network simulator
Fitting summary statistics of neural data with a differentiable spiking network simulator
Fitting network models to neural activity is an important tool in neuroscience. A popular approach is to model a brain area with a probabilistic recurrent spiking network whose parameters maximize the likelihood of the recorded activity. Although this is widely used, we show that the resulting model does not produce realistic neural activity. To correct for this, we suggest to augment the log-likelihood with terms that measure the dissimilarity between simulated and recorded activity. This dissimilarity is defined via summary statistics commonly used in neuroscience and the optimization is efficient because it relies on back-propagation through the stochastically simulated spike trains. We analyze this method theoretically and show empirically that it generates more realistic activity statistics. We find that it improves upon other fitting algorithms for spiking network models like GLMs (Generalized Linear Models) which do not usually rely on back-propagation. This new fitting algorithm also enables the consideration of hidden neurons which is otherwise notoriously hard, and we show that it can be crucial when trying to infer the network connectivity from spike recordings.
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Phantora: Maximizing Code Reuse in Simulation-based Machine Learning System Performance Estimation
Qin, Jianxing, Chen, Jingrong, Kong, Xinhao, Wu, Yongji, Yuan, Tianjun, Luo, Liang, Wang, Zhaodong, Zhang, Ying, Chen, Tingjun, Lebeck, Alvin R., Zhuo, Danyang
Modern machine learning (ML) training workloads place substantial demands on both computational and communication resources. Consequently, accurate performance estimation has become increasingly critical for guiding system design decisions, such as the selection of parallelization strategies, cluster configurations, and hardware provisioning. Existing simulation-based performance estimation requires reimplementing the ML framework in a simulator, which demands significant manual effort and is hard to maintain as ML frameworks evolve rapidly. This paper introduces Phantora, a hybrid GPU cluster simulator designed for performance estimation of ML training workloads. Phantora executes unmodified ML frameworks as is within a distributed, containerized environment. Each container emulates the behavior of a GPU server in a large-scale cluster, while Phantora intercepts and simulates GPU- and communication-related operations to provide high-fidelity performance estimation. We call this approach hybrid simulation of ML systems, in contrast to traditional methods that simulate static workloads. The primary advantage of hybrid simulation is that it allows direct reuse of ML framework source code in simulation, avoiding the need for reimplementation. Our evaluation shows that Phantora provides accuracy comparable to static workload simulation while supporting three state-of-the-art LLM training frameworks out-of-the-box. In addition, Phantora operates on a single GPU, eliminating the need for the resource-intensive trace collection and workload extraction steps required by traditional trace-based simulators. Phantora is open-sourced at https://github.com/QDelta/Phantora.
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Fitting summary statistics of neural data with a differentiable spiking network simulator
Fitting network models to neural activity is an important tool in neuroscience. A popular approach is to model a brain area with a probabilistic recurrent spiking network whose parameters maximize the likelihood of the recorded activity. Although this is widely used, we show that the resulting model does not produce realistic neural activity. To correct for this, we suggest to augment the log-likelihood with terms that measure the dissimilarity between simulated and recorded activity. This dissimilarity is defined via summary statistics commonly used in neuroscience and the optimization is efficient because it relies on back-propagation through the stochastically simulated spike trains.
MBDS: A Multi-Body Dynamics Simulation Dataset for Graph Networks Simulators
Yang, Sheng, Wu, Fengge, Zhao, Junsuo
Modeling the structure and events of the physical world constitutes a fundamental objective of neural networks. Among the diverse approaches, Graph Network Simulators (GNS) have emerged as the leading method for modeling physical phenomena, owing to their low computational cost and high accuracy. The datasets employed for training and evaluating physical simulation techniques are typically generated by researchers themselves, often resulting in limited data volume and quality. Consequently, this poses challenges in accurately assessing the performance of these methods. In response to this, we have constructed a high-quality physical simulation dataset encompassing 1D, 2D, and 3D scenes, along with more trajectories and time-steps compared to existing datasets. Furthermore, our work distinguishes itself by developing eight complete scenes, significantly enhancing the dataset's comprehensiveness. A key feature of our dataset is the inclusion of precise multi-body dynamics, facilitating a more realistic simulation of the physical world. Utilizing our high-quality dataset, we conducted a systematic evaluation of various existing GNS methods. Our dataset is accessible for download at https://github.com/Sherlocktein/MBDS, offering a valuable resource for researchers to enhance the training and evaluation of their methodologies.
