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    Confidential & ProprietaryAll Rights ReservedInternal Distribution, April 2003.

    Power-Aware State Dissemination inMobile Distributed Virtual

    Environments

    Weidong Shi

    Kalyan Perumalla

    Richard FujimotoCollege of Computing, Georgia Tech

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    Introduction Problem:

    interactive applications execute over battery operated mobile platforms.

    Goal:minimize the energy consumed by exploiting application level information.

    Scheme:maintain distributed simulation state consistency while at the same time

    yielding lower energy consumption.

    Approach:use a closely coupled feedback loop to achieve a balance between powerconservation and simulation quality.

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    Applications

    Mobile Distributed Virtual Environment

    Mobile Augmented Reality

    Wireless Gaming

    Interactive Distributed Simulation

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    Power-Aware State Updates

    The application exposes a slack time to the power

    management service so that communication

    devices can be suspended with minimal, bounded

    impact on space-time consistency.

    A new state update algorithm that can maximize

    device suspension time while meeting minimum

    latency requirements.

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    Power-Aware Dead Reckoning

    Algorithm

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    1 2 3 4 5 6 7 8 9 10 11Time

    Cons

    istencyError

    d

    trigger a state update

    Trigger calculation ofnew suspension interval

    Suspension interval hint h

    d

    1Update Ptrue

    (t) and Pdr(t) with usual dead reckoning

    If there is no outstanding publication ofstate update waiting to be acked

    {If | P

    true(t) - P

    dr(t) | > d' {

    If local hosts communication device ispowered off, resume it

    Send Ptrue(t) to other host(s)Set tpub = tMark that there is an outstanding

    state publication not acked yet} else {

    h = h + k*step;If h> MAX_SUSPENTION_TIME

    Let h=MAX_SUSPENSION_TIME}

    } else {If | P

    true(t) - P

    dr(t) | > dand

    there is an un-acked state publication {Set h = ttpubSend threshold-triggering event to all other hosts

    }}1Post the new h value to the underlyingmessaging mechanism.

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    Consistency and Power Savings

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    Dead-reckoning Threshold (pixels)

    PowerSavin

    gs&

    Error

    Baseline Error Pow er-aw are ErrorPow er Savings

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    Power vs. User Input Rate

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    Dead-reckoning Threshold

    Power

    savings

    1-key per second 4-key per second

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    Scalability and Consistency

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    Dead-reckoning Threshold

    Powe

    rSavings

    3-nodes 4-nodes 5-nodes

    6-nodes 7-nodes 8-nodes

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    Dead-reckoning Threshold

    Consis

    tencyError

    200 millisend threshold 100 millisend threshold

    50 millisend threshold

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    Summary Proposed a new power conservation scheme and a

    new state update protocol.

    Optimize the trade-off between consistency andpower reduction.

    Achieve power reduction without greatly violatingconsistency constraints (9% to 69% undersimulation).

    Show robustness with respect to human input rate andentity moving speed.

    Achieve moderate scalability based on simulation.