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A Parallel Tree code for large Nbody simulation: dynamic load balance and data distribution on CRAY T3D system

机译:用于大型Nbody仿真的并行树代码:动态负载平衡   和CRaY T3D系统上的数据分发

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摘要

N-body algorithms for long-range unscreened interactions like gravity belongto a class of highly irregular problems whose optimal solution is a challengingtask for present-day massively parallel computers. In this paper we describe astrategy for optimal memory and work distribution which we have applied to ourparallel implementation of the Barnes & Hut (1986) recursive tree scheme on aCray T3D using the CRAFT programming environment. We have performed a series oftests to find an " optimal data distribution " in the T3D memory, and toidentify a strategy for the " Dynamic Load Balance " in order to obtain goodperformances when running large simulations (more than 10 million particles).The results of tests show that the step duration depends on two main factors:the data locality and the T3D network contention. Increasing data locality weare able to minimize the step duration if the closest bodies (directinteraction) tend to be located in the same PE local memory (contiguous blocksubdivison, high granularity), whereas the tree properties have a fine graindistribution. In a very large simulation, due to network contention, anunbalanced load arises. To remedy this we have devised an automatic workredistribution mechanism which provided a good Dynamic Load Balance at theprice of an insignificant overhead.
机译:用于远程非屏蔽交互(如重力)的N体算法属于一类高度不规则的问题,对于当今的大规模并行计算机,其最佳解决方案是一项具有挑战性的任务。在本文中,我们描述了用于最佳内存和工作分配的策略,该策略已应用于使用CRAFT编程环境在aCray T3D上并行执行Barnes&Hut(1986)递归树方案。我们进行了一系列测试,以在T3D内存中找到“最佳数据分布”,并确定“动态负载平衡”的策略,以便在运行大型模拟(超过1000万个粒子)时获得良好的性能。测试表明,步长持续时间取决于两个主要因素:数据局部性和T3D网络竞争。如果最接近的实体(直接交互作用)倾向于位于相同的PE本地内存中(连续的块细分,高粒度),则数据局部性的增加可以使步长最小化,而树属性具有良好的粒度分布。在非常大的仿真中,由于网络争用,会出现不平衡的负载。为了解决这个问题,我们设计了一种自动的工作重新分配机制,该机制以较小的开销提供了良好的动态负载平衡。

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