标题: | 适用于电脑对局游戏之志愿型计算系统及其应用问题---志愿型计算系统中之桌机格网设计 The Design of Desktop Grids in the Volunteer Computing System |
作者: | 吴毅成 WU I-CHEN 国立交通大学资讯工程学系(所) |
公开日期: | 2012 |
摘要: | 本整合型计画主要目的是为电脑对局游戏(Computer Games)应用问题,提出并发展一套新的志愿型计算系统(Volunteer Computing System;简称为VCS),及利用此志愿型计算系统,解决许多过去无法解决的电脑对局游戏应用问题,如利用VCS来解出Othello(黑白棋)、组合对局游戏问题;建构六子棋、围棋、象棋的开局系统;设计强大的围棋程式(达到高段棋士程度)。 志愿型计算(Volunteer Computing),主要是利用现有许多多余的电脑计算资源(Computing Resources)来共同完成需要大量计算的应用问题。然而,我们的研究显示过去的志愿型计算系统,如Berkeley发展的BOINC等,无法适用于电脑对局游戏应用问题。主要的问题是∶电脑对局游戏应用问题通常需要(a)设定高度动态工作优先权(Job Priority)、(b)要求低延迟、(c)处理MapReduce计算模式、(d)大量的资料储存空间与传输、(e)与现有的高速计算系统整合。 本子计画(代号子计画V1)是设计此志愿型计算系统(VCS)之桌机格网部份。本子计画的目的是利用过去成功建构六子棋开局库所发展的Desktop Grid系统经验,设计一般化VCS之桌机格网部份。本子计画主要是解决上述五项问题,如最后一项问题所述,本子计画将与子计画V2(负责丛集及HPC格网部份)整合;并提供子计画A1~A5(解电脑对局游戏应用问题之子计画),解决或计算电脑对局游戏应用问题。 本整合型计画预计三年完成。 第一年研究工作之主要目标是∶建置环境、研究规划技术及界面规格,并完成基本之桌机格网系统,但不含MapReduce计算模式;子计画A1~A5已可运用此桌机格网系统,设计无须MapReduce计算模式之应用问题。 第二年研究工作之主要目标是∶完成基本之桌机格网系统,并含支援MapReduce计算模式;子计画A1~A5已可运用此桌机格网系统,设计须MapReduce计算模式之应用问题。 第三年研究工作之主要目标是∶由于子计画A1~A5开始大量运用VCS,将设计更有效地资源管理及分配、高稳定性之执行(利用容错机制)、跨桌机格网间之连结。 由于现有的志愿型计算系统,无法适用于电脑对局游戏之应用,本计画之桌机格网加上子计画V2的部份,将比这些系统更为一般化,可适用更广的应用。这将是国际上,第一个可适用于电脑对局游戏应用且提供MapReduce计算模式之志愿型计算系统。此外,此计画的成功,未来预计在台湾即能整合出万核以上之电脑资源,这将有机会成为台湾研究领域的一个强大计算资源。此外,电脑对局游戏应用问题也将运用我们发展的系统,来获致许多令人振奋的新成果,提升台湾在此领域的研究成就。 The main goal of this integrated project is to propose and design a new volunteer computing system (Abbr. VCS), and to apply this system to the applications of computer games to solve many difficult problems that were not solved or not well solved in the past. For example, use the VCS to solve Othello game problems and combinatorial game problems etc, to construct openings of the games such as Connect6, Go (WeiChi), Chinese Chess, and to design strong game programs such as Go programs. Volunteer computing is to exploit spare resources such as computing powers and memory storages of desktops or some personal computers for the applications requiring huge amount of computation. However, from our research, the systems for volunteer computing in the past such as BOINC are not well suited for computer game applications. The key reason is that for these applications we need to support: (a) highly dynamic job priorities, (b) low latency among jobs, (c) MapReduce computing model, (d) huge amount of data storage and transmissions, and (e) integration with clusters and high performance computing (HPC) grids. This subproject V1 is to design desktop grids in the VCS. The goal of this subproject is to design the desktop grids in the VCS, based on our successful experiences on building openings of Connect6 in the past. This subproject will support the above five features as described above. For the last feature, this subproject will collaborate with Subproject V2, responsible for clusters and HPC grids. In addition, this subproject will support the applications designed by Subprojects A1~A5, responsible for solving computer games problems. This subproject is a 3-year project. In the first year, the research work items include: Build the environment, study the related technology, define the specification, design the basic desktop grid, but does not support the MapReduce model yet. Using the desktop grid, Subprojects A1~A5 can design the computer game applications that does not require MapReduce. In the second year, the research work items include: Design the basic desktop grid that support the MapReduce model. Using the desktop grid, Subprojects A1~A5 can design the computer game applications that require MapReduce. In the third year, the research work items include: Since Subprojects A1~A5 start using the VCS heavily to solve computer game problems, design resource management to manage resources fairly and efficiently and implement fault tolerance to make the VCS more stable. When compared with other VCSs, our VCS is more general, especially for computer game applications. This VCS could be the first volunteer computing systems that support MapReudce programming and fit the need of computer game applications. In addition, the success of this project would be able to integrate over tens of thousands of CPU-cores. This brings great and huge computer resources to the research society in Taiwan. And, many interesting and exciting new results for computer game applications will be expected to be solved using this VCS. |
官方说明文件#: | NSC99-2221-E009-104-MY3 |
URI: | http://hdl.handle.net/11536/98464 https://www.grb.gov.tw/search/planDetail?id=2395553&docId=381467 |
显示于类别: | Research Plans |