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Ratio Games and Designing Experiments Andy Wang CIS 5930-03 Computer Systems Performance Analysis

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Ratio Games and Designing Experiments. Andy Wang CIS 5930-03 Computer Systems Performance Analysis. Ratio Games. Choosing a base system Using ratio metrics Relative performance enhancement Ratio games with percentages Strategies for winning a ratio game Correct analysis of ratios. - PowerPoint PPT Presentation

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Page 1: Ratio Games and Designing Experiments

Ratio Gamesand

Designing ExperimentsAndy WangCIS 5930-03

Computer SystemsPerformance Analysis

Page 2: Ratio Games and Designing Experiments

2

Ratio Games• Choosing a base system• Using ratio metrics• Relative performance enhancement• Ratio games with percentages• Strategies for winning a ratio game• Correct analysis of ratios

Page 3: Ratio Games and Designing Experiments

3

Choosing a Base System

• Run workloads on two systems• Normalize performance to chosen

system• Take average of ratios• Presto: you control what’s best

Page 4: Ratio Games and Designing Experiments

4

Example of Choosinga Base System

• (Carefully) selected Ficus results:

1 2 1/2 2/1cp 179.5 168.6 1.06 0.94rcp 286.8 338.3 0.85 1.18Mean 233.2 253.5 0.96 1.06

Page 5: Ratio Games and Designing Experiments

5

Why Does This Work?• Expand the arithmetic:

abbi

ai

b

a

b

abaiba

bbb

aba

Pyn

yn

yy

yy

nR

nP

RyyR

;;

;

;1

;1

;0

;0;;;

;;

11

1

11

0.1

Page 6: Ratio Games and Designing Experiments

6

Using Ratio Metrics• Pick a metric that is itself a ratio

– E.g., power = throughput response time– Or cost/performance

• Handy because division is “hidden”

Page 7: Ratio Games and Designing Experiments

7

Relative Performance Enhancement• Compare systems with incomparable bases

• Turn into ratios• Example: compare Ficus 1 vs. 2 replicas

with UFS vs. NFS (1 run on chosen day):

• “Proves” adding Ficus replica costs less than going from UFS to NFS

"cp" Time RatioFicus 1 vs. 2 197.4 246.6 1.25UFS vs. NFS 178.7 238.3 1.33

Page 8: Ratio Games and Designing Experiments

8

Ratio Games with Percentages

• Percentages are inherently ratios– But disguised– So great for ratio games

• Example: Passing tests

• A is worse, but looks better in total line!

Test A Runs A Passes A % B RunsB PassesB %1 300 60 20 32 8 252 50 2 4 500 40 8

Total 350 62 18 532 48 9

Page 9: Ratio Games and Designing Experiments

9

More on Percentages• Psychological impact

– 1000% sounds bigger than 10-fold (or 11-fold)

– Great when both original and final performance are lousy

• E.g., salary went from $40 to $80 per week

• Small sample sizes generate big lies• Base should be initial, not final value

– E.g., price can’t drop 400%

Page 10: Ratio Games and Designing Experiments

10

Strategies for Winning

a Ratio Game• Can you win?• How to win

Page 11: Ratio Games and Designing Experiments

11

Can You Winthe Ratio Game?

• If one system is better by all measures, a ratio game won’t work– But recall percent-passes example– And selecting the base lets you change the

magnitude of the difference• If each system wins on some measures,

ratio games might be possible (but no promises)– May have to try all bases

Page 12: Ratio Games and Designing Experiments

12

How to WinYour Ratio Game

• For LB metrics, use your system as the base

• For HB metrics, use the other as a base• If possible, adjust lengths of

benchmarks– Elongate when your system performs best– Short when your system is worst– This gives greater weight to your strengths

Page 13: Ratio Games and Designing Experiments

13

Correct Analysis of Ratios

• Previously covered in Lecture 2• Generally, harmonic or geometric

means are appropriate– Or use only the raw data

Page 14: Ratio Games and Designing Experiments

14

Introduction To Experimental Design

• You know your metrics• You know your factors• You know your levels• You’ve got your instrumentation and

test loads• Now what?

Page 15: Ratio Games and Designing Experiments

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Goals in Experiment Design

• Obtain maximum information with minimum work– Typically meaning minimum number of

experiments• More experiments aren’t better if you’re

the one who has to perform them• Well-designed experiments are also

easier to analyze

Page 16: Ratio Games and Designing Experiments

16

Experimental Replications

• System under study will be run with varying levels of different factors, potentially with differing workloads

• Run with particular set of levels and other inputs is a replication

• Often, need to do multiple replications with each set of levels and other inputs– Usually necessary for statistical validation

Page 17: Ratio Games and Designing Experiments

17

Interacting Factors• Some factors have completely

independent effects– Double the factor’s level, halve the

response, regardless of other factors• But effects of some factors depends on

values of others– Called interacting factors

• Presence of interacting factors complicates experimental design

Page 18: Ratio Games and Designing Experiments

18

The Basic Problemin Designing Experiments

• You’ve chosen some number of factors– May or may not interact

• How to design experiment that captures full range of levels?– Want minimum amount of work

• Which combination or combinations of levels (of factors) do you measure?

