Red-Blue Pebbling with Multiple Processors: Time, Communication and Memory Trade-offs

Toni Böhnlein, Pál András Papp, A. N. Yzelman
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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.
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使用多处理器的红蓝鹅卵石:时间、通信和内存权衡
经过深入研究的红蓝鹅卵石游戏模拟了单处理器在两级内存层次结构上执行任意计算 DAG 的情况。在多处理器环境中,每个处理器都有自己有限的快内存,而所有处理器共享无限的慢内存。据我们所知,这是第一项将鹅卵石和 DAG 调度问题相结合的深入研究,它捕捉到了多处理器上具有内存约束和通信成本的一般工作量的计算。我们的鹅卵石模型使我们能够分析工作负载平衡、通信和内存限制之间的权衡,它还捕捉了现实世界中的因素,如并行化带来的超线性加速。我们的研究成果包括pebbling 成本的上界和下界、贪婪pebbling 策略的分析,以及从更简单的模型扩展到特定 DAG 类的 NP-hardness 结果。对于我们的主要技术贡献,我们展示了两个不可逆结果,这两个结果在长期存在的标准红蓝鹅卵石问题中已经成立:(i) 最佳 I/O 成本不能被逼近到任何有限因子;(ii) 最佳总成本(I/O + 计算)只能被逼近到一个有限的常数因子,也就是说,它不允许多项式时间逼近方案。这些结果也可以自然地应用到我们的多处理器鹅卵石模型中。
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