1 \chapterauthor{Guillaume Laville}{Femto-ST Institute, University of Franche-Comte, France}
2 \chapterauthor{Christophe Lang}{Femto-ST Institute, University of Franche-Comte, France}
3 \chapterauthor{Kamel Mazouzi}{Femto-ST Institute, University of Franche-Comte, France}
4 \chapterauthor{Nicolas Marilleau}{Femto-ST Institute, University of Franche-Comte, France}
5 \chapterauthor{Bénédicte Herrmann}{Femto-ST Institute, University of Franche-Comte, France}
6 \chapterauthor{Laurent Philippe}{Femto-ST Institute, University of Franche-Comte, France}
9 \newcommand\myinput[1]{%
10 \settowidth\mylen{\KwIn{}}%
11 \setlength\hangindent{\mylen}%
14 \chapter{Implementing Multi-Agent Systems on GPU}
18 \section{Introduction}
21 In this chapter we introduce the use of Graphical Processing Units for
22 multi-agents based systems as an example of a not-so-regular
23 application that could benefit from the GPU computing
24 power. Multi-Agent Systems or MAS are a simulation paradigm used to
25 study the behavior of dynamic systems. Dynamic systems as physical
26 systems are often modeled by mathematical representations and their
27 dynamic behavior simulated by differential equations. The simulation
28 of the system thus often relay on the resolution of a linear system
29 that can be efficiently computed on a graphical processing unit as
30 shown in the preceding chapters. But when the behavior of the system
31 elements is not uniformly driven by the same law, when these elements
32 have their own behavior, the modeling process is too complex to rely
33 on formal expressions. In this context MAS is a recognized approach to
34 model and simulate systems where individuals have an autonomous
35 behavior that cannot be simulated by the evolution of a set of
36 variables driven by mathematical laws. MAS are often used to simulate
37 natural or collective phenomenons whose individuals are too numerous or
38 various to provide a unified algorithm describing the system
39 evolution. The agent-based approach is to divide these complex systems
40 into individual self-contained entities with their smaller set of
41 attributes and functions. But, as for mathematical simulations, when
42 the size of the Multi-Agent System (MAS) increases the need of computing
43 power and memory also increases. For this reason, multi-agent systems
44 should benefit from the use of distributed computing
45 architectures. Clusters and Grids are often identified as the main
46 solution to increase simulation performance but Graphical Processing
47 Units (GPU) are also a promising technology with an attractive
48 performance/cost ratio.
50 Conceptually a MAS\index{Multi-Agent System} is a distributed system as it favors the definition
51 and description of large sets of individuals, the agents, that can be
52 run in parallel. As a large set of agents could have the same behavior
53 a SIMD model should fit the simulation execution. Most of the
54 agent-based simulators are however designed with a sequential scheme
55 in mind and these simulators seldom use more than one core for their
56 execution. Due to simulation scheduling constraints, data sharing and
57 exchange between agents and the huge amount of interactions between
58 agents and their environment, it is indeed rather difficult to
59 distribute an agent based simulator, for instance, to take advantage of new
60 multi-threaded computer architectures. Thus, guidelines and tools
61 dedicated to MAS paradigm and HPC is now a need for other complex
62 system communities. Note that, from the described structure (large
63 number of agents sharing data), we can conclude that MAS would more
64 easily benefit from many-cores architectures than from other kinds of
67 Another key point that advocates for the use of many-core in MAS is
68 the growing need for multi-scale simulations. Multi-scale simulations
69 explore problems with interactions between several scales. The
70 different scales use different granularity of the structure and
71 potentially different models. Most of the time the lower scale
72 simulations provide results to higher scale simulations. In that case
73 the execution of the simulations can easily be distributed between the
74 local cores and a many-core architecture, i.e. a GPU device.
76 We explore in this chapter the use of many-core architectures to
77 execute agent-based simulations. We illustrate our reflexion with two
78 uses cases: the Colembola simulator designed to simulate the diffusion
79 of Colembola between plots of land and the MIOR simulator that
80 reproduces effects of earthworms on bacteria dynamics in a bulked
81 soil. In Section \ref{ch17:ABM} we present the work related to MAS and
82 parallelization with a special focus on many-core use. In sections
83 \ref{ch17:sec:1stmodel} and \ref{ch17:sec:2ndmodel} we present in
84 details two multi-agent models, their GPU implementations, the
85 conducted experiments and their performance results. The first model,
86 given in Section \ref{ch17:sec:1stmodel}, illustrates the use of a GPU
87 architecture to speed up the execution of some computation intensive
88 functions while the main model is still executed on the central
89 processing unit. The second model, given in Section
90 \ref{ch17:sec:2ndmodel}, illustrates the use of a GPU architecture to
91 implement the whole model on the GPU processor which implies deeper
92 changes in the initial algorithm. In Section \ref{ch17:analysis} we
93 propose a more general reflexion on these implementations and we
94 provide some guidelines. Then we conclude in Section
95 \ref{ch17:conclusion} on the possible generalization of our work.
