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409 lines
15 KiB
409 lines
15 KiB
// Copyright (C) 2004-2006 The Trustees of Indiana University. |
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// Use, modification and distribution is subject to the Boost Software |
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// License, Version 1.0. (See accompanying file LICENSE_1_0.txt or copy at |
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// http://www.boost.org/LICENSE_1_0.txt) |
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// Authors: Brian Barrett |
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// Douglas Gregor |
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// Andrew Lumsdaine |
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#ifndef BOOST_GRAPH_PARALLEL_CC_PS_HPP |
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#define BOOST_GRAPH_PARALLEL_CC_PS_HPP |
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#ifndef BOOST_GRAPH_USE_MPI |
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#error "Parallel BGL files should not be included unless <boost/graph/use_mpi.hpp> has been included" |
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#endif |
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#include <boost/assert.hpp> |
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#include <boost/property_map/property_map.hpp> |
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#include <boost/graph/parallel/algorithm.hpp> |
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#include <boost/pending/indirect_cmp.hpp> |
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#include <boost/graph/graph_traits.hpp> |
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#include <boost/graph/overloading.hpp> |
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#include <boost/graph/distributed/concepts.hpp> |
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#include <boost/graph/parallel/properties.hpp> |
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#include <boost/graph/parallel/process_group.hpp> |
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#include <boost/optional.hpp> |
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#include <algorithm> |
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#include <vector> |
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#include <queue> |
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#include <limits> |
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#include <map> |
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#include <boost/graph/parallel/container_traits.hpp> |
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#include <boost/graph/iteration_macros.hpp> |
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// Connected components algorithm based on a parallel search. |
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// |
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// Every N nodes starts a parallel search from the first vertex in |
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// their local vertex list during the first superstep (the other nodes |
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// remain idle during the first superstep to reduce the number of |
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// conflicts in numbering the components). At each superstep, all new |
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// component mappings from remote nodes are handled. If there is no |
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// work from remote updates, a new vertex is removed from the local |
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// list and added to the work queue. |
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// |
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// Components are allocated from the component_value_allocator object, |
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// which ensures that a given component number is unique in the |
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// system, currently by using the rank and number of processes to |
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// stride allocations. |
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// |
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// When two components are discovered to actually be the same |
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// component, a mapping is created in the collisions object. The |
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// lower component number is prefered in the resolution, so component |
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// numbering resolution is consistent. After the search has exhausted |
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// all vertices in the graph, the mapping is shared with all |
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// processes, and they independently resolve the comonent mapping (so |
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// O((N * NP) + (V * NP)) work, in O(N + V) time, where N is the |
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// number of mappings and V is the number of local vertices). This |
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// phase can likely be significantly sped up if a clever algorithm for |
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// the reduction can be found. |
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namespace boost { namespace graph { namespace distributed { |
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namespace cc_ps_detail { |
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// Local object for allocating component numbers. There are two |
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// places this happens in the code, and I was getting sick of them |
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// getting out of sync. Components are not tightly packed in |
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// numbering, but are numbered to ensure each rank has its own |
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// independent sets of numberings. |
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template<typename component_value_type> |
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class component_value_allocator { |
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public: |
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component_value_allocator(int num, int size) : |
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last(0), num(num), size(size) |
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{ |
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} |
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component_value_type allocate(void) |
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{ |
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component_value_type ret = num + (last * size); |
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last++; |
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return ret; |
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} |
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private: |
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component_value_type last; |
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int num; |
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int size; |
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}; |
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// Map of the "collisions" between component names in the global |
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// component mapping. TO make cleanup easier, component numbers |
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// are added, pointing to themselves, when a new component is |
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// found. In order to make the results deterministic, the lower |
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// component number is always taken. The resolver will drill |
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// through the map until it finds a component entry that points to |
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// itself as the next value, allowing some cleanup to happen at |
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// update() time. Attempts are also made to update the mapping |
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// when new entries are created. |
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// |
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// Note that there's an assumption that the entire mapping is |
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// shared during the end of the algorithm, but before component |
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// name resolution. |
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template<typename component_value_type> |
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class collision_map { |
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public: |
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collision_map() : num_unique(0) |
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{ |
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} |
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// add new component mapping first time component is used. Own |
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// function only so that we can sanity check there isn't already |
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// a mapping for that component number (which would be bad) |
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void add(const component_value_type &a) |
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{ |
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BOOST_ASSERT(collisions.count(a) == 0); |
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collisions[a] = a; |
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} |
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// add a mapping between component values saying they're the |
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// same component |
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void add(const component_value_type &a, const component_value_type &b) |
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{ |
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component_value_type high, low, tmp; |
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if (a > b) { |
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high = a; |
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low = b; |
