2012
DOI: 10.1002/cpe.2931
|View full text |Cite
|
Sign up to set email alerts
|

Reducing thread divergence in a GPU‐accelerated branch‐and‐bound algorithm

Abstract: SUMMARYIn this paper, we address the design and implementation of graphical processing unit (GPU)-accelerated branch-and-bound algorithms (B&B) for solving flow-shop scheduling optimization problems (FSP). Such applications are CPU-time consuming and highly irregular. On the other hand, GPUs are massively multithreaded accelerators using the single instruction multiple data model at execution. A major issue that arises when executing on GPU, a B&B applied to FSP is thread or branch divergence. Such divergence … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

0
39
0

Year Published

2013
2013
2019
2019

Publication Types

Select...
5
2
1

Relationship

2
6

Authors

Journals

citations
Cited by 42 publications
(39 citation statements)
references
References 17 publications
0
39
0
Order By: Relevance
“…In [15] the GPU is used for the bound operator in the algorithm applied to the flow shop scheduling problem. The paper discusses GPU specific details of the implementation and in experiments a speedup of up to 77.5 compared to a single core on a CPU is achieved.…”
Section: Gpu Implementation Of Linear Programming and Branch And Boundmentioning
confidence: 99%
“…In [15] the GPU is used for the bound operator in the algorithm applied to the flow shop scheduling problem. The paper discusses GPU specific details of the implementation and in experiments a speedup of up to 77.5 compared to a single core on a CPU is achieved.…”
Section: Gpu Implementation Of Linear Programming and Branch And Boundmentioning
confidence: 99%
“…In [33], a selection operator based on the best-first strategy is used until the work pool reaches a given size. Then, a selection operator based on the depth-first strategy is used.…”
Section: B Scheduling Problems 1) Branch and Boundmentioning
confidence: 99%
“…This technique permits one to provide enough work to the GPU. The evaluation of bounds that is time consuming was performed in parallel in [33]; an original technique was also proposed to avoid divergent threads in a warp resulting from conditional branches.…”
Section: B Scheduling Problems 1) Branch and Boundmentioning
confidence: 99%
“…For example, in [2], authors had to transform their initial data structure and modify the conditional instructions to overcome it. To reduce CPU-GPU data transfers they used a special Johnson's algorithm (as bounding operator) that accessed precomputed special matrices, defined in [3] located in shared and cache memory.…”
Section: Introductionmentioning
confidence: 99%