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Standards for Graph Algorithm Primitives

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 Added by Jeremy Kepner
 Publication date 2014
and research's language is English
 Authors Tim Mattson




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It is our view that the state of the art in constructing a large collection of graph algorithms in terms of linear algebraic operations is mature enough to support the emergence of a standard set of primitive building blocks. This paper is a position paper defining the problem and announcing our intention to launch an open effort to define this standard.



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210 - Paul Tarau 2008
The paper is organized as a self-contained literate Haskell program that implements elements of an executable finite set theory with focus on combinatorial generation and arithmetic encodings. The code, tested under GHC 6.6.1, is available at http://logic.csci.unt.edu/tarau/research/2008/fSET.zip . We introduce ranking and unranking functions generalizing Ackermanns encoding to the universe of Hereditarily Finite Sets with Urelements. Then we build a lazy enumerator for Hereditarily Finite Sets with Urelements that matches the unranking function provided by the inverse of Ackermanns encoding and we describe functors between them resulting in arithmetic encodings for powersets, hypergraphs, ordinals and choice functions. After implementing a digraph representation of Hereditarily Finite Sets we define {em decoration functions} that can recover well-founded sets from encodings of their associated acyclic digraphs. We conclude with an encoding of arbitrary digraphs and discuss a concept of duality induced by the set membership relation. Keywords: hereditarily finite sets, ranking and unranking functions, executable set theory, arithmetic encodings, Haskell data representations, functional programming and computational mathematics
Massive sizes of real-world graphs, such as social networks and web graph, impose serious challenges to process and perform analytics on them. These issues can be resolved by working on a small summary of the graph instead . A summary is a compressed version of the graph that removes several details, yet preserves its essential structure. Generally, some predefined quality measure of the summary is optimized to bound the approximation error incurred by working on the summary instead of the whole graph. All known summarization algorithms are computationally prohibitive and do not scale to large graphs. In this paper we present an efficient randomized algorithm to compute graph summaries with the goal to minimize reconstruction error. We propose a novel weighted sampling scheme to sample vertices for merging that will result in the least reconstruction error. We provide analytical bounds on the running time of the algorithm and prove approximation guarantee for our score computation. Efficiency of our algorithm makes it scalable to very large graphs on which known algorithms cannot be applied. We test our algorithm on several real world graphs to empirically demonstrate the quality of summaries produced and compare to state of the art algorithms. We use the summaries to answer several structural queries about original graph and report their accuracies.
Inspired by the decomposition in the hybrid quantum-classical optimization algorithm we introduced in arXiv:1902.04215, we propose here a new (fully classical) approach to solving certain non-convex integer programs using Graver bases. This method is well suited when (a) the constraint matrix $A$ has a special structure so that its Graver basis can be computed systematically, (b) several feasible solutions can also be constructed easily and (c) the objective function can be viewed as many convex functions quilted together. Classes of problems that satisfy these conditions include Cardinality Boolean Quadratic Problems (CBQP), Quadratic Semi-Assignment Problems (QSAP) and Quadratic Assignment Problems (QAP). Our Graver Augmented Multi-seed Algorithm (GAMA) utilizes augmentation along Graver basis elements (the improvement direction is obtained by comparing objective function values) from these multiple initial feasible solutions. We compare our approach with a best-in-class commercially available solver (Gurobi). Sensitivity analysis indicates that the rate at which GAMA slows down as the problem size increases is much lower than that of Gurobi. We find that for several instances of practical relevance, GAMA not only vastly outperforms in terms of time to find the optimal solution (by two or three orders of magnitude), but also finds optimal solutions within minutes when the commercial solver is not able to do so in 4 or 10 hours (depending on the problem class) in several cases.
231 - Russell K. Standish 2009
The graph isomorphism problem is of practical importance, as well as being a theoretical curiosity in computational complexity theory in that it is not known whether it is $NP$-complete or $P$. However, for many graphs, the problem is tractable, and related to the problem of finding the automorphism group of the graph. Perhaps the most well known state-of-the art implementation for finding the automorphism group is Nauty. However, Nauty is particularly susceptible to poor performance on star configurations, where the spokes of the star are isomorphic with each other. In this work, I present an algorithm that explodes these star configurations, reducing the problem to a sequence of simpler automorphism group calculations.
Fast domain propagation of linear constraints has become a crucial component of todays best algorithms and solvers for mixed integer programming and pseudo-boolean optimization to achieve peak solving performance. Irregularities in the form of dynamic algorithmic behaviour, dependency structures, and sparsity patterns in the input data make efficient implementations of domain propagation on GPUs and, more generally, on parallel architectures challenging. This is one of the main reasons why domain propagation in state-of-the-art solvers is single thread only. In this paper, we present a new algorithm for domain propagation which (a) avoids these problems and allows for an efficient implementation on GPUs, and is (b) capable of running propagation rounds entirely on the GPU, without any need for synchronization or communication with the CPU. We present extensive computational results which demonstrate the effectiveness of our approach and show that ample speedups are possible on practically relevant problems: on state-of-the-art GPUs, our geometric mean speed-up for reasonably-large instances is around 10x to 20x and can be as high as 180x on favorably-large instances.
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