� Each region is dynamically partitioned exploiting the PBT

idea

26International Conference on Ultra Modern Telecommunication (ICUMT 2009)

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Our Proposal: Load Balancing

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Underlying network

DHT ID space

Region dynamic partition

Peer

Static region

Dynamic sub-region

Peer

Static region

Dynamic sub-region

PBT

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Our Proposal

Underlying networkDHT ID space

Region dynamic partition

Peer

Static region

Dynamic sub-region

Peer

Static region

Dynamic sub-region

PBT

� A forest of PBT maintained by Region masters: After each

computing phase the PBT is updated

� Region master is also responsible of keep interested

nodes aware about the state of the PBT

� The simulation is performed by the nodes which are

responsible of the PBT leaves

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Region dynamic partition

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Conclusion

� MSEs due to their scalability requirement appear to be a

natural application for P2P architectures

� As any distributed computing platform, DMSEs based on

P2P approach present several issues (Load balancing /

Communication trade-off).Communication trade-off).

� We presented a P2P architecture which exploits the

feature of both DHT schemes and a novel data structure

(PBT) in order to provide a balanced workload without

introducing excessive communication.

� We are working on the implementation of this

architecture for a distributed version of Massive Battle

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Salerno

ITALY

Gennaro Cordasco, Rosario De Chiara, Ugo Erra, Vittorio Scarano

http://www.isislab.it

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Transactions on Graphics, V2–2, April 1983. and reprinted in Computer Graphics. V17–3, July

1983, (ACM SIGGRAPH ’83 Proceedings), pp. 359-376.

[R87] Reynolds C., “ Flocks, herds and schools: a distributed behavioral model”. In SIGGRAPH’87:

Proceedings of the 14th Annual Conference on Computer Graphics and Interactive

Techniques, ACM, New York, NY, USA, 1987.

[R99] Reynolds C., “Steering behaviors for autonomous characters”. In Game Developers

Conference, Miller Freeman Game Group, San Francisco, CA, USA, 1999.

[DEST04] De Chiara R. , Erra U., Tatafiore M., and Scarano V., “Massive simulation using GPU of a [DEST04] De Chiara R. , Erra U., Tatafiore M., and Scarano V., “Massive simulation using GPU of a

distributed behavioral model of a flock with obstacle avoidance ”. In Proceedings of Vision,

Modeling, and Visualization 2004 (VMV 2004) pp. 233-240.

[R06] Reynolds C., “ Big fast crowds on PS3”. In Sandbox’06: Proceedings of the 2006 ACM

SIGGRAPH Symposium on Videogames, ACM, New York, NY, USA, 2006.

[BDS09] Boccardo A., De Chiara R., and Scarano, V., “Massive Battle: Coordinated Movement of

Autonomous Agents”. In Proceedings of the Workshop on 3D Advanced Media In Gaming And

Simulation (3AMIGAS), 2009

[CCDES09] Cordasco G., Cosenza B., De Chiara R., Erra U., and Scarano, V., “Experiences with

Mesh-like computations using Prediction Binary Trees”. In Scalable Computing: Practice and

Experience, Scientific international journal for parallel and distributed computing (SCPE), Vol.

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