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The prevention of deadlock in certain types of distributed simulation systems requires special synchronization protocols. These protocols often create an excessive amount of performance-degrading communication; yet a protocol with the minimum amount of communication may not lead to the fastest network finishing time. We propose a protocol that attempts to balance the network's need for auxiliary synchronization information with the cost of providing that information. Using an empirical study we demonstrate the efficiency of this protocol. Also, we show that the synchronization requirements at different interfaces may vary; an integral part of our proposal assigns a protocol to an interface according to the interface's synchronization needs.
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Papers that cite the same references — the relational fallback while embeddings are still backfilling.
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