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Proceedings ArticleDOI

Efficient Discrete Range Searching primitives on the GPU with applications

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TLDR
This work presents a GPU specific implementation of Discrete Range Searching with an optimal space-time trade off, and suggests that most graph algorithms which focus on using least common ancestor, can easily be enabled on the GPU based on range minima primitive.
Abstract
Graphics processing units provide a large computational power at a very low price which position them as an ubiquitous accelerator. Efficient primitives that can expand the r ange of operations performed on the GPU are thus important. Discrete Range Searching(DRS) is one such primitive with direct applications to string processing, document and text retrieval systems, and least common ancestor queries. In this work, we present a GPU specific implementation of DRS with an optimal space-time trade off. Toward this end, we also present GPU amenable succinct representations and discuss limitations on the GPU. Our method uses 7.5 bits of additional space per element. The speedup achieved by our method is in the range of 20–25 for preprocessing, and 25–35 for batch querying over a sequential implementation. Compared to an 8-threaded implementation, our methods obtain a speedup of 6–8. We study applications of the DRS on the GPU. Also, we suggest that most graph algorithms which focus on using least common ancestor, can easily be enabled on the GPU based on range minima primitive. Beyond this, we show applications of DRS in string querying and tree queries, and suggest how DRS can be helpful in implementing tree based graph algorithms on the GPU.

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Proceedings ArticleDOI

Parallel suffix array and least common prefix for the GPU

TL;DR: It is concluded that skew algorithm, a linear time recursive algorithm, is the best candidate for GPUs as all its phases can be efficiently mapped to a data parallel hardware.
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Theoretical and practical improvements on the RMQ-problem, with applications to LCA and LCE

TL;DR: In this paper, the authors present a linear preprocessing time and constant query time algorithm for the range minimum query problem without making use of any dynamic data structure, which consumes less than half of the space that is needed by the method by Berkman and Vishkin.
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A Parallel Algorithm for Game Tree Search Using GPGPU

TL;DR: This work proposes a concise and general parallel game tree search algorithm on GPU that can achieve speedups of 89.95x for Connect6 and 11.43x for Chess, in case of no pruning.
Journal ArticleDOI

Discrete range searching primitive for the GPU and its applications

TL;DR: It is suggested that graph algorithms that use the least common ancestor, can be enabled on the GPU based on DRS primitive, and some applications of DRS in tree queries and string querying are shown.
Journal ArticleDOI

Parallel suffix array and least common prefix for the GPU

DeoMrinal, +1 more
- 23 Feb 2013 - 
TL;DR: A data structure formed by sorting the suffixes of a string into lexicographic order, SAs have been used in a variety of applications, most notably in pattern matching and Burr...
References
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Proceedings ArticleDOI

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