98 \section{Running Agent-Based Simulations}
101 In this section, we present the context of multi-agent systems, MAS,
102 their parallelization and we report several existing works on using
103 GPU to simulate multi-agent systems.
105 \subsection{Multi-agent systems and parallelism}
107 Agent-Based systems are often used to simulate natural or collective
108 phenomenons whose actors are too numerous or various to provide a
109 simple unified algorithm describing the studied system
110 dynamic~\cite{Schweitzer2003}. The implementation of an agent based
111 simulation usually starts by designing the underlying Agent Based
112 Model (ABM). Most ABM are based around a few types of entities such as Agents,
113 Environment and around an Interaction Organization~\cite{Vowel02}. In the
114 complex system domain, the environment often describes a real space,
115 its structure (e.g. soil textures and porosities) and its dynamics
116 (e.g. organic matter decomposition). It is a virtual world in which
117 agents represent studied entities (e.g. biotic organisms)
118 evolution. The actual agent is animated by a behavior that can range
119 between reactivity (only react to external stimuli) and cognition
120 (lives its own process alongside other individuals). Interaction
121 and Organization define functions, types and patterns of
122 communications of their member agents in the
123 system~\cite{Odell:2003:RRD:1807559.1807562}. Note that, depending on
124 the MAS, agents can communicate either directly through special
125 primitives or indirectly through the information stored in the
128 Agent based simulations have been used for more than one decade to
129 reproduce, understand even predict complex system dynamic. They have proved their interest in various
130 scientific communities. Nowadays generic agent based frameworks are
131 promoted such as Repast~\cite{repast_home} or
132 NetLogo~\cite{netlogo_home} to implement simulators. Many ABM such as
133 the crown model representing a city-wide
134 scale~\cite{Strippgen_Nagel_2009} tend however to require a large
135 number of agents to provide a realistic behavior and reliable global
136 statistics. Moreover, an achieved model analysis needs to run many
137 simulations identified into an experiment plan to obtain enough
138 confidence in a simulation. In this case the available computing power
139 often limits the simulation size and the result range thus requiring
140 the use of parallelism to explore bigger configurations.
142 For that, three major approaches can be identified:
144 \item parallelizing experiments plan on a cluster or a grid (one or
145 few simulations are submitted to each
146 core)~\cite{Blanchart11,Chuffart2010}.
147 \item parallelizing the simulator on a cluster (the environment of the
148 MAS is split and run on several distributed
149 nodes)~\cite{Cosenza2011,MAR06}
150 \item optimizing simulator by taking advantage of computer resources
151 (multi-threading, GPU, and so on) \cite{Aaby10}
154 In the first case, experiments are run independently each others and only simulation parameters change between two runs so
155 that a simple version of an existing simulator can be used. This
156 approach does not, however, allow to run larger models.
158 %model code changes except for Graphical Unit Interface extracting as
159 %the experiments does not run interactively but in batch.
161 and the third case, model and code modifications are necessary. Only few
162 frameworks however introduce distribution in agent simulation
163 (Madkit~\cite{Gutknecht2000}, MASON~\cite{Sean05}, repastHPC~\cite{Collier11}) and parallel
164 implementations are often based on the explicit use of threads using
165 shared memory~\cite{Guy09clearpath} or cluster libraries such as
166 MPI~\cite{Kiran2010}.
168 Parallelizing a multi-agent simulation is however complex due to space
169 and time constraints. Multi-agent simulations are usually based on a
170 synchronous execution:
171 %by the agents that share the same environment.
172 at each time step, numerous events (space data
173 modification, agent motion) and interactions between agents happen.
174 Distributing the simulation on several computers or grid nodes thus
175 implies to guaranty a distributed synchronous execution and
176 coherency. This often leads to poor performance or complex synchronization
177 problems. Multi-cores execution or delegating part of this execution
178 to others processors as GPUs~\cite{Bleiweiss_2008} are thus usually easier
179 to implement since all the threads share the data and the local clock.
181 % Different agent patterns can be adopted in an ABMs such as
182 % cognitive and reactive ones~\cite{Ferber99}. Cognitive agents act on
183 % the environment and interact with other agents according to a complex
184 % behavior. This behavior takes a local perception of the virtual world
185 % and the agent past (a memory characterized by an internal state and
186 % belief, imperfect knowledge about the world) into account. Reactive
187 % agents have a much systematic pattern of action based on stimuli
188 % response schemes (no or few knowledge and state conservation in agent). The
189 % evolution of the ABM environment, in particular, is often represented with
190 % this last kind of agents. As their behavior is usually simple, we
191 % propose in this chapter to delegate part of the environment and of the
192 % reactive agents execution to the graphical processing unit of the
193 % computer. This way we can balance the load between both CPU and GPU
194 % execution resources.
196 % In the particular case of multi-scale simulations such as the Sworm
197 % simulation~\cite{BLA09} the environment may be used at different
198 % levels. Since the representation of the whole simulated environment
199 % (i.e. the soil area) would be costly, the environment is organized as
200 % a multi-level tree of small soil cubes which can be lazily
201 % instantiated during the simulation. This allows to gradually refine
202 % distribution details in units of soil as agents progress and need
203 % those information, by using a fractal process based on the
204 % bigger-grained already instantiated levels. This characteristic,
205 % especially for a fractal model, could be the key of the
206 % distribution. For instance, each branch of a fractal environment could
207 % be identified as an independent area and parallelized. In addition
208 % Fractal is a famous approach to describe multi-scale environment (such
209 % as soil) and its organization~\cite{perrier}. In that case the lower
210 % scale simulations can also be delegated to the GPU card to limit the
211 % load of the main (upper scale) simulation.
213 \subsection{MAS Implementation on GPU}
214 \label{ch17:subsec:gpu}
216 The last few years saw the apparition of new generations of graphic
217 cards based on more general purpose execution units which are
218 promising for less regular systems as MAS.
219 % These units can be programmed using GPGPU languages to solve various
220 % problems such as linear algebra resolutions, usually based on matrix
222 The matrix-based data representation and SIMD computations are
223 however not straightforward in Multi-Agent Systems, where data
224 structures and algorithms are tightly coupled to the described
225 simulation. However, works from existing literature show that MAS can
226 benefit from these performance gains on various simulation types, such
227 as traffic simulation~\cite{Strippgen_Nagel_2009}, cellular
228 automatons~\cite{Dsouza2007}, mobile-agent based
229 path-finding~\cite{Silveira:2010:PRG:1948395.1948446} or genetic
230 algorithms~\cite{Maitre2009}. Note that an application-specific
231 adaptation process was required in the case of these MAS: some of the
232 previous examples are driven by mathematical laws (path-finding) or
233 use a natural mapping between a discrete environment (cellular
234 automaton) and GPU cores. Unfortunately, this mapping often requires
235 algorithmic adaptations in other models but the experience shows that
236 the more reactive a MAS is the more adapted its implementation is to
239 The first step in the adaptation of an ABM to GPU platforms is the
240 choice of the language. On the one hand, the Java programming language
241 is often used for the implementation of MAS due to its availability
242 on numerous platforms or frameworks and its focus on high-level,
243 object-oriented programming. On the other hand, GPU platforms can
244 only run specific languages as OpenCL or CUDA. OpenCL (supported on
245 AMD, Intel and NVIDIA hardware) better suits the portability concerns
246 across a wide range of hardware needed the agent simulators, as
247 opposed to CUDA which is a NVIDIA-specific library.
