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cs.DS updates on arXiv.org

PAC Learning with Bandit Feedback: Sharp Sample Complexity in the Realizable Setting Algorithms with Polynomially-Improved Approximation Factors for the $2 \rightarrow q$ Norm, and Applications A computational phase transition for learning-to-sample from Ising models Covering vertices by sequential stars Fermi-Dirac machines as quantizations of neurons A Comprehensive Evaluation of Vertex Elimination Algorithms for Algorithmic Differentiation A Tight Bound on Localization of Electrical Flows Optimal Dimension-Free Sampling for Regularized Classification Reducing the Randomness in Partition Oracles for Bounded Degree Minor-Free Graphs Beyond the Half-Approximation: Fair and Efficient Online Class Matching Efficient Uniform Sampling of Surjections via their Profiles Tractable Maximization of Budgeted Phylogenetic Diversity on Networks Utilizing Node Scanwidth Fairness in Aggregation: Optimal Top-$k$ and Improved Full Ranking Learning-Augmented Online Scheduling with Parsimonious Preemption Entropy Equivalence Testing Lumberjack: Better Differentially Private Random Forests through Heavy Hitter Detection in Trees The Secretary Problem with a Stochastic Precursor Polynomial-Time Robust Multiclass Linear Classification under Gaussian Marginals Efficient Banzhaf-Based Data Valuation for $k$-Nearest Neighbors Classification Block-Sphere Vector Quantization An Approximation Algorithm for Graph Label Selection Iterative Chow Filtering for Learning with Distribution Shift Complexity of Non-Log-Concave Sampling in Fisher Information Stochastic Matching via Local Sparsification Finite Sample Bounds for Learning with Score Matching What is Learnable in Valiant's Theory of the Learnable? Provable Quantization with Randomized Hadamard Transform Min-Max Optimization Requires Exponentially Many Queries Fast and Compact Graph Cuts for the Boykov-Kolmogorov Algorithm A proximal gradient algorithm for composite log-concave sampling
A parallel priority queue with fast updates for GPU archi...
Kyle Berney, John Iacono, Ben Karsin, Nodari Sitchinava · 2019-08-26 · via cs.DS updates on arXiv.org

The single-source shortest path (SSSP) problem is a well-studied problem that is used in many applications. In the parallel setting, a work-efficient algorithm that additionally attains $o(n)$ parallel depth has been elusive. Alternatively, various approaches have been developed that take advantage of specific properties of a particular class of graphs. On a graphics processing unit (GPU), the current state-of-the-art SSSP algorithms are implementations of the Delta-stepping algorithm, which does not perform well for graphs with large diameters. The main contribution of this work is to provide an algorithm designed for GPUs that runs efficiently for such graphs. We present the parallel bucket heap, a parallel cache-efficient data structure adapted for modern GPU architectures that supports standard priority queue operations, as well as bulk update. We analyze the structure in several well-known computational models and show that it provides both optimal parallelism and is cache-efficient. We implement the parallel bucket heap and use it in a parallel variant of Dijkstra's algorithm to solve the SSSP problem. Experimental results indicate that, for sufficiently large, dense graphs with high diameter, we outperform the current state-of-the-art SSSP implementations on an NVIDIA RTX 2080 Ti and Quadro M4000 by up to a factor of 2.8 and 5.4, respectively.