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Locality-Based Relaxation: An Efficient Method for GPU-Based Computation of Shortest Paths

机译:基于局部性的松弛:一种基于GPU的最短路径计算的有效方法

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This paper presents a novel parallel algorithm for solving the Single-Source Shortest Path (SSSP) problem on GPUs. The proposed algorithm is based on the idea of locality-based relaxation, where instead of updating just the distance of a single vertex v, we update the distances of v's neighboring vertices up to k steps. The proposed algorithm also implements a communication-efficient method (in the CUDA programming model) that minimizes the number of kernel launches, the number of atomic operations and the frequency of CPU-GPU communication without any need for thread synchronization. This is a significant contribution as most existing methods often minimize one at the expense of another. Our experimental results demonstrate that our approach outperforms most existing methods on real-world road networks of up to 6.3 million vertices and 15 million arcs (on weaker GPUs).
机译:本文提出了一种新颖的并行算法,用于解决GPU上的单源最短路径(SSSP)问题。所提出的算法基于基于局部性的松弛思想,其中我们不仅仅更新单个顶点v的距离,而是将v的相邻顶点的距离更新最多k步。所提出的算法还实现了一种通信有效的方法(在CUDA编程模型中),该方法可将内核启动次数,原子操作次数和CPU-GPU通信频率最小化,而无需进行线程同步。这是一项重大贡献,因为大多数现有方法通常会以牺牲另一种方法为代价来最小化一种方法。我们的实验结果表明,我们的方法在现实世界的路网(最多630万个顶点和1500万弧)上(在较弱的GPU上)优于大多数现有方法。

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