The Impact of Partial Computations on the Red-Blue Pebble Game

Fuente: arXiv
Saved in:
Bibliographic Details
Main Authors: Papp, Pál András, Sobczyk, Aleksandros, Yzelman, A. N.
Format: Preprint
Published: 2025
Subjects:
Online Access:
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1866911311055552512
author Papp, Pál András
Sobczyk, Aleksandros
Yzelman, A. N.
author_facet Papp, Pál András
Sobczyk, Aleksandros
Yzelman, A. N.
contents We study an extension of the well-known red-blue pebble game (RBP) with partial computation steps, inspired by the recent work of Sobczyk. While the original RBP assumes that we need to have all the inputs of an operation in fast memory at the same time, in many concrete computations, the inputs can be aggregated one by one into the final output value. These partial computation steps can enable pebbling strategies with much smaller I/O cost, and in settings where such a step-by-step aggregation is possible, this extended red-blue pebble game offers a much more realistic cost model. We establish the fundamental properties of this partial-computing red-blue pebble game (PRBP), and compare it to the original RBP. We begin with some simple examples where allowing partial computations can decrease the optimal I/O cost. It is also shown that the cost can decrease by up to a linear factor this way, but in general, it is NP-hard to decide whether partial computations allow for a smaller cost in a specific DAG. We then discuss how $S$-partitions, a crucial tool for deriving I/O lower bounds in RBP, can be adapted to the PRBP model. These new tools are then used to establish lower bounds on the I/O cost of some prominent computational tasks. Finally, we also adapt a hardness result from RBP, showing that the optimum cost is still NP-hard to approximate in PRBP to any reasonable factor.
format Preprint
id arxiv_https___arxiv_org_abs_2506_10854
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle The Impact of Partial Computations on the Red-Blue Pebble Game
Papp, Pál András
Sobczyk, Aleksandros
Yzelman, A. N.
Distributed, Parallel, and Cluster Computing
68Q10, 68Q17
F.2.2; F.1.1
We study an extension of the well-known red-blue pebble game (RBP) with partial computation steps, inspired by the recent work of Sobczyk. While the original RBP assumes that we need to have all the inputs of an operation in fast memory at the same time, in many concrete computations, the inputs can be aggregated one by one into the final output value. These partial computation steps can enable pebbling strategies with much smaller I/O cost, and in settings where such a step-by-step aggregation is possible, this extended red-blue pebble game offers a much more realistic cost model. We establish the fundamental properties of this partial-computing red-blue pebble game (PRBP), and compare it to the original RBP. We begin with some simple examples where allowing partial computations can decrease the optimal I/O cost. It is also shown that the cost can decrease by up to a linear factor this way, but in general, it is NP-hard to decide whether partial computations allow for a smaller cost in a specific DAG. We then discuss how $S$-partitions, a crucial tool for deriving I/O lower bounds in RBP, can be adapted to the PRBP model. These new tools are then used to establish lower bounds on the I/O cost of some prominent computational tasks. Finally, we also adapt a hardness result from RBP, showing that the optimum cost is still NP-hard to approximate in PRBP to any reasonable factor.
title The Impact of Partial Computations on the Red-Blue Pebble Game
topic Distributed, Parallel, and Cluster Computing
68Q10, 68Q17
F.2.2; F.1.1
url https://arxiv.org/abs/2506.10854