A fast work-efficient SSSP algorithm for GPUs

Kai Wang, D. Fussell, Calvin Lin
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引用次数: 12

Abstract

This paper presents a new Single Source Shortest Path (SSSP) algorithm for GPUs. Our key advancement is an improved work scheduler, which is central to the performance of SSSP algorithms. Previous GPU solutions for SSSP use simple work schedulers that can be implemented efficiently on GPUs but that produce low quality schedules. Such solutions yield poor work efficiency and can underutilize the hardware due to a lack of parallelism. Our solution introduces a more sophisticated work scheduler---based on a novel highly parallel approximate priority queue---that produces high quality schedules while being efficiently implementable on GPUs. To evaluate our solution, we use 226 graph inputs from the Lonestar 4.0 benchmark suite and the SuiteSparse Matrix Collection, and we find that our solution outperforms the previous state-of-the-art solution by an average of 2.9×, showing that an efficient work scheduling mechanism can be implemented on GPUs without sacrificing schedule quality. While this paper focuses on the SSSP problem, it has broader implications for the use of GPUs, illustrating that seemingly ill-suited data structures, such as priority queues, can be efficiently implemented for GPUs if we use the proper software structure.
一种快速高效的gpu SSSP算法
提出了一种新的gpu单源最短路径(SSSP)算法。我们的主要进步是改进了工作调度程序,这是SSSP算法性能的核心。以前的SSSP GPU解决方案使用简单的工作调度程序,可以在GPU上有效地实现,但产生低质量的调度。这样的解决方案产生较差的工作效率,并且由于缺乏并行性而可能导致硬件利用率不足。我们的解决方案引入了一个更复杂的工作调度程序——基于一种新颖的高度并行的近似优先级队列——它产生高质量的调度,同时在gpu上有效地实现。为了评估我们的解决方案,我们使用了来自Lonestar 4.0基准套件和SuiteSparse矩阵集合的226个图输入,我们发现我们的解决方案比以前最先进的解决方案平均高出2.9倍,这表明可以在gpu上实现高效的工作调度机制而不牺牲调度质量。虽然本文关注的是SSSP问题,但它对gpu的使用有更广泛的影响,说明了如果我们使用适当的软件结构,表面上不合适的数据结构,如优先级队列,可以有效地实现gpu。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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