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In a final, compressed, or "jammed" state,
some particles
within "cages" formed by their immobile, jammed neighbors
and the boundary, if any.
or pre-designed, or target feature of the LSA,
The simulation revealed this phenomenon,
that if one physically shakes a compressed bunch of hard▼
for the free-to-move particles,
because
In the pre-"jammed" mode
when the density of the
low and when
simulating
Various dynamics of the instantaneous collisions
can be simulated such as: with or without a full restitution,
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into account.
It is also easy and sometimes proves useful to
"fluidize" a
by decreasing the sizes of all or some of the particles.
Another possible extension of the LSA is replacing
the hard collision [[force]] [[potential]]
(zero outside the particle, infinity at or inside) with
a piece-wise constant [[force]] [[potential]].
thus modified would approximate
a molecular dynamic simulation with continuous
short range particle-particle force interaction.
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increase without a bound.
Still the LSA successfully achieves the jamming state
as long as those rates remain comparable among
the
▲particles (except the rattlers, those experience
particles, except for the rattlers.
(Rattlers experience consistently
low collision rates, and that is one way to detect
that along the approach to a certain simulated time,▼
them during calculations.)
However,
even a single particle,▼
it is possible for a few particles,
▲even just for a single particle,
to experience a very high collision
rate
▲in the rest of the ensemble.
Then the simulation might not be able▼
The rate will be not only increasing without
a bound but will be also outstandingly higher
than the rates of collisions in the rest of the particle ensemble.
If this happens,
to advance beyond this simulated time,
even
The "stuck in time" failure
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just for simulating a granular flow,
without the particle compression
or expansion.
▲but that exists in the area of granular flow
▲simulations at large,
as an "inelastic collapse"
<ref> McNamara, S. and Young, W. R., Inelastic collapse in two dimensions, Physical
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at collisions is low (and hence
the collisions are inelastic).
The failure is not specific to just the LSA algorithm.
Techniques to avoid the failure have
been proposed.
== History ==
The LSA was a by-product of an attempt to find
a fair measure of [[speedup]] in [[parallel simulations]]. The
[[Time Warp]] parallel simulation algorithm
by David Jefferson was advanced as a method
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on a [[multiprocessor]], when executing the same
parallel [[Time Warp]] algorithm.
An objection raised by Boris D. Lubachevsky was that
such a speedup assessment might be faulty because
executing a [[parallel algorithm]] for a task on a [[uniprocessor]]
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and hence to have a more fair assessment of the
[[parallel speedup]].
Later on, a parallel simulation algorithm,
different from the [[Time Warp]],
was also proposed, that, when run on a [[uniprocessor]],
reduces to the LSA.
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