• 제목/요약/키워드: Parallel Queueing systems

검색결과 9건 처리시간 0.019초

컴퓨터 시뮬레이션을 이용한 병렬 대기행렬 시스템의 최적 서버 배치 방안 (Optimal Server Allocation to Parallel Queueing Systems by Computer Simulation)

  • 박진원
    • 한국시뮬레이션학회논문지
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    • 제24권3호
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    • pp.37-44
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    • 2015
  • 실생활에서 2개의 병렬형 대기행렬 시스템은 흔히 발견된다. 병렬형 대기행렬 시스템에서 각 작업장은 서로 다른 고객 도착패턴과 고객 서비스 시간 분포를 갖는 경우가 많다. 이 논문은 서로 다른 서비스 시간을 갖는 병렬형 대기행렬 시스템에 총 서버 수가 제한되어 있는 상황에서 각각의 작업장에 적절한 수의 서버를 배치하는 문제를 다룬다. 각 작업장은 제한된 수의 서버를 전체 시스템의 가중평균 시스템 시간이 최소가 되는 기준에 따라 배치 받는다. 일반적으로 M/M/c 시스템은 시스템 시간에 대한 해석적 방법의 산출식이 알려져 있다. M/M/c 시스템에 대한 최적 서버 배치 방안을 해석적 방법에 따라 계산한 결과를 컴퓨터 시뮬레이션 실험 결과와 비교해 본 결과, 두 가지 방법에 의한 최적 해가 동일함이 확인되었다. M/M/c 시스템의 최적화 과정에서 발견한, 각 작업장의 유효작업부하가 가장 비슷하거나 같게 되도록 서버를 배치하는 방식인 CETI 규칙에 따라 M/G/c, G/M/c 그리고 G/G/c 시스템에 대한 컴퓨터 시뮬레이션 실험 결과를 제시하였다. 그 결과, 해석적 방법으로는 증명할 수 없지만 일부 G/G/c 시스템을 제외한 나머지 경우에서는 CETI 규칙이 최적의 서버 배치 방식인 것으로 나타났다.

THROUGHPUT ANALYSIS OF TWO-STAGE MANUFACTURING SYSTEMS WITH MERGE AND BLOCKING

  • Shin, Yang Woo;Moon, Dug Hee
    • Journal of applied mathematics & informatics
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    • 제33권1_2호
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    • pp.77-87
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    • 2015
  • Parallel lines are often used to increase production rate in many manufacturing systems where the main line splits into several lines in parallel, and after some operations, they merge into a main line again. Queueing networks with finite buffers have been widely used for modeling and analyzing manufacturing systems. This paper provides an approximation technique for multi-server two-stage networks with merge configuration and blocking which will be a building block for analysis of general manufacturing systems with parallel lines and merge configuration. The main idea of the method is to decompose the original system into subsystems that have two service stations with multiple servers, two buffers and external arrivals to the second stage are allowed. The subsystems are modeled by level dependent quasi-birth-and-death (LDQBD) process.

시뮬레이션 기법을 이용한 완전 비동기 디스크 어레이 성능 평가 (A Performance Evaluation of Fully Asynchronous Disk Array Using Simulation Method)

  • 오유영
    • 한국시뮬레이션학회논문지
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    • 제8권2호
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    • pp.29-43
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    • 1999
  • As real-time processing of data with large storage space is required in the era of multimedia, disk arrays are generally used as storage subsystems which be able to provide improved I/O performance. To design the cost-effective disk array, it is important to develop performance models which evaluate the disk array performance. Both queueing theory and simulation are applicable as the method of performance evaluation through queueing modeling. But there is a limit to the analytical method using queueing theory due to the characteristics of disk array requests being serviced in the parallel and concurrent manner. So in this paper we evaluate the disk array performance using simulation method which abstract disk array systems in the low level. Performance results were evaluated through simulation, so that mean response time, mean queueing delay, mean service time, mean queue length for disk array requests and utilization, throughput for disk array systems, can be utilized for capacity planning in the phase of disk array design.

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봉쇄현상이 있는 조립/분해 대기행렬망의 산출율 상한 및 하한에 대한 연구 (Throughput Upper and lower Bounds for Assembly/Disassembly Queueing Networks with Blocking)

  • 백천현
    • 대한산업공학회지
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    • 제23권4호
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    • pp.769-778
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    • 1997
  • Assembly/Disassembly Queueing Networks (ADQNs) with finite buffers have been used as a major tool for evaluating the performances of manufacturing and parallel processing systems. In this study, we present simple but effective methods which yield throughput upper and lower bounds for ADQNs with exponential service times and finite buffers. These methods are based on the monotonicity properties of throughputs with respect to service times and buffer capacities. The throughput-upper bounding method is elaborated on with general network configuration (specifically acyclic configuration). But our lower bounding method is restricted to the ADQNs with more specialized configuration. Computational experiments will be performed to confirm the effectiveness of our throughput-bounding methods.

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결함 주입 시뮬레이션을 이용한 병렬 비디오 서버의 의존도 분석 (Dependability Analysis of Parallel Video Servers Using Fault Injection Simulation)

  • 정지영;김성수
    • 한국시뮬레이션학회논문지
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    • 제9권2호
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    • pp.51-61
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    • 2000
  • In recent years, significant advances in computers and communication technologies have made multimedia services feasible. As a result, various queueing models and cost models on architecture and data placement for multimedia server have been proposed. However, most of these models do not evaluate dependability of systems. In the design phase of a system, simulation is an important experimental means for performance and dependability analysis. Fault injection simulation has been used in evaluation of dependability metric. In this paper, we develop fault injection simulation model to analyze dependability of parallel video servers. In addition, we evaluate reliability and MTTF(Mean Time To Failure) of systems by using the simulator.

