2,067 research outputs found

    Cache-Oblivious Peeling of Random Hypergraphs

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    The computation of a peeling order in a randomly generated hypergraph is the most time-consuming step in a number of constructions, such as perfect hashing schemes, random rr-SAT solvers, error-correcting codes, and approximate set encodings. While there exists a straightforward linear time algorithm, its poor I/O performance makes it impractical for hypergraphs whose size exceeds the available internal memory. We show how to reduce the computation of a peeling order to a small number of sequential scans and sorts, and analyze its I/O complexity in the cache-oblivious model. The resulting algorithm requires O(sort(n))O(\mathrm{sort}(n)) I/Os and O(nlogn)O(n \log n) time to peel a random hypergraph with nn edges. We experimentally evaluate the performance of our implementation of this algorithm in a real-world scenario by using the construction of minimal perfect hash functions (MPHF) as our test case: our algorithm builds a MPHF of 7.67.6 billion keys in less than 2121 hours on a single machine. The resulting data structure is both more space-efficient and faster than that obtained with the current state-of-the-art MPHF construction for large-scale key sets

    More is Less: Perfectly Secure Oblivious Algorithms in the Multi-Server Setting

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    The problem of Oblivious RAM (ORAM) has traditionally been studied in a single-server setting, but more recently the multi-server setting has also been considered. Yet it is still unclear whether the multi-server setting has any inherent advantages, e.g., whether the multi-server setting can be used to achieve stronger security goals or provably better efficiency than is possible in the single-server case. In this work, we construct a perfectly secure 3-server ORAM scheme that outperforms the best known single-server scheme by a logarithmic factor. In the process, we also show, for the first time, that there exist specific algorithms for which multiple servers can overcome known lower bounds in the single-server setting.Comment: 36 pages, Accepted in Asiacrypt 201

    GPU LSM: A Dynamic Dictionary Data Structure for the GPU

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    We develop a dynamic dictionary data structure for the GPU, supporting fast insertions and deletions, based on the Log Structured Merge tree (LSM). Our implementation on an NVIDIA K40c GPU has an average update (insertion or deletion) rate of 225 M elements/s, 13.5x faster than merging items into a sorted array. The GPU LSM supports the retrieval operations of lookup, count, and range query operations with an average rate of 75 M, 32 M and 23 M queries/s respectively. The trade-off for the dynamic updates is that the sorted array is almost twice as fast on retrievals. We believe that our GPU LSM is the first dynamic general-purpose dictionary data structure for the GPU.Comment: 11 pages, accepted to appear on the Proceedings of IEEE International Parallel and Distributed Processing Symposium (IPDPS'18
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