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Graph Coloring on the GPU

机译:GPU上的图形着色

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We design and implement parallel graph coloring algorithms on the GPU using two different abstractions-one data-centric (Gunrock), the other linear-algebra-based (GraphBLAS). We analyze the impact of variations of a baseline independent-set algorithm on quality and runtime. We study how optimizations such as hashing, avoiding atomics, and a max-min heuristic affect performance. Our Gunrock graph coloring implementation has a peak 2× speed-up, a geomean speed-up of 1.3× and produces 1.6× more colors over previous hardwired state-of-the-art implementations on real-world datasets. Our GraphBLAS implementation of Luby's algorithm produces 1.9× fewer colors than the previous state-of-the-art parallel implementation at the cost of 3× extra runtime, and 1.014× fewer colors than a greedy, sequential algorithm with a geomean speed-up of 2.6×.
机译:我们使用两种不同的抽象(Gunrock)设计和实施GPU上的并行图着色算法,另一个基于线性代数(Graphblas)。我们分析了基线独立集合算法变化对质量和运行时的影响。我们研究了散列,避免原子和最大敏感性的优化程度。我们的Gunrock图形着色实现具有峰值2×加速,地理加速1.3×,并在现实世界数据集上以前的硬连线最先进的实现中产生1.6倍。我们的Graphblas实现借助于以3×额外的运行时间的成本为先前的最先进的并行实施,以及比贪婪,顺序算法的成本为先前的最先进的并行实施,从而产生1.9×更少的颜色。比贪婪,顺序算法的速度为1.014×更少的颜色2.6×。

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