Due to the rapid evolution of grid computing, which deals with the effective utilization of the globally distributed comp uter resources to solve massive problems, grid scheduling is the major focus. Efficient scheduling algorithms are the need of the hour to achieve efficient utilization of the unused CPU cycles distributed geographically in various locations. The existing job scheduling algorithms in grid computing had mainly concentrated on the system performance rather than the user satisfaction. In this paper we have presented a new prioritized user demand algorithm that mainly focuses on better meeting the deadlines of the statically available jobs as expected by the users. This algorithm also concentrates on the better utilization of the available heterogeneous resources. The performance analysis shows that the prioritized user demand algorithm performs better than the other heuristic scheduling algorithms in terms of makespan and resource utilization rate.
In this paper, we adapt computational design approaches, widely used by the engineering design community, to address the unique challenges associated with mission design using RTS games. Specifically, we present a modeling approach that combines experimental design techniques, meta-modeling using convolutional neural networks (CNNs), uncertainty quantification, and explainable AI (XAI). We illustrate the approach using an open-source real-time strategy (RTS) game called microRTS. The modeling approach consists of microRTS player agents (bots), design of experiments that arranges games between identical agents with asymmetric initial conditions, and an AI infused layer comprising CNNs, XAI, and uncertainty analysis through Monte Carlo Dropout Network analysis that allows analysis of game balance. A sample balanced game and corresponding predictions and SHapley Additive exPlanations (SHAP) are presented in this study. Three additional perturbations were introduced to this balanced gameplay and the observations about important features of the game using SHAP are presented. Our results show that this analysis can successfully predict probability of win for self-play microRTS games, as well as capture uncertainty in predictions that can be used to guide additional data collection to improve the model, or refine the game balance measure.
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