249 OpenCL is a C library which provides access to the underlying CPUs or
250 GPUs threads using an asynchronous interface. Various OpenCL functions allow
251 the compilation and the execution of programs on these execution
252 resources, the copy of data buffers between devices, or the collection
253 of profiling information.
255 This library is based around three main concepts:
258 \item the \emph{kernel} (similar to a CUDA kernel) which represents a runnable program
259 containing instructions to be executed on the GPU.
260 \item the \emph{work-item} (equivalent to a CUDA thread), which is analogous to the concept
261 of thread on GPU, in that it represents one running instance of a
263 \item the \emph{work-group} (or execution block) which is a set of work-items
264 sharing some memory to speed up data accesses and
265 computations. Synchronization operations such as barrier can only be
266 used across the same work-group.
269 Running an OpenCL computation consists in launching numerous work-items
270 that execute the same kernel. The work-items are submitted to a
271 submission queue to optimize the available cores usage. A calculus is
272 achieved once all these kernel instances have terminated.
274 The number of work-items used in each work-group is an important
275 implementation choice which determines how many tasks will share the
276 same cache memory. Data used by the work-items can be stored as
277 N-dimensions matrices in local or global GPU memory. Since the size
278 of this memory is often limited to a few hundred of kilobytes,
279 choosing this number often implies a compromise between the model
280 synchronization or data requirements and the available resources.
282 In the case of agent-based simulations, each agent can be naturally
283 mapped to a work-item. Work-groups can then be used to represents groups
284 of agents or simulations sharing common data (such as the environment)
285 or algorithms (such as the background evolution process).
287 In the following examples the JOCL~\cite{jocl_home} binding is used
288 to access the OpenCL platform from the Java programming language.
290 In the next sections we present two practical cases that will be
291 studied in details, from the model to its implementation and
294 \section{A first practical example}
295 \label{ch17:sec:1stmodel}
297 The first model, the Collembola model, simulates the propagation of
298 collembolas in fields and forests. It is based on a diffusion
299 algorithm which illustrates the case of agents with a simple behavior
300 and few synchronization problems.
302 \subsection{The Collembola model\index{Collembola model}}
303 \label{ch17:subsec:collembolamodel}
305 The Collembola model is an example of multi-agent system using GIS (Geographical Information System)
306 and survey data (population count)
307 to model the evolution of the biodiversity
308 across land plots. A first version of this model has been developed with Netlogo framework by Bioemco and UMMISCO researchers. In this model, the biodiversity is modeled by populations of
309 athropod individuals, the Collembola, which can reproduce and diffuse
310 to favorable new habitats. The simulator allows to study the diffusion
311 of collembola, between plots of land depending on their use
312 (artifical soil, crop, forest\ldots). In this
313 model the environment is composed of the studied land and the
314 colembola are agents. Every land plot is divided into several cells,
315 each cell representing a surface unit (16*16 meters). A number of individuals per collembola species is associated to each cell. The model evolution
316 is then based on a common diffusion model that diffuse individuals between
317 cells. Each step of the simulation is based on four stages, as shown
318 on Figure~\ref{ch17:fig:collem_algorithm}:
321 % \item arrival of new individuals
322 % \item reproduction in each cell
323 % \item diffusion between cells
324 % \item updating of colembola lifetime
329 \includegraphics[width=0.6\textwidth]{Chapters/chapter17/figs/algo_collem.pdf}
330 \caption{Evolution algorithm of Collembola model}
331 \label{ch17:fig:collem_algorithm}
334 The algorithm is quite simple but includes two costly operations, the
335 reproduction and the diffusion, that must be parallelized to improve
336 the model performances.
338 The {\bf reproduction} stage consists in updating the total population
339 of each plot by taking the individuals arrived at the preceding
340 computation step. This stage implies to process the whole set of cells
341 of the environment to sum their population. The computed value is
342 recorded in the plot associated to each cell. This process can be
343 assimilated to a reduction operation on all the population cells
344 associated to one plot to obtain its population.
346 The {\bf diffusion} stage simulates the natural behavior of the
347 collembola that tends toward occupying the whole space over time. This
348 stage consists in computing a new value for each cell depending on
349 the population of the neighbor cells. This process can be assimilated
350 to a linear diffusion at each iteration of the population of the cells
351 across their neighbors.
353 These two processes are quite common in numerical computations so
354 that the collembola model can be adapted to a GPU execution without
357 \subsection{Collembola Implementation}
359 In the Collembola simulator biodiversity is modeled by populations
360 of Collembola individuals, which can reproduce and diffuse to
361 favorable new habitats. This is implemented in the algorithm as a fixed
362 reproduction factor, applied to the size of each population, followed
363 by a linear diffusion of each cell population to its eight
364 neighbors. These reproduction and diffusion processes are followed by
365 two more steps on the GPU implementation. The first one consist of
366 culling of populations in a inhospitable environment, by checking each
367 cell value, landuse, and setting its population to zero if
368 necessary. The final simulation step is the reduction of the cells
369 populations for each plot, to obtain an updated plot population
370 for statistic purposes. This separate computation step, done while
371 updating each cell population in the reference sequential algorithm,
372 is motivated by synchronization problems and allow the reduction of
373 the total numbers of access needed to updated those populations.
