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Saman Ashkiani

Publications and source records attributed to Saman Ashkiani.

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Better GPU Hash Tables

We revisit the problem of building static hash tables on the GPU and design and build three bucketed hash tables that use different probing schemes. Our implementations are lock-free and offer efficient memory access patterns; thus, only the probing scheme is the factor affecting the performance of the hash table's different operations. Our results show that a bucketed cuckoo hash table that uses three hash functions (BCHT) outperforms alternative methods that use power-of-two choices, iceberg hashing, and a cuckoo hash table that uses a bucket size one. At high load factors as high as 0.99, BCHT enjoys an average probe count of 1.43 during insertion. Using three hash functions only, positive and negative queries require at most 1.39 and 2.8 average probes per key, respectively.

cs.DS

GPU LSM: A Dynamic Dictionary Data Structure for the GPU

We develop a dynamic dictionary data structure for the GPU, supporting fast insertions and deletions, based on the Log Structured Merge tree (LSM). Our implementation on an NVIDIA K40c GPU has an average update (insertion or deletion) rate of 225 M elements/s, 13.5x faster than merging items into a sorted array. The GPU LSM supports the retrieval operations of lookup, count, and range query operations with an average rate of 75 M, 32 M and 23 M queries/s respectively. The trade-off for the dynamic updates is that the sorted array is almost twice as fast on retrievals. We believe that our GPU LSM is the first dynamic general-purpose dictionary data structure for the GPU.

cs.DC

A Dynamic Hash Table for the GPU

We design and implement a fully concurrent dynamic hash table for GPUs with comparable performance to the state of the art static hash tables. We propose a warp-cooperative work sharing strategy that reduces branch divergence and provides an efficient alternative to the traditional way of per-thread (or per-warp) work assignment and processing. By using this strategy, we build a dynamic non-blocking concurrent linked list, the slab list, that supports asynchronous, concurrent updates (insertions and deletions) as well as search queries. We use the slab list to implement a dynamic hash table with chaining (the slab hash). On an NVIDIA Tesla K40c GPU, the slab hash performs updates with up to 512 M updates/s and processes search queries with up to 937 M queries/s. We also design a warp-synchronous dynamic memory allocator, SlabAlloc, that suits the high performance needs of the slab hash. SlabAlloc dynamically allocates memory at a rate of 600 M allocations/s, which is up to 37x faster than alternative methods in similar scenarios.

cs.DC

GPU Multisplit: an extended study of a parallel algorithm

Multisplit is a broadly useful parallel primitive that permutes its input data into contiguous buckets or bins, where the function that categorizes an element into a bucket is provided by the programmer. Due to the lack of an efficient multisplit on GPUs, programmers often choose to implement multisplit with a sort. One way is to first generate an auxiliary array of bucket IDs and then sort input data based on it. In case smaller indexed buckets possess smaller valued keys, another way for multisplit is to directly sort input data. Both methods are inefficient and require more work than necessary: the former requires more expensive data movements while the latter spends unnecessary effort in sorting elements within each bucket. In this work, we provide a parallel model and multiple implementations for the multisplit problem. Our principal focus is multisplit for a small (up to 256) number of buckets. We use warp-synchronous programming models and emphasize warp-wide communications to avoid branch divergence and reduce memory usage. We also hierarchically reorder input elements to achieve better coalescing of global memory accesses. On a GeForce GTX 1080 GPU, we can reach a peak throughput of 18.93 Gkeys/s (or 11.68 Gpairs/s) for a key-only (or key-value) multisplit. Finally, we demonstrate how multisplit can be used as a building block for radix sort. In our multisplit-based sort implementation, we achieve comparable performance to the fastest GPU sort routines, sorting 32-bit keys (and key-value pairs) with a throughput of 3.0 G keys/s (and 2.1 Gpair/s).

cs.DC

Discrete Dithered Desynchronization

This paper introduces the Discrete Dithered Desynchronization (D3sync) algorithm which is a decentralized Time Division Multiple Access (TDMA) technique in which a set of network nodes computes iteratively a conflict-free schedule so that each node obtains a portion of a frame that is an integer multiple of a fixed slot size. The algorithm is inspired by the dynamics of Pulse Coupled Oscillators (PCO), but unlike its predecessors that divide arbitrarily the frame among the nodes in the network, the D3sync allocates discrete resources among the network nodes. Our paper proves the convergence of the D3sync algorithm and gives an upper bound on the convergence time of the algorithm.

cs.NI