I/O complexity and pebble games with partial computations

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1. Verfasser: Sobczyk, Aleksandros
Format: Preprint
Veröffentlicht: 2024
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author Sobczyk, Aleksandros
author_facet Sobczyk, Aleksandros
contents Optimizing data movements during program executions is essential for achieving high performance in modern computing systems. This has been classically modeled with the Red-Blue Pebble Game and its variants. In existing models, it is typically assumed that the number of red pebbles, i.e., the size of the fast memory, is larger than the maximum in-degree in the computational directed acyclic graph (DAG). Graphs that do not satisfy this constraint need to be first transformed appropriately, which is not a trivial task for general graphs. In this work we propose a Pebble Game variant to model DAGs with arbitrary in-degrees, by allowing partial computations. In the new model, we show that it is NP-complete to decide whether there exists an optimal pebbling strategy with cost $k$, even for single-level DAGs and when only two words fit in the fast memory. Approximation algorithms for special cases are also outlined.
format Preprint
id arxiv_https___arxiv_org_abs_2410_22237
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle I/O complexity and pebble games with partial computations
Sobczyk, Aleksandros
Data Structures and Algorithms
Computational Complexity
68Q17
F.2.0; F.1.3
Optimizing data movements during program executions is essential for achieving high performance in modern computing systems. This has been classically modeled with the Red-Blue Pebble Game and its variants. In existing models, it is typically assumed that the number of red pebbles, i.e., the size of the fast memory, is larger than the maximum in-degree in the computational directed acyclic graph (DAG). Graphs that do not satisfy this constraint need to be first transformed appropriately, which is not a trivial task for general graphs. In this work we propose a Pebble Game variant to model DAGs with arbitrary in-degrees, by allowing partial computations. In the new model, we show that it is NP-complete to decide whether there exists an optimal pebbling strategy with cost $k$, even for single-level DAGs and when only two words fit in the fast memory. Approximation algorithms for special cases are also outlined.
title I/O complexity and pebble games with partial computations
topic Data Structures and Algorithms
Computational Complexity
68Q17
F.2.0; F.1.3
url https://arxiv.org/abs/2410.22237