375 %\lstinputlisting[language=C,caption=Collembola OpenCL
376 %kernels,label=fig:collem_kernels]{Chapters/chapter17/code/collem_kernels.cl}
377 \lstinputlisting[caption=Collembola OpenCL Diffusion kernel,label=ch17:listing:collembola-diffuse]{Chapters/chapter17/code/collem_kernel_diffuse.cl}
379 The reproduction, diffusion and culling steps are implemented on GPU
380 (Figure~\ref{ch17:fig:collem_algorithm}) as a straight mapping of each cell
381 to an OpenCL work-item (GPU thread). Listing
382 \ref{ch17:listing:collembola-diffuse} gives the kernel for the
383 diffusion implementation. To prevent data coherency problems, the
384 diffusion step is split into two phases, separated by an execution
385 {\it barrier}. In the first phase, each cell diffusion overflow is
386 calculated, and divided by the number of neightbors. Note that, at the
387 model frontier, populations can also overflow outside the environment
388 grid but we do not manage those external populations, since there are
389 no reason to assume our model to be isolated of its surroundings. The
390 overflow by neighbors value is stored for each cell, before
391 encountering the barrier. After the barrier is met, each cell read the
392 overflows stored by all its neighbors at the previous step and applies
393 them to its own population. In this manner, only one barrier is
394 required to ensure the consistency of populations value, since no
395 cells ever modify a value other than its own.
397 \lstinputlisting[caption=Collembola OpenCL reduction kernel,label=ch17:listing:collembola-reduc]{Chapters/chapter17/code/collem_kernel_reduc.cl}
399 Listing \ref{ch17:listing:collembola-reduc} gives the kernel for the
400 reduction implementation. The only step requiring numerous
401 synchronized accesses is the reduction one: in a first approach, we
402 chose to use {\it atomic\_add} operation to implement this process, but more
403 efficient implementations using partial reduction and local GPU memory
404 could be implemented.
406 \subsection{Collembola performance}
408 In this part we present the performance of the Collembola model on
409 various CPU and GPU execution
410 platforms. Figure~\ref{ch17:fig:mior_perfs_collem} shows that the
411 number of cores and the processor architecture as a strong influence on the obtained results
414 % dual-core processor equipping our Thinkpad platform has two to six
415 % longer executions times, compared to a six-core Phenom X6.
417 % % \begin{figure}[h]
418 % %begin{minipage}[t]{0.49\linewidth}
419 % \centering \includegraphics[width=0.7\linewidth]{./Chapters/chapter17/figs/collem_perfs.pdf}
420 % \caption{Performance CPU et GPU du modèle Collemboles}
421 % \label{ch17:fig:mior_perfs_collem}
425 % In figure~\ref{ch17:fig:mior_perfs_collem2} the Thinkpad curve is removed
426 % to make other trends clearer. Two more observation can be made, using
427 % this more detailled scale:
430 \item Older GPU cards can be slower than modern processors. This can
431 be explained by the new cache and memory access optimizations
432 implemented in newer generations of GPU devices. These optimizations
433 reduce the penalties associated with irregular and frequent global
434 memory accesses. They are not available on our Tesla nodes.
435 \item GPU curves exhibit a odd-even pattern in their performance
436 results. Since this phenomenon is visible on two distinct
437 manufacturer hardware, drivers and OpenCL implementation, it is
438 likely the result of the decomposition process based on warp of
439 fixed, power-of-two sizes.
440 \item The number of cores is not the only determining factor: an Intel
441 Core i7 2600K processor, even with only four cores, can provide
442 better performance than a Phenom one.
446 %begin{minipage}[t]{0.49\linewidth}
448 \includegraphics[width=0.7\linewidth]{./Chapters/chapter17/figs/collem_perfs_nothinkpad.pdf}
449 \caption{Performance of the Collembola model on CPU and GPU}
450 \label{ch17:fig:mior_perfs_collem}
454 Both figures shows that using the GPU to parallelize part of the
455 simulator results in tangible performance gains over a CPU execution
456 on modern hardware. These gains are more mixed on older GPU platforms
457 due to the limitations when dealing with irregular memory or execution
458 patterns often encountered in MAS systems. This can be closely linked
459 to the availability of caching facilities on the GPU hardware and its
460 dramatically effects depending on the locality and frequency of data
461 accesses. In this case, even if the Tesla architectures provides more
462 execution cores and is the far costlier solution, more recent, cheaper,
463 solutions such as high-end GPU provide better performance when the
464 execution is not constrained by memory size.
466 \section{Second example}
467 \label{ch17:sec:2ndmodel}
469 The second model, the MIOR model, simulates the behavior of microbian
470 colonies. Its execution model is more complex so that it requires
471 changes in the initial algorithm and the use of synchronization to
472 benefit from the GPU architecture.
474 \subsection{The MIOR model}
475 \label{ch17:subsec:miormodel}
477 The MIOR~\cite{C.Cambier2007} model was developed to simulate local
478 interactions in a soil between microbial colonies and organic
479 matters. It reproduces each small cubic units ($0.002 m^3$) of soil as a
482 Multiple implementations of the MIOR model have already been
483 realized, in Smalltalk and Netlogo, in 2 or 3 dimensions. The last
484 implementation, used in our work and referenced as MIOR in the
485 rest of the chapter, is freely accessible online as
486 WebSimMior~\footnote{http://www.IRD.fr/websimmior/}.
488 MIOR is based around two types of agents: (i) the Meta-Mior (MM),
489 which represents microbial colonies consuming carbon and (ii) the
490 Organic Matter (OM) which represents carbon deposits occurring in soil.
492 The Meta-Mior agents are characterized by two distinct behaviors:
494 \item \emph{breath}: the action converts mineral carbon from the soil
495 to carbon dioxide $CO_{2}$ that is released in the soil.
496 \item \emph{growth}: by this action each microbial colony fixes the
497 carbon present in the environment to reproduce itself (augments its
498 size). This action is only possible if the colony breathing needs
499 where covered, i.e. enough mineral carbon is available.
