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Sanjana Garg

Publications and source records attributed to Sanjana Garg.

3 recordsLinked to original sources

Large-Scale Regularized Matching on GPU Clusters

Production decision systems such as ad allocation or content matching involve millions of users and thousands of items, reducing to large-scale linear programs with sparse block-diagonal structure across users. These LPs are solved repeatedly on recurring cadences over slowly evolving inputs. Three system gaps stand out. Scale: production instances routinely exceed the memory capacity of GPU solvers such as cuPDLP and D-PDLP under fixed hardware budgets. Temporal instability: solution variability across runs induces downstream churn and complicates SLAs, yet existing solvers provide no explicit control. Extensibility: CPU-based solvers such as DuaLip-Scala converge slowly and couple problem formulation to fixed schemas, making new constraint families difficult to express. We present a distributed multi-GPU LP solver built natively in PyTorch with systems-algorithm co-design for this structure. It adopts column-sharded parallelism with fused Triton kernels and batched operations to reduce per-iteration overhead. As users grow, only local computation increases, while communication is limited to a reduction of item-level dual variables, yielding near-linear scaling with GPU count at fixed item size. We also adopt ridge-regularized LPs to improve stability, a control absent from existing GPU solvers. A continuation schedule over the regularization parameter balances convergence speed and solution fidelity. Finally, we introduce an operator-centric programming model that replaces DuaLip-Scala's schema-bound interface with composable primitives, enabling new formulations without modifying the solve loop or distributed infrastructure. On synthetic workloads, our system achieves order-of-magnitude wall-clock speedup over DuaLip-Scala, near-linear multi-GPU scaling (3.86x on 4 GPUs), and scales beyond the reach of existing GPU solvers.

cs.DC

DuaLip-GPU Technical Report

Large-scale linear programs (LPs) arise in many decision systems, including ranking, allocation, and matching problems that must be solved repeatedly at massive scale. Prior work such as ECLIPSE and LinkedIn's open-source DuaLip showed that ridge-regularized dual ascent with first-order methods can scale to these settings. However, the original implementation was tightly coupled to a small number of schemas and built on a CPU-centric Scala/Spark stack, limiting extensibility and preventing effective use of modern accelerators. We present a redesigned solver architecture that decouples problem specification from the optimization engine and targets GPU execution. The system uses an operator-centric programming model in which LP formulations are expressed through composable primitives for dual objective evaluation and blockwise projection operators for decomposable constraint families. This design allows new formulations to be added locally while reusing a shared optimization loop, diagnostics, and distributed infrastructure. To realize the available parallelism, we develop GPU execution techniques tailored to sparse matching constraints, including constraint-aligned sparse layouts, batched projection kernels, and a distributed design that communicates only dual variables. Further, we improve the underlying ridge-regularized dual ascent method with Jacobi-style row normalization, primal scaling, and a continuation scheme for the regularization parameter. On extreme-scale matching workloads, the GPU implementation achieves at least a 10x wall-clock speedup over the prior distributed CPU DuaLip solver under matched stopping criteria, while maintaining convergence guarantees.

cs.DC

Agent based simulation of the evolution of society as an alternate maximization problem

Understanding the evolution of human society, as a complex adaptive system, is a task that has been looked upon from various angles. In this paper, we simulate an agent-based model with a high enough population tractably. To do this, we characterize an entity called \textit{society}, which helps us reduce the complexity of each step from $\mathcal{O}(n^2)$ to $\mathcal{O}(n)$. We propose a very realistic setting, where we design a joint alternate maximization step algorithm to maximize a certain \textit{fitness} function, which we believe simulates the way societies develop. Our key contributions include (i) proposing a novel protocol for simulating the evolution of a society with cheap, non-optimal joint alternate maximization steps (ii) providing a framework for carrying out experiments that adhere to this joint-optimization simulation framework (iii) carrying out experiments to show that it makes sense empirically (iv) providing an alternate justification for the use of \textit{society} in the simulations.

cs.MA