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실시간 병렬처리를 위한 다중마이크로컴퓨터망의 설계 (Multimicrocomputer Network Design for Real-Time Parallel Processing)

  • 김진호;고광식;김항준;최흥문
    • 대한전자공학회논문지
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    • 제26권10호
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    • pp.1518-1527
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    • 1989
  • We proposed a technique to design a multimicrocomputer system for real-time parallel processing with an interconnection network which has good network latency time. In order to simplify the performance evaluation and the design procedure under the hard real-time constraints we defined network latency time which takes into account the queueing delays of the networks. We designed a dynamic interconnection network following the proposed technique, and the simulation results show that we can easily estimate the multimicrocomputer system's approximate performance using the defined network latency time before the actual design, so this definition can help the efficient design of the real-time parallel processing systems.

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ATM 교환 시스템의 성능향상을 위한 새로운 셀 스위치 구조 연구 (A Study on New Cell Switch Fabric for Increasing the Performance of ATM Switching Systems)

  • 정진태;이옥재;전병실
    • 전자공학회논문지S
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    • 제34S권3호
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    • pp.12-23
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    • 1997
  • In this paper, we propose a new cell switch fabric for increasing the performance of ATM switching systems. Proposed switching network consists of a sorting network and a routing network. Both of these are multistage networks where each stage performs a fixed permutation on the incoming lines, and then routes them through a clumn of 2x2 switching elements. It is designed for distributing inputs and parallel processing to reduce the hardware complexity and obtain high performance of switching network. The structure and the operation of th eswitching network aredescribed and the performanceof the switching network is anlyzed under uniform traffic models. In this result, though the size of proposed network is increased the large scale, it has always the same throughput as the that of genral output queueing system with N=2. So, it is found that our proposed network is appropriate for the high apeed and lrger size of ATM switching systems.

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Some Recent Results of Approximation Algorithms for Markov Games and their Applications

  • 장형수
    • 한국전산응용수학회:학술대회논문집
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    • 한국전산응용수학회 2003년도 KSCAM 학술발표회 프로그램 및 초록집
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    • pp.15-15
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    • 2003
  • We provide some recent results of approximation algorithms for solving Markov Games and discuss their applications to problems that arise in Computer Science. We consider a receding horizon approach as an approximate solution to two-person zero-sum Markov games with an infinite horizon discounted cost criterion. We present error bounds from the optimal equilibrium value of the game when both players take “correlated” receding horizon policies that are based on exact or approximate solutions of receding finite horizon subgames. Motivated by the worst-case optimal control of queueing systems by Altman, we then analyze error bounds when the minimizer plays the (approximate) receding horizon control and the maximizer plays the worst case policy. We give two heuristic examples of the approximate receding horizon control. We extend “parallel rollout” and “hindsight optimization” into the Markov game setting within the framework of the approximate receding horizon approach and analyze their performances. From the parallel rollout approach, the minimizing player seeks to combine dynamically multiple heuristic policies in a set to improve the performances of all of the heuristic policies simultaneously under the guess that the maximizing player has chosen a fixed worst-case policy. Given $\varepsilon$>0, we give the value of the receding horizon which guarantees that the parallel rollout policy with the horizon played by the minimizer “dominates” any heuristic policy in the set by $\varepsilon$, From the hindsight optimization approach, the minimizing player makes a decision based on his expected optimal hindsight performance over a finite horizon. We finally discuss practical implementations of the receding horizon approaches via simulation and applications.

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분산 시뮬레이션에서의 Coverage 분석에 관한 연구 (Quality of Coverage Analysis on Distributed Stochastic Steady-State Simulations)

  • 이종숙;박형우;정해덕
    • 정보처리학회논문지A
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    • 제9A권4호
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    • pp.519-524
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    • 2002
  • 본 논문에서는 분산 시뮬레이션 기법 중에 하나인 MRIP(Multiple Replications In Parallel) 시나리오에서 각종 순차적인 시뮬레이션 분석 방법들의 성능을 측정할 수 있는 포함범위(Coverage)에 대한 신뢰구간(confidence intervals) 및 속도향상(Speedup)에 대해 살펴보았다. F-분포를 기반으로 한 신뢰구간에 대한 추정기(estimator)를 단일 프로세서와 다중 프로세서 상에서 참조모델(reference model)로 $M/M/1/{\infty},\;M/D/I/{\infty}과\;M/H_{2}/1/{\infty}$큐잉 시스템을 활용하여 정상상태(steady-state)에서의 평균치를 추정하는 시뮬레이션에 적용하였다. 순차적인 포함범위 분석을 위해서는 수많은 시뮬레이션 실행(Run)들이 요구되는데, MRIP 분산 시뮬레이션 시나리오에서 다중 프로세서를 이용하여 시뮬레이션을 수행하여 최종 시뮬레이션 결과를 얻는데 걸리는 신간을 감소시켰다. 또한, LNA으로 연결된 분산 컴퓨팅 시스템에 시뮬레이션을 동시에 수행시킴으로써 쉽게 필요한 수의 시뮬레이션 실행결과(Run)를 수집할 수 있다. 이는 샘플의 수가 증가됨으로써 좀더 신뢰도가 높은 최종 신뢰구간을 시뮬레이션 수행자가 얻을 수 있게 해준다.