502 These behaviors are described in Algorithm~\ref{ch17:seqalgo}.
505 \caption{Evolution step of each Meta-Mior (microbial colony) agent}
507 \KwIn{A static array $mmList$ of MM agents}
508 \myinput{A static array $omList$ of OM agents}
509 \myinput{A MIOR environment $world$}
510 $breathNeed \gets world.respirationRate \times mm.carbon$\;
511 $growthNeed \gets world.growthRate \times mm.carbon$\;
512 $availableCarbon \gets totalAccessibleCarbon(mm)$\;
513 \uIf{$availableCarbon > breathNeed$}{
515 $mm.active \gets true$\;
516 $availableCarbon \gets availableCarbon - consumCarbon(mm, breathNeed)$\;
517 $world.CO2 \gets world.CO2 + breathNeed$\;
518 \If{$availableCarbon > 0$}{
520 $growthConsum \gets max(totalAccessCarbon(mm), growthNeed)$\;
521 $consumCarbon(mm, growthConsum)$\;
522 $mm.carbon \gets mm.carbon + growthConsum$\;
526 $mm.active \gets false$
530 Since this simulation takes place at a microscopic scale, a large
531 number of these simulations must be executed for each macroscopic
532 simulation step to model realistic-sized unit of soil. This lead to
533 large computing needs despite the small computation cost of each
534 individual simulation.
537 \subsection{MIOR Implementation}
539 As pointed out previously, the MIOR implementation implied more
540 changes for the initial code to be run on GPU. As a first attempt, we
541 realized a simple GPU implementation of the MIOR simulator, with only
542 minimal changes to the CPU algorithm. Execution times showed the
543 inefficiency of this approach, and highlighted the necessity of
544 adapting the simulator to take advantage of the GPU execution
545 capabilities~\cite{lmlm+12:ip}. In this part, we show the main changes
546 which were realized to adapt the MIOR simulator on GPU architectures.
548 \subsubsection{Execution mapping on GPU}
552 \includegraphics[width=0.7\textwidth]{Chapters/chapter17/figs/repartition.pdf}
553 \caption{Execution distribution retained on GPU}
554 \label{ch17:fig:gpu_distribution}
557 Each MIOR simulation is represented by a work-group, and each agent by
558 a work-item. A kernel is in charge of the life cycle process for each
559 agent of the model. This kernel is executed by all the work-items of the simulation
560 each on its own gpu core.
562 The usage of one work-group for each simulation allows to easily
563 execute multiple simulations in parallel, as shown on
564 figure~\ref{ch17:fig:gpu_distribution}. By taking advantage of the
565 execution overlap possibilities provided by OpenCL it then becomes
566 possible to exploit all the cores at the same time, even if an unique
567 simulation is to small to use all the available GPU cores. However,
568 the maximum size of a work-group is limited (to $512$), which only allows
569 us to execute one simulation per work-group when using $310$ threads
570 (number of OM in the reference model) to execute the simulation.
572 The usage of the GPU to execute multiple simulations is initiated by
573 the CPU. The later keeps total control of the simulator execution
574 flow. Thus, optimized scheduling policies (such as submitting kernels
575 in batch, or limiting the number of kernels, or asynchronously
576 retrieving the simulation results) can be defined to minimize the cost
577 related to data transfers between CPU and GPUs.
579 \subsubsection{Data structures translation}
580 \label{ch17:subsec:datastructures}
582 The adaptation of the MIOR model to GPU requires the mapping of the
583 data model to OpenCL data structures. The environment and the agents
584 are represented by arrays of structures, where each structure describes the
585 state of one entity. The behavior of these entities are implemented
586 as OpenCL functions to be called from the kernels during execution.
588 Since the main program is written in Java, JOCL is responsible for the
589 allocation and the mapping of the object data structures to OpenCL
590 ones before execution.
592 Four main data structures
593 (Figure~\ref{ch17:listing:mior_data_structures}) are defined: (i) an
594 array of MM agents, representing the state of the microbial
595 colonies. (ii) an array of OM agents, representing the state of the
596 carbon deposits. (iii) a topology matrix, which stores accessibility
597 information between the two types of agents of the model (iv) a world
598 structure, which contains all the global input data (metabolism rate,
599 numbers of agents) and output data (quantity of $CO_{2}$ produced) of
600 the simulation. These data structures are initialized by the CPU and
601 then copied on the GPU.
603 \lstinputlisting[caption=Main data structures used in a MIOR simulation,label=ch17:listing:mior_data_structures]{Chapters/chapter17/code/data_structures.cl}
605 The world topology is stored as a two-dimension matrix which contains
606 OM indexes on the abscissa and the MM index on the ordinate. Each
607 agent walks through its line/column of the matrix at each iteration to
608 determinate which agents can be accessed during the simulation. Since
609 many agents are not connected this matrix is sparse, which introduces
610 a big number of useless memory accesses. To reduce the impact of these
611 memory accesses we use a compacted, optimized representation of this
612 matrix based on~\cite{Gomez-Luna:2009:PVS:1616772.1616869}, as
613 illustrated on the figure~\ref{ch17:fig:csr_representation}. This compact
614 representation considers each line of the matrix as an index list, and
615 only stores accessible agents continuously, to reduce the size of the
616 list and the number of non productive accesses.
620 \includegraphics[width=0.8\textwidth]{Chapters/chapter17/figs/grid.pdf}
621 %\psfig{file=figs/grid, height=1in}
622 \caption{Compact representation of the topology of a MIOR simulation}
623 \label{ch17:fig:csr_representation}
626 Since dynamic memory allocation is not possible yet in OpenCL and only
627 provided in the latest revisions of the CUDA standard, these matrices
628 are statically allocated. The allocation is based on the worst-case
629 scenario where all OM and MM are linked as the real occupation of the
630 matrix cells cannot be deduced without some kind of preprocessing
633 \subsubsection{Critical resources access management}
634 \label{ch17:subsec:concurrency}
636 One of the main issue in a MIOR model is to ensure that all the
637 microbial colonies will have an equitable access to carbon resources,
638 when multiple colonies share the same deposits. Access
639 synchronizations are mandatory in these cases to prevent conflicting
640 updates on the same data that may lead to calculus error (e.g. loss of
643 On a massively parallel architecture such as GPUs, this kind of
644 synchronization conflicts can however lead to an inefficient
645 implementation by enforcing a quasi-sequential execution. It is
646 necessary, in the case of MIOR as well as for other ABM, to ensure
647 that each work-item is not too constrained in its execution.