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} else { |
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high = b; |
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low = a; |
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} |
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if (collisions.count(high) != 0 && collisions[high] != low) { |
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tmp = collisions[high]; |
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if (tmp > low) { |
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collisions[tmp] = low; |
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collisions[high] = low; |
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} else { |
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collisions[low] = tmp; |
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collisions[high] = tmp; |
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} |
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} else { |
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collisions[high] = low; |
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} |
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} |
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// get the "real" component number for the given component. |
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// Used to resolve mapping at end of run. |
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component_value_type update(component_value_type a) |
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{ |
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BOOST_ASSERT(num_unique > 0); |
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BOOST_ASSERT(collisions.count(a) != 0); |
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return collisions[a]; |
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} |
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// collapse the collisions tree, so that update is a one lookup |
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// operation. Count unique components at the same time. |
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void uniqify(void) |
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{ |
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typename std::map<component_value_type, component_value_type>::iterator i, end; |
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end = collisions.end(); |
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for (i = collisions.begin() ; i != end ; ++i) { |
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if (i->first == i->second) { |
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num_unique++; |
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} else { |
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i->second = collisions[i->second]; |
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} |
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} |
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} |
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// get the number of component entries that have an associated |
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// component number of themselves, which are the real components |
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// used in the final mapping. This is the number of unique |
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// components in the graph. |
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int unique(void) |
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{ |
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BOOST_ASSERT(num_unique > 0); |
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return num_unique; |
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} |
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// "serialize" into a vector for communication. |
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std::vector<component_value_type> serialize(void) |
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{ |
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std::vector<component_value_type> ret; |
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typename std::map<component_value_type, component_value_type>::iterator i, end; |
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end = collisions.end(); |
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for (i = collisions.begin() ; i != end ; ++i) { |
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ret.push_back(i->first); |
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ret.push_back(i->second); |
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} |
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return ret; |
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} |
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private: |
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std::map<component_value_type, component_value_type> collisions; |
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int num_unique; |
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}; |
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// resolver to handle remote updates. The resolver will add |
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// entries into the collisions map if required, and if it is the |
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// first time the vertex has been touched, it will add the vertex |
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// to the remote queue. Note that local updates are handled |
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// differently, in the main loop (below). |
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// BWB - FIX ME - don't need graph anymore - can pull from key value of Component Map. |
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template<typename ComponentMap, typename work_queue> |
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struct update_reducer { |
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BOOST_STATIC_CONSTANT(bool, non_default_resolver = false); |
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typedef typename property_traits<ComponentMap>::value_type component_value_type; |
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typedef typename property_traits<ComponentMap>::key_type vertex_descriptor; |
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update_reducer(work_queue *q, |
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cc_ps_detail::collision_map<component_value_type> *collisions, |
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processor_id_type pg_id) : |
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q(q), collisions(collisions), pg_id(pg_id) |
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{ |
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} |
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// ghost cell initialization routine. This should never be |
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// called in this imlementation. |
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template<typename K> |
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component_value_type operator()(const K&) const |
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{ |
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return component_value_type(0); |
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} |
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// resolver for remote updates. I'm not entirely sure why, but |
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// I decided to not change the value of the vertex if it's |
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// already non-infinite. It doesn't matter in the end, as we'll |
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// touch every vertex in the cleanup phase anyway. If the |
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// component is currently infinite, set to the new component |
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// number and add the vertex to the work queue. If it's not |
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// infinite, we've touched it already so don't add it to the |
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// work queue. Do add a collision entry so that we know the two |
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// components are the same. |
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component_value_type operator()(const vertex_descriptor &v, |
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const component_value_type& current, |
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const component_value_type& update) const |
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{ |
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const component_value_type max = (std::numeric_limits<component_value_type>::max)(); |
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component_value_type ret = current; |
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if (max == current) { |
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q->push(v); |
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ret = update; |
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} else if (current != update) { |
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collisions->add(current, update); |
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} |
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return ret; |
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} |
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// So for whatever reason, the property map can in theory call |
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// the resolver with a local descriptor in addition to the |
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// standard global descriptor. As far as I can tell, this code |
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// path is never taken in this implementation, but I need to |
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// have this code here to make it compile. We just make a |
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// global descriptor and call the "real" operator(). |
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template<typename K> |
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component_value_type operator()(const K& v, |
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const component_value_type& current, |
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const component_value_type& update) const |
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{ |
