Lubachevsky–Stillinger algorithm: Difference between revisions

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== History ==
LSA was a by-product of an attempt to find
a fair measure of [[speed-upspeedup]] in [[parallel simulations]].
[[Time Warp]] parallel simulationssimulation algorithm
by David Jefferson was advanced as a solutionmethod
to simulate on a [[parallel computer]]
to simulating a spacial combinatorics of multitude
of asynchronous spacial pairwise interactions
in combat models.
<ref>
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P. Hontales, B. Beckman, et al., Performnce of the colliding pucks simulation of the Time Warp operating systems, Proc. 1989 SCS Multiconference, Simulation Series, SCS, Vol. 21, No. 2, pp. 3-7.
</ref>
offered the same combinatoricssimulation intask a form
but
clear of the details that are non-essential for the simulation
exposing the simulation
techniques.
The [[speedup]] was presented as simply the ratio
of the execution time on a uni-processor[[uniprocessor]] over that
on a [[multiprocessor]], when executing the same
parallel [[Time Warp]] algorithm.
An objection was raised by Boris Lubachevsky, was that
thesuch a speedup assessment might be faulty because
executing thea [[parallel algorithm]] for a task on a uni-processor[[uniprocessor]]
is not necessarily
the fastest way to runperform the simulationtask
on such a uni-processormachine.
LSA was created in an
attempt to produce a faster uni-processor[[uniprocessor]] simulation.
and hence to have a more fair assessment of the
[[parallel speedup]].
Later on, a parallel simulation algorithm
was also proposed, that, when run on a [[uniprocessor]],
reduces to LSA.
<ref>
B.D. Lubachevsky, Simulating Billiards: Serially and in Parallel, Int.J. in Computer Simulation, Vol. 2 (1992), pp. 373-411.
</ref>
== References ==
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