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					Scalable Peer-to-peer Network for Highly Synchronized Simulations Shun-Yun Hu Institute of Physics, Academia Sinica 2005/03/11 Outline     Introduction Voronoi-based Overlay Network (VON) Simulation Results Conclusion A Look at Simulations  Simulations are important tools in scientific research  Larger scale and higher resolution (more accurate and detailed simulations) are constantly sought  However, computational resource can be limited An Untapped Potential  300 Million PCs on the Internet (2000 est.)  Up to 80% to 90% of CPU is wasted  Large supply of computing resource, growing rapidly An Example: SETI@Home   Search for Extraterrestrial Intelligence (SETI) UC Berkeley Project launched in May 1999  PC User downloads a screen saver Calculations are done using idle CPU time  2005/03 statistics (in 6 years)     5.3 M world-wide participants 2.2 M years of single-processor CPU 54 teraflop machine (current top 3: 70.72, 51.87, 35.86) Simulation: Folding@Home     Stanford Project launched in Sept. 2000 Seeks to determine protein’s 3D structure Screensaver that downloads “work units” 2002 Statistics:    30,000 volunteers 1 M days of single-processor CPU Published 23 papers in: Science, Nature, Nature Structural Biology, PNAS, JMB, etc. The Grand Question  Can we build the ultimate simulator for large-scale simulation utilizing millions of computers world-wide?  Potential applications:      Nuclear reaction Star clusters Atomic-scale modeling in material science Weather, earthquakes Biology (protein, ecosystem, brain, ...) Current Limitations  Current methodology      Issues:    Centralized server + many clients Client requests “work unit” to process Communication is minimized Clients do not communicate Only suitable for “embarrassingly parallel” simulations Sophisticated server-side algorithm and management required An alternative: peer-to-peer (P2P) computing What is Peer-to-Peer (P2P)? [Stoica et al. 2003]  Distributed systems without any centralized control or hierarchical organization  Runs software with equivalent functionality  Examples    File-sharing: VoIP: DHT: Napster, Gnutella, eDonkey Skype Chord, CAN, Pastry Peer-to-Peer Overlay A P2P overlay network source: [Keller & Simon 2003] Promise & Challenge of P2P  Promises    Growing resource, decentralized  Scalable Commodity hardware  Affordable Challenges   Topology maintenance  dynamic join/leave Efficient content retrieval  no global knowledge A Simulation Scenario  How can we utilize P2P for simulation-purpose? Answer: depends on what you want to simulate  We observe that many simulations…      are spatially-oriented (i.e. based on coordinate systems) run in discrete time-steps require synchronization at each time-step exhibit localized interaction (i.e. short-range interaction) example: molecular dynamics (MD) simulation Scenario Defined for P2P    Many simulated entities (nodes) on a 2D plane ( > 1,000) Positions (coordinates) may change at each time-step How to synchronize positions with those in Area of Interest (AOI)? Area of Interest P2P Design Goals  Observation:   the contents are information from AOI neighbors P2P content discovery is a neighbor discovery problem  Solve the Neighbor Discovery Problem in a fullydistributed, message-efficient manner.  Specific goals:   Scalable Fast  Limit & minimize message traffics  Direct connection with AOI neighbors Outline     Introduction Voronoi-based Overlay Network (VON) Simulation Results Conclusion Voronoi Diagram   2D Plane partitioned into regions by sites, each region contains all the points closest to its site Can be used to find k-nearest neighbor easily Neighbors Region Site Design Concepts Use Voronoi to solve the neighbor discovery problem     Identify enclosing and boundary neighbors Each node constructs a Voronoi of all AOI neighbors Enclosing neighbors are minimally maintained Mutual collaboration in neighbor discovery Circle Area of Interest (AOI) White self Yellow enclosing neighbor (E.N.) L. Blue boundary neighbor (B.N.) Pink E.N. & B.N. Green AOI neighbor D. Blue unknown neighbor Procedure (JOIN) 1) Joining node sends coordinates to any existing node Join request is forwarded to acceptor 2) Acceptor sends back its own neighbor list joining node connects with other nodes on the list Joining node Acceptor’s region Procedure (MOVE) 1) Positions sent to all neighbors, mark messages to B.N. B.N. checks for overlaps between mover’s AOI and its E.N. 2) Connect to new nodes upon