649 \lstinputlisting[caption=Main MIOR kernel,label=ch17:listing:mior_kernels]{Chapters/chapter17/code/mior_kernels.cl}
651 From the sequential algorithm 1 where all the agents share the same
652 data, we have developed a parallel algorithm composed of three
653 sequential stages separated by synchronization barriers. This new
654 algorithm is based on the distribution of the available OM carbon
655 deposits into parts at the beginning of each execution step. The three
656 stages, illustrated on Listing~\ref{ch17:listing:mior_kernels}, are the following:
659 \item \emph{distribution}: the available carbon in each carbon deposit
660 (OM) is equitably dispatched between all accessible MM in the form
662 \item \emph{metabolism}: each MM consumes carbon in its allocated parts
663 for its breathing and growing processes.
664 \item \emph{gathering}: unconsumed carbon in parts is gathered back
665 into the carbon deposits.
668 This solution suppresses the data synchronization needed by the first
669 algorithm and thus the need for synchronization barriers, and requires only
670 one kernel launch from Java as described on Listing~\ref{ch17:fig:mior_launcher}.
672 \lstinputlisting[caption=MIOR simulation launcher,label=ch17:fig:mior_launcher]{Chapters/chapter17/code/mior_launcher.java}
674 \subsubsection{Termination detection}
676 The termination of a MIOR simulation is reached when the model
677 stabilizes and no more $CO_{2}$ is produced. This termination
678 detection can be done either on the CPU or the GPU but it requires a
679 global view on the system execution.
681 In the first case, when the CPU controls the GPU simulation process,
682 the detection is done in two steps: (i) the CPU starts the execution
683 of a simulation step on the GPU, (ii) the CPU retrieves the GPU data
684 and determines if another iteration must be launched or if the
685 simulation has terminated. This approach allows a fine-grain control
686 over the GPU execution, but it requires many costly data transfers as
687 each iteration results must be sent from the GPU to the CPU. In the
688 case of the MIOR model these costs are mainly due to the inherent
689 PCI-express port latencies rather than to bandwidth limitation since
690 data sizes remains rather small, in the order of few dozens of
693 In the second case the termination detection is directly implemented
694 on the GPU by checking the amount of available carbon between two
695 iterations. The CPU does not have any feedback while the simulation is
696 running, but retrieves the results once the kernel execution is
697 finished. This approach minimizes the number of transfers between the
700 \subsection{Performance of MIOR implementations}
701 \label{ch17:subsec:miorexperiments}
703 In this part we present several MIOR GPU implementations using the
704 distribution/gathering process described in the previous section and
705 compare their performance on two distinct hardware platform; i.e two
706 different GPU devices. Five incremental MIOR implementations were
707 realized with an increasing level of adaptation for the algorithm: in
708 all cases, we choose the average time over 50 executions as a
709 performance indicator.
712 \item the \textbf{GPU 1.0} implementation is a direct implementation
713 of the existing algorithm and its data structures where data
714 dependencies were removed and that use the non-compact topology
715 representation described in Section~\ref{ch17:subsec:datastructures}
716 \item the \textbf{GPU 2.0} implementation uses the previously
717 described compact representation of the topology and remains
718 otherwise identical to the GPU 1.0 implementation.
719 \item the \textbf{GPU 3.0} implementation introduces the manual
720 copy into local (private) memory of often-accessed global data, such
721 as carbon parts or topology information.
722 \item the \textbf{GPU 4.0} implementation is a variant of the
723 GPU 1.0 implementation which allows the execution of
724 multiple simulations for each kernel execution.
725 \item the \textbf{GPU 5.0} implementation is a multi-simulation of the
726 GPU 2.0 implementation, using the execution of multiple simulations
727 for each kernel execution as for GPU 4.0
730 The two last implementations -- \textbf{GPU 4.0} and \textbf{GPU 5.0}
731 -- illustrate the gain provided by a better usage of the hardware
732 resources, thanks to the driver execution overlapping capabilities. A
733 sequential version of the MIOR algorithm, labeled as \textbf{CPU}, is
734 provided for comparison purpose. This sequential version is developed
735 in Java, the same language used for GPU implementations and the Sworm
738 For these performance evaluations, two platforms are used. The first
739 one is representative of the kind of hardware which is available on
740 HPC clusters. It is a cluster node dedicated to GPU computations with
741 two Intel X5550 processors running at $2.67GHz$ and two Tesla C1060
742 GPU devices running at $1.3$GHz and composed of $240$ cores ($30$
743 multi-processors). Only one of these GPU is used in these experiments,
744 at the moment. The second platform illustrates what can be expected
745 from a personal desktop computer built a few years ago. It uses a
746 Intel Q9300 CPU, running at $2.5$GHz, and a Geforce 8800GT GPU card
747 running at $1.5$GHz and composed of $112$ cores ($14$
748 multi-processors). The purpose of these two platforms is to assess the
749 benefit that could be obtained either when a scientist has access to
750 specialized hardware as a cluster or tries to take benefit from its
751 own personal computer.