Page 19: Ratio Games and Designing Experiments

19

Common Mistakesin Experimentation

• Ignoring experimental error• Uncontrolled parameters• Not isolating effects of different factors• One-factor-at-a-time experimental

designs• Interactions ignored• Designs require too many experiments

Page 20: Ratio Games and Designing Experiments

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Types ofExperimental Designs

• Simple designs• Full factorial design• Fractional factorial design

Page 21: Ratio Games and Designing Experiments

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Simple Designs• Vary one factor at a time• For k factors with ith factor having ni

levels, no. of experiments needed is:

• Assumes factors don’t interact– Even then, more effort than required

• Don’t use it, usually

k

iinn

1

11

Page 22: Ratio Games and Designing Experiments

22

Full Factorial Designs• Test every possible combination of

factors’ levels• For k factors with ith factor having ni levels:

• Captures full information about interaction• But a huge amount of work

k

iinn

1

Page 23: Ratio Games and Designing Experiments

23

Reducing the Work inFull Factorial Designs

• Reduce number of levels per factor– Generally good choice– Especially if you know which factors are

most important• Use more levels for those

• Reduce number of factors– But don’t drop important ones!

• Use fractional factorial designs

Page 24: Ratio Games and Designing Experiments

24

Fractional Factorial Designs

• Only measure some combination of levels of the factors

• Must design carefully to best capture any possible interactions

• Less work, but more chance of inaccuracy

• Especially useful if some factors are known to not interact

Page 25: Ratio Games and Designing Experiments

25

2k Factorial Designs• Used to determine effect of k factors

– Each with two alternatives or levels• Often used as preliminary to larger

performance study– Each factor measured at its maximum and

minimum level– Might offer insight on importance and

interaction of various factors

Page 26: Ratio Games and Designing Experiments

26

Unidirectional Effects• Effects that only increase as level of a

factor increases– Or vice versa

• If system known to have unidirectional effects, 2k factorial design at minimum and maximum levels is useful

• Shows whether factor has significant effect

Page 27: Ratio Games and Designing Experiments

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22 Factorial Designs• Two factors with two levels each• Simplest kind of factorial experiment

design• Concepts developed here generalize• Regression can easily be used

Page 28: Ratio Games and Designing Experiments

28

22 Factorial Design Example

• Consider parallel operating system• Goal is fastest possible completion of a

given program• Quality usually expressed as speedup• We’ll use runtime as metric (simpler but

equivalent)

Page 29: Ratio Games and Designing Experiments

29

Factors and Levelsfor Parallel OS

• First factor: number of CPUs– Vary between 8 and 64

• Second factor: use of dynamic load management– Migrates work between nodes as load

changes• Other factors possible, but ignore them

for now

Page 30: Ratio Games and Designing Experiments

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Defining Variables for22 Factorial OS Example

11

Ax if 8 nodes

if 64 nodes

11

Bx if no dynamic load mgmt

if dynamic load mgmt

Page 31: Ratio Games and Designing Experiments

31

Sample Datafor Parallel OS

• Single runs of one benchmark

DLM

NO

DLM

8 Nodes 64 Nodes

820

776 197

217

Page 32: Ratio Games and Designing Experiments

32

Regression Modelfor Example

• y = q0 + qAxA + qBxB + qABxAxB

• Note that model is nonlinear!

820 = q0 – qA – qB + qAB

217 = q0 + qA – qB – qAB

776 = q0 – qA + qB – qAB

197 = q0 + qA + qB + qAB

Page 33: Ratio Games and Designing Experiments

33

Solving the Equations• 4 equations in 4 unknowns• q0 = 502.5• qA = -295.5• qB = -16• qAB = 6• So y = 502.5 – 295.5xA – 16xB + 6xAxB

Page 34: Ratio Games and Designing Experiments

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The Sign Table Method• Write problem in tabular formI A B AB y1 -1 -1 1 8201 1 -1 -1 2171 -1 1 -1 7761 1 1 1 1972010 -1182 -64 24 Total502.5 -295.5 -16 6 Total/4

Page 35: Ratio Games and Designing Experiments

35

Allocation of Variationfor 22 Model

• Calculate the sample variance of y:

• Numerator is SST: total variationSST = 22qA

2 + 22qB2 + 22qAB

2 • SST explains causes of variation in y

122

2

1

22

2

i i

y

yys

Page 36: Ratio Games and Designing Experiments

36

Terms in the SST• 22qA

2 is variation explained by effect of A: SSA

• 22qB2 is variation explained by effect of

B: SSB• 22qAB

2 is variation explained by interaction between A and B: SSAB

SST = SSA + SSB + SSAB

Page 37: Ratio Games and Designing Experiments

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Variations in Our Example

• SST = 350449• SSA = 349281• SSB = 1024• SSAB = 144• Now easy to calculate fraction of total

variation caused by each effect

Page 38: Ratio Games and Designing Experiments

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Fractions of Variation in Our Example

• Fraction explained by A is 99.67%• Fraction explained by B is 0.29%• Fraction explained by interaction of A

and B is 0.04%• So almost all variation comes from

number of nodes• If you want to run faster, apply more

nodes, don’t turn on dynamic load management

Page 39: Ratio Games and Designing Experiments

39

General 2k

Factorial Designs• Used to explain effects of k factors,

each with two alternatives or levels• 22 factorial designs are a special case• Same methods extend to more general

case• Many more interactions between pairs

(and trios, etc.) of factors

Page 40: Ratio Games and Designing Experiments

40

Sample 23 Experiment• Sign table A, B, C are binary count;

interactions are products of columns:I A B C AB AC BC ABC y1 -1 -1 -1 1 1 1 -1 141 1 -1 -1 -1 -1 1 1 221 -1 1 -1 -1 1 -1 1 101 1 1 -1 1 -1 -1 -1 341 -1 -1 1 1 -1 -1 1 461 1 -1 1 -1 1 -1 -1 581 -1 1 1 -1 -1 1 -1 501 1 1 1 1 1 1 1 86

40 10 5 20 5 2 3 1 T/818 4.4 71 4.4 0.7 1.6 0.2 %

Page 41: Ratio Games and Designing Experiments

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