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Hazel McKendrick
     Supervised by Henry Fortuna



    Distributing
   Virtual Worlds
“How can the processing of autonomous characters
in a real-time virtual environment benefit from
parallelisation over multiple distributed computer
systems?”
Project Overview.

    Processing virtual worlds

    Single server unsuitable

    Flexibility, scalability, redundancy


    Distributed computing
Project Aim.

    Create a distributed system

    Divide a virtual world

    Update characters in it


    Consider:
      • Processing power
      • Scalability, power and money saving
      • Flexibility
Simulation Design.

    World Maps

    Characters (thousands)
      • A* Pathfinding
System Structure.

    Server & Worker Node architecture

    TCP-IP

    Message Passing


    Node thread pool
World Division.

    Top-down vs Bottom-up


Microcells

    Smallest unit of world

    Nodes process several

    Distributed statically or
    dynamically

    Contain and pass work
Distribution.

    Optimal assignment
      • Can be solved with ILP - Complexity too high

    Two static approaches used

    Dynamic algorithm created
Distribution Results.
                       
                             Amdahl's Law
                       
                             95% to 99% parallelised

                           Processing times with varying numbers of nodes
                       450.000                                                                       Average deviation in processing times, over time
                                                                                                                         4
                       400.000
                                                                                                                        3.5
                       350.000                                                         Server




                                                                                                Average deviation(ms)
                                                                                       Node 1                            3
Processing time (ms)




                       300.000                                                         Node 2
                                                                                                                        2.5
                                                                                       Node 3
                       250.000
                                                                                       Node 4                            2
                       200.000                                                         Node 5
                                                                                                                        1.5
                                                                                       Node 6
                       150.000                                                         Node 7                            1
                                                                                       Node 8
                       100.000                                                                                          0.5
                                                                                       Node 9

                        50.000                                                                                           0
                                                                                                                              0   1      2        3            4   5   6
                           0.000
                                                                                                                                      Time elapsed (minutes)
                                   0   1   2     3   4   5   6   7   8   9   10   11

                                               Number of computers
Scaling Hardware.

    Virtual world load varies greatly

    Gustafson's Law
                                            Minimising Hardware

    Scale Hardware                               Entities   Nodes on


    Improve
                                 5000                                               3

                                 4500

                                 4000


distribution!                    3500
                                                                                    2
                                 3000
                      Entities




                                                                                        Nodes
                                 2500

                                 2000



    (Simulated)
                                                                                    1
                                1500

                                 1000

                                  500

                                    0                                               0
                                        0   20   40    60    80   100   120   140

                                                      Time (s)
Evaluation.

    Scaling nodes

    Dynamic distribution algorithm
      • Over time

    Microcells

    Reducing hardware
Conclusion.

    Reduce processing times

    Balance load

    Lower power and cooling costs


    Further work
      • Redundancy
      • Inter-node communications
      • Scaling factors
Hazel McKendrick
     Supervised by Henry Fortuna



    Distributing
   Virtual Worlds
“How can the processing of autonomous characters
in a real-time virtual environment benefit from
parallelisation over multiple distributed computer
systems?”

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Honours Project Presentation

  • 1. Hazel McKendrick Supervised by Henry Fortuna Distributing Virtual Worlds “How can the processing of autonomous characters in a real-time virtual environment benefit from parallelisation over multiple distributed computer systems?”
  • 2. Project Overview.  Processing virtual worlds  Single server unsuitable  Flexibility, scalability, redundancy  Distributed computing
  • 3. Project Aim.  Create a distributed system  Divide a virtual world  Update characters in it  Consider: • Processing power • Scalability, power and money saving • Flexibility
  • 4. Simulation Design.  World Maps  Characters (thousands) • A* Pathfinding
  • 5. System Structure.  Server & Worker Node architecture  TCP-IP  Message Passing  Node thread pool
  • 6. World Division.  Top-down vs Bottom-up Microcells  Smallest unit of world  Nodes process several  Distributed statically or dynamically  Contain and pass work
  • 7. Distribution.  Optimal assignment • Can be solved with ILP - Complexity too high  Two static approaches used  Dynamic algorithm created
  • 8. Distribution Results.  Amdahl's Law  95% to 99% parallelised Processing times with varying numbers of nodes 450.000 Average deviation in processing times, over time 4 400.000 3.5 350.000 Server Average deviation(ms) Node 1 3 Processing time (ms) 300.000 Node 2 2.5 Node 3 250.000 Node 4 2 200.000 Node 5 1.5 Node 6 150.000 Node 7 1 Node 8 100.000 0.5 Node 9 50.000 0 0 1 2 3 4 5 6 0.000 Time elapsed (minutes) 0 1 2 3 4 5 6 7 8 9 10 11 Number of computers
  • 9. Scaling Hardware.  Virtual world load varies greatly  Gustafson's Law Minimising Hardware  Scale Hardware Entities Nodes on Improve 5000 3  4500 4000 distribution! 3500 2 3000 Entities Nodes 2500 2000 (Simulated) 1  1500 1000 500 0 0 0 20 40 60 80 100 120 140 Time (s)
  • 10. Evaluation.  Scaling nodes  Dynamic distribution algorithm • Over time  Microcells  Reducing hardware
  • 11. Conclusion.  Reduce processing times  Balance load  Lower power and cooling costs  Further work • Redundancy • Inter-node communications • Scaling factors
  • 12. Hazel McKendrick Supervised by Henry Fortuna Distributing Virtual Worlds “How can the processing of autonomous characters in a real-time virtual environment benefit from parallelisation over multiple distributed computer systems?”