notification by B.N. Disconnect any non-overlapped neighbor Boundary neighbors New neighbors Non-overlapped neighbors Demonstration Simulation video   General movements (30 nodes, 800x600 world) Local vs. global view Outline     Introduction Voronoi-based Overlay Network (VON) Simulation Results Conclusion Simulation Method  Condition      World-size: AOI: Trials: Time-steps: 1000x1000 150 10 ~ 250 nodes 1000 Behavior model    Random movement: Constant velocity: Movement duration: random direction 5 units/step random (1-25 steps) Consistency Metrics  Topology Consistency [Kawahara, 2004] Number of observed AOI neighbors Number of actual AOI neighbors  Drift Distance [Diot, 1999] Distance between observed position and actual position (average over all nodes) Topology Consistency Topology Consistency (%) Topology Consistency Measurements 100 99 98 97 96 95 94 93 92 91 90 0 50 100 150 Number of Nodes 200 250 Drift Distance Drift Distance 100 90 average 80 maximum 70 60 50 40 30 20 10 0 0 50 100 150 Number of Nodes 200 250 Scalability (1) Transmission Size Per Node Per Second 6.0 5.0 Size (kb) send (max) 4.0 send (avg) recv (max) 3.0 recv (avg) 2.0 1.0 0.0 0 25 50 75 100 125 150 175 200 225 250 Number of Nodes Scalability (2) Average Neighbor Size Measurements 18 16 Neighbor Size 14 12 connected 10 AOI 8 6 4 2 0 0 50 100 150 Number of Nodes 200 250 Scalability (3) Comparison of Voronoi-based P2P and Client-Server 180 160 Size (kb) 140 send (avg) 120 recv (avg) 100 CS-send (avg) 80 CS-recv (avg) 60 40 20 0 0 25 50 75 100 125 150 175 200 225 250 Number of Nodes Outline     Introduction Voronoi-based Overlay Network (VON) Simulation Results Conclusion Summary  Idle CPU and networks are untapped potential resources for large-scale simulation  Current approaches do not support simulations that require frequent synchronization / updates  A promising solution: Voronoi-based P2P Overlay    Leverage knowledge of each peer to maintain topology Properties: scalable, efficient, fully-distributed Enable simulations with frequent localized synchronization Future Works  3D Voronoi  Heterogeneous node capacities  Node failures  Application to actual research problems Acknowledgements            Dr. Jui-Fa Chen (陳瑞發老師) Dr. Wei-Chuan Lin (林偉川老師) Members of the Alpha Lab, TKU CS Guan-Ming Liao (廖冠名) Dr. Chin-Kun Hu (胡進錕老師) LSCP, Institute of Physics, Academia Sinica Joaquin Keller Bart Whitebook Jon Watte (France Telecomm R&D, Solipsis) (butterfly.net) (there.com) Dr. Wen-Bing Horng Dr. Jiung-yao Huang (洪文斌老師) (黃俊堯老師) Protein Folding Problem  Find native state (lowest free energy) 3D structure given a 1D sequence of amino acids  Timescale limitation of classical MD methods      Secondary structure folds in 0.1 ~ 10 ms Small protein folds in tens of ms Current record: 1ms (villin headpiece) full-atomic simulation of 1 ns takes one CPU day 100 ~ 10,000 gap (it might take decades) Folding@Home Parallelization  Dynamics of complex system involves crossing of free energy barriers  Most time is spent in free energy minimum “waiting”  Possible to simulate using trajectories much shorter than folding time  “ensemble dynamics” (same coords, different velocities) Simulation Specifics  free energy barrier crossing is identified by spike in energy variance  Fs peptide (5-residue)   (fold time 10ns and 160 +/-10ns) Artificial mini-protein BBA5 (23-residue)   Tens of thousands of 5-20ns trajectories (total of 700us) Mean folding time is 10ms, 10 out of 10,000 folds in 10ns Procedure (LEAVE) 1) Simply disconnect 2) Others then update their Voronoi new B.N. is discovered via existing B.N. Leaving node (also a B.N.) New boundary neighbor Scalability (1) Average transmission size per node per second 5.0 send (basic) 4.5 recv (basic) 4.0 send (dAOI) Size (kb) 3.5 recv (dAOI) 3.0 2.5 2.0 1.5 1.0 0.5 0.0 0 25 50 75 100 125 150 Number of Nodes 175 200 225 250 Scalability (2) Maximum transmission size per second among all nodes 6.0 send (basic) recv (basic) 5.0 send (dAOI) recv (dAOI) Size (kb) 4.0 3.0 2.0 1.0 0.0 0 25 50 75 100 125 150 Number of Nodes 175 200 225 250 Scalability (3) Average neighbor size for basic and dynamic AOI models 18 connected (basic) 16 connected (dAOI) 14 AOI (basic) Neighbor Size AOI (dAOI) 12 10 8 6 4 2 0 0 50 100 150 Number of Nodes 200 250 Problems of Voronoi Approach  Message traffic   Circular round-up of nodes Redundant message sending (inherent to fully-distributed design)  Incomplete neighbor discovery   Can happen with inconsistent / incorrect neighbor list Fast moving node