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The Impact of Partial Computations on the Red-Blue Pebble Game

Pál András Papp, Aleksandros Sobczyk, A. N. Yzelman

TL;DR

The paper extends the red-blue pebble game to allow partial computations (PRBP) to better capture I/O costs in associative computations. It develops fundamental properties, motivating examples, and gadgets to illustrate how partial computations can reduce I/O costs, while showing that lower-bound tools must be adapted from RBP. It introduces edge- and dominator-based partition concepts to derive PRBP lower bounds and demonstrates that for canonical tasks like FFT, matrix multiplication, and Flash Attention, PRBP bounds match the known RBP bounds, with some exceptions where PRBP affords substantial savings in specific DAGs. The work also proves NP-hardness of deciding and approximating the PRBP optimum, and discusses alternative model variants and practical directions for future research in I/O-efficient computation modeling and analysis.

Abstract

We study an extension of the well-known red-blue pebble game (RBP) with partial computation steps, inspired by the recent work of Sobczyk. While the original RBP assumes that we need to have all the inputs of an operation in fast memory at the same time, in many concrete computations, the inputs can be aggregated one by one into the final output value. These partial computation steps can enable pebbling strategies with much smaller I/O cost, and in settings where such a step-by-step aggregation is possible, this extended red-blue pebble game offers a much more realistic cost model. We establish the fundamental properties of this partial-computing red-blue pebble game (PRBP), and compare it to the original RBP. We begin with some simple examples where allowing partial computations can decrease the optimal I/O cost. It is also shown that the cost can decrease by up to a linear factor this way, but in general, it is NP-hard to decide whether partial computations allow for a smaller cost in a specific DAG. We then discuss how $S$-partitions, a crucial tool for deriving I/O lower bounds in RBP, can be adapted to the PRBP model. These new tools are then used to establish lower bounds on the I/O cost of some prominent computational tasks. Finally, we also adapt a hardness result from RBP, showing that the optimum cost is still NP-hard to approximate in PRBP to any reasonable factor.

The Impact of Partial Computations on the Red-Blue Pebble Game

TL;DR

The paper extends the red-blue pebble game to allow partial computations (PRBP) to better capture I/O costs in associative computations. It develops fundamental properties, motivating examples, and gadgets to illustrate how partial computations can reduce I/O costs, while showing that lower-bound tools must be adapted from RBP. It introduces edge- and dominator-based partition concepts to derive PRBP lower bounds and demonstrates that for canonical tasks like FFT, matrix multiplication, and Flash Attention, PRBP bounds match the known RBP bounds, with some exceptions where PRBP affords substantial savings in specific DAGs. The work also proves NP-hardness of deciding and approximating the PRBP optimum, and discusses alternative model variants and practical directions for future research in I/O-efficient computation modeling and analysis.

Abstract

We study an extension of the well-known red-blue pebble game (RBP) with partial computation steps, inspired by the recent work of Sobczyk. While the original RBP assumes that we need to have all the inputs of an operation in fast memory at the same time, in many concrete computations, the inputs can be aggregated one by one into the final output value. These partial computation steps can enable pebbling strategies with much smaller I/O cost, and in settings where such a step-by-step aggregation is possible, this extended red-blue pebble game offers a much more realistic cost model. We establish the fundamental properties of this partial-computing red-blue pebble game (PRBP), and compare it to the original RBP. We begin with some simple examples where allowing partial computations can decrease the optimal I/O cost. It is also shown that the cost can decrease by up to a linear factor this way, but in general, it is NP-hard to decide whether partial computations allow for a smaller cost in a specific DAG. We then discuss how -partitions, a crucial tool for deriving I/O lower bounds in RBP, can be adapted to the PRBP model. These new tools are then used to establish lower bounds on the I/O cost of some prominent computational tasks. Finally, we also adapt a hardness result from RBP, showing that the optimum cost is still NP-hard to approximate in PRBP to any reasonable factor.

Paper Structure

This paper contains 36 sections, 19 theorems, 14 equations, 5 figures.

Key Result

proposition 1

For any DAG and any $r \geq (\Delta_{in}\!+\!1)$, we have

Figures (5)

  • Figure 1: Example DAG for $\texttt{OPT}_{PRBP} < \texttt{OPT}_{RBP}$, with $r=4$. For Proposition \ref{['prop:example']}, $u_0$, $v_0$ and the dashed edges are part of the DAG; in this case, we have $\texttt{OPT}_{PRBP} = 2$ but $\texttt{OPT}_{RBP} = 3$. For Proposition \ref{['prop:reduced']}, we disregard $u_0$, $v_0$ and the dashed edges, and concatenate several copies of the remaining gadget.
  • Figure 2: Illustration of some frequently used substructures and gadgets: the zipper gadget of RBpebbling3mpp with $2 \cdot d$ source nodes and an alternating chain (left), a binary tree on $2^d$ leaves with all edges pointing towards the root (middle), and a pebble collection gadget from RBpebbling3 with $d$ source nodes and a chain that periodically uses the different sources as an input (right).
  • Figure 3: Construction for Lemma \ref{['th:s-part']}, consisting of $7$ source nodes $u_1, ..., u_7$, $7$ distinct groups $H_1, ..., H_7$ of $\Theta(n)$ nodes each, and a single sink $v$. The node $u_i$ always has edges to all the nodes in $H_i$, and all the nodes in $H_i$ have an edge towards $v$.
  • Figure 4: Illustration of the $m$-point FFT DAG for $m=8$.
  • Figure 5: Adding an auxiliary level (dotted grey part) to the level gadgets of the construction in mpp. Auxiliary levels always have the same size as the original level above them.

Theorems & Definitions (40)

  • proposition 1
  • proposition 2
  • proof
  • proposition 3
  • proof
  • proposition 4
  • proposition 5
  • proposition 6
  • proof
  • proposition 7
  • ...and 30 more