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A New Frontier for Pull-Based Graph Processing

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 Added by Samuel Grossman
 Publication date 2019
and research's language is English




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The trade-off between pull-based and push-based graph processing engines is well-understood. On one hand, pull-based engines can achieve higher throughput because their workloads are read-dominant, rather than write-dominant, and can proceed without synchronization between threads. On the other hand, push-based engines are much better able to take advantage of the frontier optimization, which leverages the fact that often only a small subset of the graph needs to be accessed to complete an iteration of a graph processing application. Hybrid engines attempt to overcome this trade-off by dynamically switching between push and pull, but there are two key disadvantages with this approach. First, applications must be implemented twice (once for push and once for pull), and second, processing throughput is reduced for iterations that run with push. We propose a radically different solution: rebuild the frontier optimization entirely such that it is well-suited for a pull-based engine. In doing so, we remove the only advantage that a push-based engine had over a pull-based engine, making it possible to eliminate the push-based engine entirely. We introduce Wedge, a pull-only graph processing framework that transforms the traditional source-oriented vertex-based frontier into a pull-friendly format called the Wedge Frontier. The transformation itself is expensive even when parallelized, so we introduce two key optimizations to make it practical. First, we perform the transformation only when the resulting Wedge Frontier is sufficiently sparse. Second, we coarsen the granularity of the representation of elements in the Wedge Frontier. These optimizations respectively improve Wedges performance by up to 5x and 2x, enabling it to outperform Grazelle, Ligra, and GraphMat respectively by up to 2.8x, 4.9x, and 185.5x.



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This work provides the first study to explore the interaction of update propagation with and without fine-grained synchronization (push vs. pull), emerging coherence protocols (GPU vs. DeNovo coherence), and software-centric consistency models (DRF0, DRF1, and DRFrlx) for graph workloads on emerging integrated GPU-CPU systems with native unified shared memory. We study 6 graph applications with 6 graph inputs for a total of 36 workloads running on 12 system (hardware+software) configurations reflecting the above design space of update propagation, coherence, and memory consistency. We make three key contributions. First, we show that there is no single best system configuration for all workloads, motivating systems with flexible coherence and consistency support. Second, we develop a model to accurately predict the best system configuration -- this model can be used by software designers to decide on push vs. pull and the consistency model and by flexible hardware to invoke the appropriate coherence and consistency configuration for the given workload. Third, we show that the design dimensions explored here are inter-dependent, reinforcing the need for software-hardware co-design in the above design dimensions. For example, software designers deciding on push vs. pull must consider the consistency model supported by hardware -- in some cases, push maybe better if hardware supports DRFrlx while pull may be better if hardware does not support DRFrlx.
The industry and academia have proposed many distributed graph processing systems. However, the existing systems are not friendly enough for users like data analysts and algorithm engineers. On the one hand, the programing models and interfaces differ a lot in the existing systems, leading to high learning costs and program migration costs. On the other hand, these graph processing systems are tightly bound to the underlying distributed computing platforms, requiring users to be familiar with distributed computing. To improve the usability of distributed graph processing, we propose a unified distributed graph programming framework UniGPS. Firstly, we propose a unified cross-platform graph programming model VCProg for UniGPS. VCProg hides details of distributed computing from users. It is compatible with the popular graph programming models Pregel, GAS, and Push-Pull. VCProg programs can be executed by compatible distributed graph processing systems without modification, reducing the learning overheads of users. Secondly, UniGPS supports Python as the programming language. We propose an interprocess-communication-based execution environment isolation mechanism to enable Java/C++-based systems to call user-defined methods written in Python. The experimental results show that UniGPS enables users to process big graphs beyond the memory capacity of a single machine without sacrificing usability. UniGPS shows near-linear data scalability and machine scalability.
Many real-world systems, such as social networks, rely on mining efficiently large graphs, with hundreds of millions of vertices and edges. This volume of information requires partitioning the graph across multiple nodes in a distributed system. This has a deep effect on performance, as traversing edges cut between partitions incurs a significant performance penalty due to the cost of communication. Thus, several systems in the literature have attempted to improve computational performance by enhancing graph partitioning, but they do not support another characteristic of real-world graphs: graphs are inherently dynamic, their topology evolves continuously, and subsequently the optimum partitioning also changes over time. In this work, we present the first system that dynamically repartitions massive graphs to adapt to structural changes. The system optimises graph partitioning to prevent performance degradation without using data replication. The system adopts an iterative vertex migration algorithm that relies on local information only, making complex coordination unnecessary. We show how the improvement in graph partitioning reduces execution time by over 50%, while adapting the partitioning to a large number of changes to the graph in three real-world scenarios.
We reduce the cost of communication and synchronization in graph processing by analyzing the fastest way to process graphs: pushing the updates to a shared state or pulling the updates to a private state.We investigate the applicability of this push-pull dichotomy to various algorithms and its impact on complexity, performance, and the amount of used locks, atomics, and reads/writes. We consider 11 graph algorithms, 3 programming models, 2 graph abstractions, and various families of graphs. The conducted analysis illustrates surprising differences between push and pull variants of different algorithms in performance, speed of convergence, and code complexity; the insights are backed up by performance data from hardware counters.We use these findings to illustrate which variant is faster for each algorithm and to develop generic strategies that enable even higher speedups. Our insights can be used to accelerate graph processing engines or libraries on both massively-parallel shared-memory machines as well as distributed-memory systems.
Graphs are by nature unifying abstractions that can leverage interconnectedness to represent, explore, predict, and explain real- and digital-world phenomena. Although real users and consumers of graph instances and graph workloads understand these abstractions, future problems will require new abstractions and systems. What needs to happen in the next decade for big graph processing to continue to succeed?
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