2018
DOI: 10.1002/cpe.4954
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GPU‐based branch‐and‐bound method to solve large 0‐1 knapsack problems with data‐centric strategies

Abstract: An out-of-core branch-and-bound (B&B) method to solve large 0-1 knapsack problems on a graphics processing unit (GPU) is proposed. Given a large problem that produces many subproblems, the proposed method dynamically swaps subproblems to CPU memory. Because such a CPU-centric subproblem management scheme increases CPU-GPU data transfer, we adopt three data-centric strategies to eliminate this side effect. The first is an out-of-order search (O3S) strategy that reduces the data transfer overhead by adaptively t… Show more

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Cited by 18 publications
(17 citation statements)
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“…Future work is to deal with large problem sizes that cannot be naively stored in the GPU memory due to memory exhaustion. An out-of-core processing scheme [18], [19] may be useful for realizing this large-scale computation; the scheme divides data into small pieces and iteratively processes the pieces with overlapping GPU computation with CPU-GPU data transfer.…”
Section: Resultsmentioning
confidence: 99%
“…Future work is to deal with large problem sizes that cannot be naively stored in the GPU memory due to memory exhaustion. An out-of-core processing scheme [18], [19] may be useful for realizing this large-scale computation; the scheme divides data into small pieces and iteratively processes the pieces with overlapping GPU computation with CPU-GPU data transfer.…”
Section: Resultsmentioning
confidence: 99%
“…Therefore, this challenge has led to the need to develop algorithms that can produce near-optimal solutions in a reasonable amount of time [12]. During the years, different solution approaches have been developed including exact algorithms (such as branch-and-bound [13,14] and branch-and-cut [15]), heuristic algorithms (such as the Clarke-Wright savings algorithm [16]), and metaheuristic algorithms (such as simulated annealing [17,18], genetic algorithms [19], tabu search [20], and ant algorithms [21]. Earlier, conventional heuristic algorithms were designed as a response to limited computer processing power.…”
Section: Introductionmentioning
confidence: 99%
“…Currently, the graphics processing unit (GPU) is considered to be the most efficient architecture for parallel stencil code [7]. Armed with thousands of cores and 5-10 times higher memory bandwidth than CPUs, GPUs provide powerful solutions for both compute-and memory-intensive scientific prob-lems [8]- [11]. However, there are two main challenges in implementing GPU-accelerated stencil code: limited capacity of device (i.e., GPU) memory and considerable programming effort to implement GPU-accelerated code.…”
Section: Introductionmentioning
confidence: 99%