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return (*this)(vertex_descriptor(pg_id, v), current, update); |
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} |
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private: |
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work_queue *q; |
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collision_map<component_value_type> *collisions; |
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boost::processor_id_type pg_id; |
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}; |
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} // namespace cc_ps_detail |
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template<typename Graph, typename ComponentMap> |
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typename property_traits<ComponentMap>::value_type |
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connected_components_ps(const Graph& g, ComponentMap c) |
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{ |
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using boost::graph::parallel::process_group; |
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typedef typename property_traits<ComponentMap>::value_type component_value_type; |
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typedef typename graph_traits<Graph>::vertex_iterator vertex_iterator; |
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typedef typename graph_traits<Graph>::vertex_descriptor vertex_descriptor; |
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typedef typename boost::graph::parallel::process_group_type<Graph> |
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::type process_group_type; |
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typedef typename process_group_type::process_id_type process_id_type; |
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typedef typename property_map<Graph, vertex_owner_t> |
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::const_type vertex_owner_map; |
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typedef std::queue<vertex_descriptor> work_queue; |
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static const component_value_type max_component = |
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(std::numeric_limits<component_value_type>::max)(); |
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typename property_map<Graph, vertex_owner_t>::const_type |
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owner = get(vertex_owner, g); |
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// standard who am i? stuff |
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process_group_type pg = process_group(g); |
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process_id_type id = process_id(pg); |
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// Initialize every vertex to have infinite component number |
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BGL_FORALL_VERTICES_T(v, g, Graph) put(c, v, max_component); |
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vertex_iterator current, end; |
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boost::tie(current, end) = vertices(g); |
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cc_ps_detail::component_value_allocator<component_value_type> cva(process_id(pg), num_processes(pg)); |
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cc_ps_detail::collision_map<component_value_type> collisions; |
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work_queue q; // this is intentionally a local data structure |
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c.set_reduce(cc_ps_detail::update_reducer<ComponentMap, work_queue>(&q, &collisions, id)); |
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// add starting work |
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while (true) { |
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bool useful_found = false; |
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component_value_type val = cva.allocate(); |
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put(c, *current, val); |
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collisions.add(val); |
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q.push(*current); |
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if (0 != out_degree(*current, g)) useful_found = true; |
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++current; |
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if (useful_found) break; |
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} |
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// Run the loop until everyone in the system is done |
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bool global_done = false; |
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while (!global_done) { |
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// drain queue of work for this superstep |
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while (!q.empty()) { |
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vertex_descriptor v = q.front(); |
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q.pop(); |
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// iterate through outedges of the vertex currently being |
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// examined, setting their component to our component. There |
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// is no way to end up in the queue without having a component |
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// number already. |
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BGL_FORALL_ADJ_T(v, peer, g, Graph) { |
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component_value_type my_component = get(c, v); |
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// update other vertex with our component information. |
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// Resolver will handle remote collisions as well as whether |
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// to put the vertex on the work queue or not. We have to |
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// handle local collisions and work queue management |
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if (id == get(owner, peer)) { |
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if (max_component == get(c, peer)) { |
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put(c, peer, my_component); |
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q.push(peer); |
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} else if (my_component != get(c, peer)) { |
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collisions.add(my_component, get(c, peer)); |
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} |
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} else { |
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put(c, peer, my_component); |
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} |
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} |
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} |
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// synchronize / start a new superstep. |
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synchronize(pg); |
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global_done = all_reduce(pg, (q.empty() && (current == end)), boost::parallel::minimum<bool>()); |
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// If the queue is currently empty, add something to do to start |
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// the current superstep (supersteps start at the sync, not at |
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// the top of the while loop as one might expect). Down at the |
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// bottom of the while loop so that not everyone starts the |
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// algorithm with something to do, to try to reduce component |
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// name conflicts |
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if (q.empty()) { |
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bool useful_found = false; |
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for ( ; current != end && !useful_found ; ++current) { |
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if (max_component == get(c, *current)) { |
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component_value_type val = cva.allocate(); |
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put(c, *current, val); |
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collisions.add(val); |
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q.push(*current); |
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if (0 != out_degree(*current, g)) useful_found = true; |
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} |
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} |
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} |
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} |
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// share component mappings |
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std::vector<component_value_type> global; |
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std::vector<component_value_type> mine = collisions.serialize(); |
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all_gather(pg, mine.begin(), mine.end(), global); |
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for (size_t i = 0 ; i < global.size() ; i += 2) { |
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collisions.add(global[i], global[i + 1]); |
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} |
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collisions.uniqify(); |
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// update the component mappings |
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BGL_FORALL_VERTICES_T(v, g, Graph) { |
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put(c, v, collisions.update(get(c, v))); |
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} |
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return collisions.unique(); |
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} |
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} // end namespace distributed |
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} // end namespace graph |
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} // end namespace boost |
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#endif // BOOST_GRAPH_PARALLEL_CC_HPP
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