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