Proceedings of the 30th on Symposium on Parallelism in Algorithms and Architectures 2018
DOI: 10.1145/3210377.3210387
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Red-Blue Pebble Game

Abstract: The red-blue pebble game was formulated in the 1980s [14] to model the I/O complexity of algorithms on a two-level memory hierarchy. Given a directed acyclic graph representing computations (vertices) and their dependencies (edges), the red-blue pebble game allows sequentially adding, removing, and recoloring red or blue pebbles according to a few rules, where red pebbles represent data in cache (fast memory) and blue pebbles represent data on disk (slow, external memory). Specifically, a vertex can be newly p… Show more

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Cited by 4 publications
(1 citation statement)
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“…They usually have a special structure (for example layered or planar), symmetries (large automorphism groups, i.e., they have many vertices that "look equal"), and other properties (for example regular or bounded in-degree) that can make it easier to find solutions. Hence, [12] raised the question whether for the red-blue pebble game there exist FPT algorithms for restricted classes of DAGs (such as bounded width graphs).…”
Section: Pebble Gamesmentioning
confidence: 99%
“…They usually have a special structure (for example layered or planar), symmetries (large automorphism groups, i.e., they have many vertices that "look equal"), and other properties (for example regular or bounded in-degree) that can make it easier to find solutions. Hence, [12] raised the question whether for the red-blue pebble game there exist FPT algorithms for restricted classes of DAGs (such as bounded width graphs).…”
Section: Pebble Gamesmentioning
confidence: 99%