The LSA was a by-product of an attempt to find a fair measure of speedup in parallel simulations. The Time Warp parallel simulation algorithm by David Jefferson was advanced as a method to simulate asynchronous spatial interactions of fighting units in combat models on a parallel computer. Colliding particles models offered similar simulation tasks with spatial interactions of particles but clear of the details that are non-essential for exposing the simulation techniques. The speedup was presented as the ratio of the execution time on a uniprocessor over that on a multiprocessor, when executing the same parallel Time Warp algorithm. Boris D. Lubachevsky noticed that such a speedup assessment might be faulty because executing a parallel algorithm for a task on a uniprocessor is not necessarily the fastest way to perform the task on such a machine. The LSA was created in an attempt to produce a faster uniprocessor simulation and hence to have a more fair assessment of the parallel speedup. Later on, a parallel simulation algorithm, different from the Time Warp, was also proposed, that, when run on a uniprocessor, reduces to the LSA.