In this paper, we investigate the potential of GPUs for performing link structure analysis of social graphs. Specifically, we implement Twitter's WTF ("Who to Follow") recommendation system on a single GPU. Our implementation shows promising results on moderate-sized social graphs. It can return the top-K relevant users for a single user in 172 ms when running on a subset of the 2009 Twitter follow graph with 16 million users and 85 million social relations. For our largest dataset, which contains 75% of the users (30 million) and 50% of the social relations (680 million) of the complete follow graph, this calculation takes 1.0 s. We also propose possible solutions to apply our system to follow graphs of larger sizes that do not fit into the on-board memory of a single GPU.
Abstract-In this paper, we present our GPU implementation of the quotient filter, a compact data structure designed to implement approximate membership queries. The quotient filter is similar to the more well-known Bloom filter; however, in addition to set insertion and membership queries, the quotient filter also supports deletions and merging filters without requiring rehashing of the data set. Furthermore, the quotient filter can be extended to include counters without increasing the memory footprint. This paper describes our GPU implementation of two types of quotient filters: the standard quotient filter and the rankand-select-based quotient filter. We describe the parallelization of all filter operations, including a comparison of the four different methods we devised for parallelizing quotient filter construction. In solving this problem, we found that we needed an operation similar to a parallel scan, but for non-associative operators. One outcome of this work is a variety of methods for computing parallel scan-type operations on a non-associative operator.For membership queries, we achieve a throughput of up to 1.13 billion items/second for the rank-and-select-based quotient filter: a speedup of 3x over the BloomGPU filter. Our fastest filter build method achieves a speedup of 2.1-3.1x over BloomGPU, with a peak throughput of 621 million items/second, and a rate of 516 million items/second for a 70% full filter. However, we find that our filters do not perform incremental updates as fast as the BloomGPU filter. For a batch of 2 million items, we perform incremental inserts at a rate of 81 million items/second -a 2.5x slowdown compared to BloomGPU's throughput of 201 million items/second. The quotient filter's memory footprint is comparable to that of a Bloom filter.
We present an iterative breadth-first approach to maximum clique enumeration on the GPU. The memory required to store all of the intermediate clique candidates poses a significant challenge. To mitigate this issue, we employ a variety of strategies to prune away non-maximum candidates and present a thorough examination of the performance and memory benefits of each of these options. We also explore a windowing strategy as a middle-ground between breadth-first and depth-first approaches, and investigate the resulting tradeoff between parallel efficiency and memory usage. Our results demonstrate that when we are able to manage the memory requirements, our approach achieves high throughput for large graphs indicating this approach is a good choice for GPU performance. We demonstrate an average speedup of 1.9x over previous parallel work, and obtain our best performance on graphs with low average degree.
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