754 %begin{minipage}[t]{0.49\linewidth}
756 \includegraphics[width=0.7\linewidth]{Chapters/chapter17/figs/mior_perfs_tesla.pdf}
757 %\caption{Performance CPU and GPU sur carte Tesla C1060}
758 \caption{CPU and GPU performance on a Tesla C1060 node}
759 \label{ch17:fig:mior_perfs_tesla}
763 Figures~\ref{ch17:fig:mior_perfs_tesla}~and~\ref{ch17:fig:mior_perfs_8800gt}
764 show the execution time for $50$ simulations on the two hardware
765 platforms. A size factor is applied to the problem: at scale 1,
766 the model contains $38$ MM and $310$ OM, while at the scale 6 these
767 numbers are multiplied by six. The size of the environment is modified
768 as well to maintain the same average agent density in the model. This
769 scaling factor display the impact of the chosen size of simulation on
772 %hspace{0.02\linewidth}
773 %begin{minipage}[t]{0.49\linewidth}
776 \includegraphics[width=0.7\linewidth]{Chapters/chapter17/figs/mior_perfs_8800gt.pdf}
777 \caption{CPU and GPU performance on a personal computer with a Geforce 8800GT}
778 \label{ch17:fig:mior_perfs_8800gt}
782 The charts show that for small problems the execution times of all
783 the implementations are very close. This is because the GPU execution
784 does not have enough threads (representing agents) for an optimal
785 usage of GPU resources. This trend changes after scale $5$ where GPU
786 2.0 and GPU 3.0 take the advantage on the GPU 1.0 and CPU
787 implementations. This advantage continues to grow with the scaling
788 factor, and reaches a speedup of $10$ at the scale $10$ between the
789 fastest single-simulation GPU implementation and the first, naive one
792 Multiple trends can be observed in these results. First, optimizations
793 for the GPU hardware show a big, positive impact on performance,
794 illustrating the strong requirements on the algorithm properties to
795 reach execution efficiency. These charts also show that despite the
796 vast difference in numbers of cores between the two GPUs platforms the
797 same trends can be observed in both case. We can therefore expect
798 similar results on other GPU cards, without the need for more
803 \includegraphics[width=0.7\linewidth]{Chapters/chapter17/figs/monokernel.pdf}
804 \caption{Execution time of one multi-simulation kernel on the Tesla
806 \label{ch17:fig:monokernel_graph}
811 \includegraphics[width=0.7\linewidth]{Chapters/chapter17/figs/multikernel.pdf}
812 \caption{Total execution time for 1000 simulations on the Tesla
813 platform, while varying the number of simulations for each kernel}
814 \label{ch17:fig:multikernel_graph}
817 There are two ways to measure simulations performance: (i) by
818 executing only one kernel, and varying its size (the number of
819 simulations executed in parallel), as shown on
820 Figure~\ref{ch17:fig:monokernel_graph}, to test the costs linked to the
821 parallelization process or (ii) by executing a fixed number of
822 simulations and varying the size
823 of each kernel, as shown on Figure~\ref{ch17:fig:multikernel_graph}.
825 Figure~\ref{ch17:fig:monokernel_graph} illustrates the execution time for
826 only one kernel. It shows that for small numbers of simulations run in
827 parallel, the compact implementation of the model topology is faster
828 than the two-dimension matrix representation. This trends reverse with
829 more than $50$ simulations in parallel, which can be explained either by
830 the non linear progression of the synchronization costs or by the
831 additional memory required for the access-efficient representation.
833 Figure~\ref{ch17:fig:multikernel_graph} illustrates the execution time of a
834 fixed number of simulations. It shows that for a small number of
835 simulations run in parallel, the costs resulting of program setup,
836 data copies and launch on GPU are determinant and very detrimental to
837 performance. Once the number of simulations executed for each kernel
838 grows, these costs are counterbalanced by computation costs. This
839 trend is more marked in the case of the sparse implementation (GPU
840 4.0) than the compact one but appears on both curves. With more than
841 $30$ simulations for each kernel, execution times stalls, since
842 hardware limits are reached. This indicates that the cost of preparing
843 and launching kernels become negligible compared to the computing
844 time once a good GPU occupation rate is achieved.
846 \section{Analysis and recommendations}
847 \label{ch17:analysis}
849 In this section we synthesize the observations done on the two models
850 and identify some recommendations on implementing complex systems on
853 \subsection{Analysis}
855 In both the Collembola and the MIOR model, a critical problematic is
856 the determination of the part of the simulation which are to be run on
857 GPU and which are to remain on the CPU. The determination of these
858 parts is a classic step of any algorithm parallelization and must
859 take into account considerations such as the cost of the different
860 parts of the algorithm and the expected gains.
862 In the case of the Collembola model two steps of the algorithm were
863 ported to GPU. Both steps use straightforward, easily-parallelizable,
864 operations where a direct gain can be expected by using more
865 executions cores without important modifications of the algorithm.
867 In the MIOR model case however no such inherently parallelizable parts
868 are evident in the original sequential algorithm. This is mainly
869 explained by the rate of interactions between agents in this model in
870 the form of many operations (breathing, growth) on shared carbon
871 resources. In this case the algorithm had to be more profoundly
872 modified while keeping in head the need to remain true to the original
873 model, to synchronize the main execution step of all agents in the
874 model, to ensure equity, and to minimize the numbers of
875 synchronizations. The minimization is done by factoring the repartition of
876 carbon in the model in two separated step at the beginning and the end
877 of each iterations rather than at multiple point of the execution.
879 \subsection{MAS execution workflow}
881 Many MAS simulations decompose their execution process into discrete
882 evolution steps where each step represents a quantum of time (minimal
883 unit of time described). At the end of each step many global
884 information, graphical displays or results are updated. This
885 execution model may not correctly fit on GPU platforms as they assume
886 more or less a batch-like workflow model. The execution model must be
887 split into the following ever repeating steps:
890 \item Allocation of GPU data buffers
891 \item Copy of data from CPU to GPU
892 \item GPU kernels execution
893 \item Copy of results from GPU to CPU
896 This workflow works well if the considered data transfer time is
897 negligible compared to GPU execution or can be done in parallel,
898 thanks to the asynchronous nature of OpenCL. If we are to update the
899 MAS model after each iteration then performance risk being
900 degraded. This is illustrated in the MIOR model by the fact that the
901 speedup observed on GPU is much more significant for bigger
902 simulations, which implies longer GPU execution times. Our solution to
903 this problem is to desynchronize the execution of the SMA model and
904 its GPU parts by requesting the execution of multiple steps of the
905 GPU simulations for each launch.
907 Another related prerequisite of GPU execution is the ability to have
908 many threads to be executed, to allow an efficient exploitation of the
909 superior number of cores provided by the architecture. In the case of
910 MAS models, this means that executing one agent at a time on GPU is
911 meaningless in regard to GPU usage, copying cost, and actual gain in
912 execution time, if the process is not already parallel and costly at
913 this scale. In the MIOR and the Collembola models, this is solved by
914 executing the computations for all agents of the model at the same
915 time. If the model has however only chronic needs for intensive
916 computations then some kind of batching mechanism is required to store
917 waiting treatments in a queue, until the total sum of waiting
918 computations justify the transfers cost to the GPU platform.
