{"title":"Red-Blue Pebbling with Multiple Processors: Time, Communication and Memory Trade-offs","authors":"Toni Böhnlein, Pál András Papp, A. N. Yzelman","doi":"arxiv-2409.03898","DOIUrl":null,"url":null,"abstract":"The well-studied red-blue pebble game models the execution of an arbitrary\ncomputational DAG by a single processor over a two-level memory hierarchy. We\npresent a natural generalization to a multiprocessor setting where each\nprocessor has its own limited fast memory, and all processors share unlimited\nslow memory. To our knowledge, this is the first thorough study that combines\npebbling and DAG scheduling problems, capturing the computation of general\nworkloads on multiple processors with memory constraints and communication\ncosts. Our pebbling model enables us to analyze trade-offs between workload\nbalancing, communication and memory limitations, and it captures real-world\nfactors such as superlinear speedups due to parallelization. Our results include upper and lower bounds on the pebbling cost, an analysis\nof a greedy pebbling strategy, and an extension of NP-hardness results for\nspecific DAG classes from simpler models. For our main technical contribution,\nwe show two inapproximability results that already hold for the long-standing\nproblem of standard red-blue pebbling: (i) the optimal I/O cost cannot be\napproximated to any finite factor, and (ii) the optimal total cost\n(I/O+computation) can only be approximated to a limited constant factor, i.e.,\nit does not allow for a polynomial-time approximation scheme. These results\nalso carry over naturally to our multiprocessor pebbling model.","PeriodicalId":501422,"journal":{"name":"arXiv - CS - Distributed, Parallel, and Cluster Computing","volume":"80 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"arXiv - CS - Distributed, Parallel, and Cluster Computing","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/arxiv-2409.03898","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The well-studied red-blue pebble game models the execution of an arbitrary
computational DAG by a single processor over a two-level memory hierarchy. We
present a natural generalization to a multiprocessor setting where each
processor has its own limited fast memory, and all processors share unlimited
slow memory. To our knowledge, this is the first thorough study that combines
pebbling and DAG scheduling problems, capturing the computation of general
workloads on multiple processors with memory constraints and communication
costs. Our pebbling model enables us to analyze trade-offs between workload
balancing, communication and memory limitations, and it captures real-world
factors such as superlinear speedups due to parallelization. Our results include upper and lower bounds on the pebbling cost, an analysis
of a greedy pebbling strategy, and an extension of NP-hardness results for
specific DAG classes from simpler models. For our main technical contribution,
we show two inapproximability results that already hold for the long-standing
problem of standard red-blue pebbling: (i) the optimal I/O cost cannot be
approximated to any finite factor, and (ii) the optimal total cost
(I/O+computation) can only be approximated to a limited constant factor, i.e.,
it does not allow for a polynomial-time approximation scheme. These results
also carry over naturally to our multiprocessor pebbling model.