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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Scalable and Transparent Parallelization of Multiplayer Games

Simion, Bogdan 15 February 2010 (has links)
In this thesis, we study parallelization of multiplayer games using software Transactional Memory (STM) support. We show that STM provides not only ease of programming, but also better scalability than achievable with state-of-the-art lock-based programming for this realistic high impact application. We evaluate and compare two parallel implementations of a simplified version (named SynQuake) of the popular game Quake. While in STM SynQuake support for maintaining consistency of each potentially complex game action is automatic, conservative locking of surrounding objects within a bounding-box for the duration of the game action is inherently needed in lock-based SynQuake. This leads to higher scalability of STM SynQuake versus lock-based SynQuake due to increased false sharing in the latter. Task assignment to threads has a second-order effect on scalability of STM-SynQuake, impacting the application's true sharing patterns. We show that a locality-aware task assignment provides the best trade-off between load balancing and conflict reduction.
2

Scalable and Transparent Parallelization of Multiplayer Games

Simion, Bogdan 15 February 2010 (has links)
In this thesis, we study parallelization of multiplayer games using software Transactional Memory (STM) support. We show that STM provides not only ease of programming, but also better scalability than achievable with state-of-the-art lock-based programming for this realistic high impact application. We evaluate and compare two parallel implementations of a simplified version (named SynQuake) of the popular game Quake. While in STM SynQuake support for maintaining consistency of each potentially complex game action is automatic, conservative locking of surrounding objects within a bounding-box for the duration of the game action is inherently needed in lock-based SynQuake. This leads to higher scalability of STM SynQuake versus lock-based SynQuake due to increased false sharing in the latter. Task assignment to threads has a second-order effect on scalability of STM-SynQuake, impacting the application's true sharing patterns. We show that a locality-aware task assignment provides the best trade-off between load balancing and conflict reduction.
3

The System-on-a-Chip Lock Cache

Akgul, Bilge Ebru Saglam 12 April 2004 (has links)
In this dissertation, we implement efficient lock-based synchronization by a novel, high performance, simple and scalable hardware technique and associated software for a target shared-memory multiprocessor System-on-a-Chip (SoC). The custom hardware part of our solution is provided in the form of an intellectual property (IP) hardware unit which we call the SoC Lock Cache (SoCLC). SoCLC provides effective lock hand-off by reducing on-chip memory traffic and improving performance in terms of lock latency, lock delay and bandwidth consumption. The proposed solution is independent from the memory hierarchy, cache protocol and the processor architectures used in the SoC, which enables easily applicable implementations of the SoCLC (e.g., as a reconfigurable or partially/fully custom logic), and which distinguishes SoCLC from previous approaches. Furthermore, the SoCLC mechanism has been extended to support priority inheritance with an immediate priority ceiling protocol (IPCP) implemented in hardware, which enhances the hard real-time performance of the system. Our experimental results in a four-processor SoC indicate that SoCLC can achieve up to 37% overall speedup over spin-lock and up to 48% overall speedup over MCS for a microbenchmark with false sharing. The priority inheritance implemented as part of the SoCLC hardware, on the other hand, achieves 1.43X speedup in overall execution time of a robot application when compared to the priority inheritance implementation under the Atalanta real-time operating system. Furthermore, it has been shown that with the IPCP mechanism integrated into the SoCLC, all of the tasks of the robot application could meet their deadlines (e.g., a high priority task with 250us worst case response time could complete its execution in 93us with SoCLC, however the same task missed its deadline by completing its execution in 283us without SoCLC). Therefore, with IPCP support, our solution can provide better real-time guarantees for real-time systems. To automate SoCLC design, we have also developed an SoCLC-generator tool, PARLAK, that generates user specified configurations of a custom SoCLC. We used PARLAK to generate SoCLCs from a version for two processors with 32 lock variables occupying 2,520 gates up to a version for fourteen processors with 256 lock variables occupying 78,240 gates.

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