920 \subsection{Implementation challenges}
922 Besides the execution strategy challenges described above, some
923 implementation challenges also occur when implementing an OpenCL
924 version of a MAS model, mainly related to the underlying limitations
925 of the execution platform.
927 The first one is the impossibility (except in latest CUDA versions)
928 to dynamically allocate memory during execution. This is a problem in
929 the case of models where the number of agent can vary during the
930 simulation, such as prey-predator models. In this case, the only
931 solution is to overestimate the size of arrays or data structures to
932 accommodate these additional individuals, or using the CPU to resize
933 data structures when these situations occur. Both approaches require
934 to trend either memory or performance and are not always practical.
936 Another limitation is the impossibility to store pointers in data
937 structures, we restraint any OpenCL to use only one dimension static
938 arrays or specific data structures such as textures. This preclude the
939 usage of structures like linked-list, graphs or sparse matrix not
940 represented by some combination of static arrays, and can be another
941 source of memory or performance losses.
943 In the case of MIOR, this problem is especially exacerbated in the case
944 of neighboring storage: both representations consume much more memory
945 that actually required, since the worst case (all agents have
946 access to all others agents) has to be taken into account defensively
947 when dimensioning the data structure.
949 The existence of different generations of GPU hardwares is also a
950 challenge. Older implementations, such as the four year old Tesla
951 C1060 cards, have very strong expectation in term of memory accesses
952 and requires very regular access patterns to perform efficiently. MAS
953 having many random accesses, such as MIOR, or many small global memory
954 accesses, such as Collembola, are penalized on these older
955 cards. Fortunately, these requirements are less present is modern
956 cards, which offer caches and other facilities traditionally present
957 on CPU to offset these kind of penalties.
959 The final concern is related to the previous ones and often result in
960 more memory consumption. The amount of memory available on GPU cards
961 is much more limited and adding new memory capabilities is more costly
962 compared to expending a CPU RAM. On computing clusters, hardwares
963 nodes with 128GB of memory or more have become affordable, whereas
964 newer Tesla architecture remains limited to 16GB of memory. This can
965 be a concern in the case of big MAS models, or small ones which can
966 only use memory-inefficient OpenCL structures.
971 As shown in the previous sections, many data representations choices
972 are common to entire classes of MAS. The paradigm of grid, for example,
973 is often encountered in models where each cell constitutes either the
974 elementary unit of simulation (SugarScape~\cite{Dsouza2007}) or a
975 discretization of the environment space
976 (Pathfinding~\cite{Guy09clearpath}). These grids can be considered as
977 two or three-dimensional matrices, whose processing can be directly
980 Another common data representation encountered in MAS system is the
981 usage of 2d or 3d coordinates to store the position of each agent of
982 the model. In this case, even if the environment is no longer
983 discrete, the location information still imply computations
984 (euclidean distances) which can be parallelized.
986 MCSMA~\cite{lmlm+13:ip} is a framework developed to provide to the MAS designer
987 those basic data structures, and the associated operations, to
988 facilitate the portage of existing MAS on GPU. Two levels of
989 utilization are provided to the developer, depending on its usage
993 \item A high-level library, constituted of modules regrouping classes
994 of operations. A module provides multiple methods of
995 distance computations in 1d, 2d or 3d grids, another one the
996 diffusion algorithm...
997 \item A low level API which allows the developed direct access to the
998 GPU and the inner working of MCSMA, to develop its own module in
999 the case where the required operations are not yet provided by the platform.
1002 Both usage levels were illustrated in the above two practical cases. In
1003 MIOR, the whole algorithm (baring initialization) is ported on GPU as
1004 a specific plugin which allows executing $n$ MIOR simulations and
1005 retrieve their results. This first approach requires extensive
1006 adaptations to the original algorithm. In Collembola, on the
1007 contrary, the main steps of the algorithm remain executed on the CPU,
1008 and only specific operations are delegated to generic, already
1009 existing, diffusion and reduction kernels. The fundamental algorithm
1010 is not modified and GPU execution is only applied to specific parts of
1011 the execution which may benefit from it. These two programming
1012 approaches allow incremental adaptations of existing Java MAS to
1013 accelerate their execution on GPU, while retaining the option to
1014 develop their own reusable or more efficient module to supplement the
1015 already existing ones.
1017 \section{Conclusion}
1018 \label{ch17:conclusion}
1020 This chapter addresses the issue of complex system simulation by using
1021 agent based paradigm and GPU hardware. From the experiments on two
1022 existing Agent Based Models of soil science we intend to provide
1023 useful information on the architecture, the algorithm design and, the
1024 data management to run Agent based simulations on GPU, and more
1025 generally to run compute intensive applications that are not based on
1026 a not-so-regular model. The first result of this work is that adapting
1027 the algorithm to a GPU architecture is possible and suitable to speed
1028 up agent based simulations as illustrated by the MIOR model. Coupling
1029 CPU with GPU seems even to be an interesting way to better take
1030 advantage of the power given by computers and clusters as illustrated
1031 by the Collembola model. From our point of view the adaptation process
1032 is lighter than a traditional parallelization on distributed nodes and
1033 not much difficult than a standard multi-threaded parallelization,
1034 since all the data remains on the same host and can be shared in
1035 central memory. The OCL adaptation also enables a portable simulator
1036 that can be run on different graphical units. Even using a mainstream
1037 card as the GPU card of a standard computer can lead to significant
1038 performance improvements. This is an interesting result as it opens
1039 the field of inexpensive HPC to a large community.
1041 In this perspective, we are working on MCSMA a development platform
1042 that would facilitate the use of GPU or many-core architectures for
1043 multi-agent simulations. Our first work has been the definition of
1044 common, efficient, reusable data structures, such as grids or
1045 lists. Another goal is to provide easier means to control the
1046 distribution of specific processes between CPU or GPU, to allow the
1047 easy exploitation of the strengths of each platform in the same
1048 multi-agent simulation. We think that the same approach, i.e
1049 developing specific environments that facilitate the developer
1050 access to the GPU power, can be applied in many domains with
1051 compute intensive needs to open the GPU use to a larger community.
1053 \putbib[Chapters/chapter17/biblio]