Abstract

In distributed discrete event simulation, accelerating the simulation time by accelerating or warping time is a means of speeding up the execution time of the simulation. One method of accelerating time is the time warp or virtual time methodology, where processors advance their local clocks at will, communicating with other processors using messages. A processor must rollback to recover when inconsistent or unsafe states occur, using antimessages. Problems associated with accelerating time in a distributed simulation include large buffer spaces for saving state information, and the potential for ripple effects, which occur when one roll-back triggers others

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