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On The Effects of The Variations In Network Characteristics In Cyber Physical Systems
Szabó, Géza, Rácz, Sándor, Pető, József, Aschoff, Rafael Roque
The popular robotic simulator, Gazebo, lacks the feature of simulating the effects of control latency that would make it a fully-fledged cyber-physical system (CPS) simulator. The CPS that we address to measure is a robotic arm (UR5) controlled remotely with velocity commands. The main goal is to measure Quality of Control (QoC) related KPIs during various network conditions in a simulated environment. We propose a Gazebo plugin to make the above measurement feasible by making Gazebo capable to delay internal control and status messages and also to interface with external network simulators to derive even more advanced network effects. Our preliminary evaluation shows that there is certainly an effect on the behavior of the robotic arm with the introduced network latency in line with our expectations, but a more detailed further study is needed.
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FATHER: FActory on THE Road
Szabó, Géza, Tárnok, Balázs, Vajda, Levente, Pető, József, Vidács, Attila
Our main goal is to show how a robotic cell can withstand In most factories today the robotic cells are deployed on external forces occurring on the move. To achieve well enforced bases to avoid any external impact on the this goal, we take the Agile Robotics for Industrial accuracy of production. In contrast to that, we evaluate Automation Competition (ARIAC) 2018 environment a futuristic concept where the whole robotic cell (ariac2018 2018) as a baseline, and extend it to serve could work in a moving platform. Imagine a trailer of our needs. First, we modified the static environment a truck moving along the motorway while exposed to and mobilized it. The next step was to apply external heavy physical impacts due to maneuvering. The key forces from different sources to the modified model. Our question here is how the robotic cell behaves and how final goal is to examine the productivity changes in the the productivity is affected. We propose a system architecture moving system, and based on the results, propose suggestions (FATHER) and show some solutions including to decrease the impact of the external forces.
FORLORN: A Framework for Comparing Offline Methods and Reinforcement Learning for Optimization of RAN Parameters
Edvardsen, Vegard, Spreemann, Gard, Abeele, Jeriek Van den
The growing complexity and capacity demands for mobile networks necessitate innovative techniques for optimizing resource usage. Meanwhile, recent breakthroughs have brought Reinforcement Learning (RL) into the domain of continuous control of real-world systems. As a step towards RL-based network control, this paper introduces a new framework for benchmarking the performance of an RL agent in network environments simulated with ns-3. Within this framework, we demonstrate that an RL agent without domain-specific knowledge can learn how to efficiently adjust Radio Access Network (RAN) parameters to match offline optimization in static scenarios, while also adapting on the fly in dynamic scenarios, in order to improve the overall user experience. Our proposed framework may serve as a foundation for further work in developing workflows for designing RL-based RAN control algorithms.
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SynchroSim: An Integrated Co-simulation Middleware for Heterogeneous Multi-robot System
Dey, Emon, Hossain, Jumman, Roy, Nirmalya, Busart, Carl
With the advancement of modern robotics, autonomous agents are now capable of hosting sophisticated algorithms, which enables them to make intelligent decisions. But developing and testing such algorithms directly in real-world systems is tedious and may result in the wastage of valuable resources. Especially for heterogeneous multi-agent systems in battlefield environments where communication is critical in determining the system's behavior and usability. Due to the necessity of simulators of separate paradigms (co-simulation) to simulate such scenarios before deploying, synchronization between those simulators is vital. Existing works aimed at resolving this issue fall short of addressing diversity among deployed agents. In this work, we propose \textit{SynchroSim}, an integrated co-simulation middleware to simulate a heterogeneous multi-robot system. Here we propose a velocity difference-driven adjustable window size approach with a view to reducing packet loss probability. It takes into account the respective velocities of deployed agents to calculate a suitable window size before transmitting data between them. We consider our algorithm-specific simulator agnostic but for the sake of implementation results, we have used Gazebo as a Physics simulator and NS-3 as a network simulator. Also, we design our algorithm considering the Perception-Action loop inside a closed communication channel, which is one of the essential factors in a contested scenario with the requirement of high fidelity in terms of data transmission. We validate our approach empirically at both the simulation and system level for both line-of-sight (LOS) and non-line-of-sight (NLOS) scenarios. Our approach achieves a noticeable improvement in terms of reducing packet loss probability ($\approx$11\%), and average packet delay ($\approx$10\%) compared to the fixed window size-based synchronization approach.
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