Dataflow resource managers and their synthesis from open path expressions
IEEE Transactions on Software Engineering
Computer
A Mapping Strategy for Parallel Processing
IEEE Transactions on Computers
Partitioning and scheduling parallel programs for execution on multiprocessors
Partitioning and scheduling parallel programs for execution on multiprocessors
Task Allocation and Precedence Relations for Distributed Real-Time Systems
IEEE Transactions on Computers
GAMMON: A Load Balancing Strategy for Local Computer Systems with Multiaccess Networks
IEEE Transactions on Computers
“Post-game analysis”: a heuristic resource management framework for concurrent systems
“Post-game analysis”: a heuristic resource management framework for concurrent systems
CSIM: a C-based process-oriented simulation language
WSC '86 Proceedings of the 18th conference on Winter simulation
“AXE”: a simulation environment for actor-like computations on ensemble architectures
WSC '86 Proceedings of the 18th conference on Winter simulation
Communicating sequential processes
Communications of the ACM
Programming semantics for multiprogrammed computations
Communications of the ACM
Handbook of AI
Resource management in dataflow
FPCA '81 Proceedings of the 1981 conference on Functional programming languages and computer architecture
RESOURCE MANAGEMENT FOR THE TAGGED TOKEN DATAFLOW ARCHITECTURE
RESOURCE MANAGEMENT FOR THE TAGGED TOKEN DATAFLOW ARCHITECTURE
The Incremental Garbage Collection of Processes
The Incremental Garbage Collection of Processes
Parallel program behavior - specification and abstraction using BDL
Parallel program behavior - specification and abstraction using BDL
An Experiment in Knowledge-based Signal Understanding Using Parallel Architectures
An Experiment in Knowledge-based Signal Understanding Using Parallel Architectures
A Study of Load Indices for Load Balancing
A Study of Load Indices for Load Balancing
A Distributed Blackboard Architecture
A Distributed Blackboard Architecture
A two-level hierarchical control system for a distributed network of computers.
A two-level hierarchical control system for a distributed network of computers.
Tailoring software for multiple processor systems (task)
Tailoring software for multiple processor systems (task)
Automatic distribution of programs and data in a distributed environment
Automatic distribution of programs and data in a distributed environment
Actors: a model of concurrent computation in distributed systems (parallel processing, semantics, open, programming languages, artificial intelligence)
Intelligent mapping of communicating processes in distributed computing systems
Proceedings of the 1991 ACM/IEEE conference on Supercomputing
Population-Based Learning: A Method for Learning from Examples Under Resource Constraints
IEEE Transactions on Knowledge and Data Engineering
Genetics-Based Learning of New Heuristics: Rational Scheduling of Experiments and Generalization
IEEE Transactions on Knowledge and Data Engineering
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Research has been conducted to determine how distributed computations can be mapped to multiprocessors to minimize execution time. The approach described here, known as post-game analysis, incrementally changes the program partitioning in between program execution time in subsequent runs. Post-game analysis differs from conventional iterative refinement or controlled opportunistic perturbation in that no abstract program models or any single objective function are employed to determine the relative merits of two alternative mappings. Multiple optimization subgoals are formulated, based on actual timing data gathered during program execution. Heuristics, based on various optimization subgoals, are then applied to propose changes to the current mapping. Finally, a mapping generation process which prioritizes and resolves conflicting proposals is applied. Results obtained from simulations show that post-game analysis consistently out-performs random placement, load-balancing, and clustering algorithms by 15%. Few iterations are required for simulations involving more than 200 processes and 64 sites. A rule-based architecture enables incremental strategy refinement, thus making post-game analysis easily tailorable to programs written in many concurrent programming paradigms and multiprocessor architectures.