A GPU-based Branch-and-Bound algorithm ...
Type de document :
Article dans une revue scientifique: Article original
Titre :
A GPU-based Branch-and-Bound algorithm using Integer-Vector-Matrix data structure
Auteur(s) :
Gmys, Jan [Auteur]
Centre de Recherche en Informatique, Signal et Automatique de Lille - UMR 9189 [CRIStAL]
Institut de Mathématiques [Mons]
Parallel Cooperative Multi-criteria Optimization [DOLPHIN]
Mezmaz, Mohand [Auteur]
Institut de Mathématiques [Mons]
Melab, Nouredine [Auteur]
Parallel Cooperative Multi-criteria Optimization [DOLPHIN]
Tuyttens, Daniel [Auteur]
Institut de Mathématiques [Mons]

Centre de Recherche en Informatique, Signal et Automatique de Lille - UMR 9189 [CRIStAL]
Institut de Mathématiques [Mons]
Parallel Cooperative Multi-criteria Optimization [DOLPHIN]
Mezmaz, Mohand [Auteur]
Institut de Mathématiques [Mons]
Melab, Nouredine [Auteur]

Parallel Cooperative Multi-criteria Optimization [DOLPHIN]
Tuyttens, Daniel [Auteur]
Institut de Mathématiques [Mons]
Titre de la revue :
Parallel Computing
Pagination :
119-139
Éditeur :
Elsevier
Date de publication :
2016
ISSN :
0167-8191
Mot(s)-clé(s) en anglais :
GPU computing
Irregular applications
Branch-and-Bound
Combinatorial optimization
Irregular applications
Branch-and-Bound
Combinatorial optimization
Discipline(s) HAL :
Informatique [cs]/Calcul parallèle, distribué et partagé [cs.DC]
Informatique [cs]/Algorithme et structure de données [cs.DS]
Computer Science [cs]/Operations Research [math.OC]
Informatique [cs]/Algorithme et structure de données [cs.DS]
Computer Science [cs]/Operations Research [math.OC]
Résumé en anglais : [en]
Branch-and-Bound (B&B) algorithms are tree-based exploratory methods for solving combinatorial optimization problems exactly to optimality. These problems are often large in size and known to be NP-hard to solve. The ...
Lire la suite >Branch-and-Bound (B&B) algorithms are tree-based exploratory methods for solving combinatorial optimization problems exactly to optimality. These problems are often large in size and known to be NP-hard to solve. The construction and exploration of the B&B-tree are performed using four operators: branching, bounding, selection and pruning. Such algorithms are irregular which makes their parallel design and implementation on GPU challenging. Existing GPU-accelerated B&B algorithms perform only a part of the algorithm on the GPU and rely on the transfer of pools of subproblems across the PCI Express bus to the device. To the best of our knowledge, the algorithm presented in this paper is the first GPU-based B&B algorithm that performs all four operators on the device and subsequently avoids the data transfer bottleneck between CPU and GPU. The implementation on GPU is based on the Integer-Vector-Matrix (IVM) data structure which is used instead of a conventional linked-list to store and manage the pool of subproblems. This paper revisits the IVM-based B&B algorithm on the GPU, addressing the irregularity of the algorithm in terms of workload, memory access patterns and control flow. In particular, the focus is put on reducing thread divergence by making a judicious choice for the mapping of threads onto the data. Compared to a GPU-accelerated B&B based on a linked-list, the algorithm presented in this paper solves a set of standard flowshop instances on average 3.3 times faster.Lire moins >
Lire la suite >Branch-and-Bound (B&B) algorithms are tree-based exploratory methods for solving combinatorial optimization problems exactly to optimality. These problems are often large in size and known to be NP-hard to solve. The construction and exploration of the B&B-tree are performed using four operators: branching, bounding, selection and pruning. Such algorithms are irregular which makes their parallel design and implementation on GPU challenging. Existing GPU-accelerated B&B algorithms perform only a part of the algorithm on the GPU and rely on the transfer of pools of subproblems across the PCI Express bus to the device. To the best of our knowledge, the algorithm presented in this paper is the first GPU-based B&B algorithm that performs all four operators on the device and subsequently avoids the data transfer bottleneck between CPU and GPU. The implementation on GPU is based on the Integer-Vector-Matrix (IVM) data structure which is used instead of a conventional linked-list to store and manage the pool of subproblems. This paper revisits the IVM-based B&B algorithm on the GPU, addressing the irregularity of the algorithm in terms of workload, memory access patterns and control flow. In particular, the focus is put on reducing thread divergence by making a judicious choice for the mapping of threads onto the data. Compared to a GPU-accelerated B&B based on a linked-list, the algorithm presented in this paper solves a set of standard flowshop instances on average 3.3 times faster.Lire moins >
Langue :
Anglais
Comité de lecture :
Oui
Audience :
Internationale
Vulgarisation :
Non
Collections :
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