1,592 research outputs found
Gunrock: GPU Graph Analytics
For large-scale graph analytics on the GPU, the irregularity of data access
and control flow, and the complexity of programming GPUs, have presented two
significant challenges to developing a programmable high-performance graph
library. "Gunrock", our graph-processing system designed specifically for the
GPU, uses a high-level, bulk-synchronous, data-centric abstraction focused on
operations on a vertex or edge frontier. Gunrock achieves a balance between
performance and expressiveness by coupling high performance GPU computing
primitives and optimization strategies with a high-level programming model that
allows programmers to quickly develop new graph primitives with small code size
and minimal GPU programming knowledge. We characterize the performance of
various optimization strategies and evaluate Gunrock's overall performance on
different GPU architectures on a wide range of graph primitives that span from
traversal-based algorithms and ranking algorithms, to triangle counting and
bipartite-graph-based algorithms. The results show that on a single GPU,
Gunrock has on average at least an order of magnitude speedup over Boost and
PowerGraph, comparable performance to the fastest GPU hardwired primitives and
CPU shared-memory graph libraries such as Ligra and Galois, and better
performance than any other GPU high-level graph library.Comment: 52 pages, invited paper to ACM Transactions on Parallel Computing
(TOPC), an extended version of PPoPP'16 paper "Gunrock: A High-Performance
Graph Processing Library on the GPU
Approximating the Graph Edit Distance with Compact Neighborhood Representations
The graph edit distance is used for comparing graphs in various domains. Due
to its high computational complexity it is primarily approximated. Widely-used
heuristics search for an optimal assignment of vertices based on the distance
between local substructures. While faster ones only consider vertices and their
incident edges, leading to poor accuracy, other approaches require
computationally intense exact distance computations between subgraphs. Our new
method abstracts local substructures to neighborhood trees and compares them
using efficient tree matching techniques. This results in a ground distance for
mapping vertices that yields high quality approximations of the graph edit
distance. By limiting the maximum tree height, our method supports steering
between more accurate results and faster execution. We thoroughly analyze the
running time of the tree matching method and propose several techniques to
accelerate computation in practice. We use compressed tree representations,
recognize redundancies by tree canonization and exploit them via caching.
Experimentally we show that our method provides a significantly improved
trade-off between running time and approximation quality compared to existing
state-of-the-art approaches
- …