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Note: Please feel free to comment on the Google Doc. We will merge the finalized proposal back here.
https://docs.google.com/document/d/1wrUBv4ksKVCA67x4hOj4LbX2xydz86PZkqYfo0heB6c/edit?usp=sharing
Problem
The ring Reduce communication pattern used by NCCL (Figure 1a) and Parameter server Reduce (Figure 1b) currently used in MXNet are not optimal for small batch sizes on p3.16xlarge instances with 8 GPUs.
Note: To clarify, usage of "parameter server" refers to single-machine communication rather than the distributed sense the term is usually used in. It is enabled by adding the flag "--kvstore device".
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(a) Ring algorithm used by NCCL (b) Parameter server algorithm
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Figure 2 explains the end-to-end performance results (see Figure x8) that show Parameter server is faster for networks that require many Push-Pulls over relatively small keys (e.g. ResNet-50, Inception-48 need over 157 Push-Pulls on keys not exceeding 2M floats in size), but NCCL ring Reduce is faster for networks that only need Push-Pull over few keys (e.g. VGG-16 and AlexNet only need fewer than 32 Push-Pulls on keys that exceed 10M in size).
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- Double NVLink connections (50 GB/s)
- Single NVLink connections (25 GB/s)
- PCI-E connection + CPU (10 GB/s)
(a) 2D view (b) 3D view (PCI-E not shown)
Figure 3. Link topology of p3.16xlarge instance.
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Both methods are shown in Figure 34.
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(a) Single tree algorithm (b) Multiple tree algorithm
Figure 34. Proposed Reduce and Broadcast algorithms.
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In addition, our proposed system ought to automatically detect how GPUs are connected in a single machine (topology-awareness), and use this knowledge to automatically generate the balanced binary trees of maximum weight. This way, the proposed system will work out-of-the-box for any network topology and not only p3. 16xlarge. The characteristics we want are:
- Balanced, because the binary tree’s height determines the latency of the Reduce and Broadcast operations.
- Maximum weight, because we want to maximize use of the highest bandwidth connections.
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(a) where it fits in KVStore (b) InitMergeBuffersAndComm
(c) Reduce (d) Broadcast
Figure 5. Block diagram of proposed addition. Changes to old initialization (InitMergeBuffersAndComm), Reduce and Broadcast are illustrated.
Note: Additional memory copies to temporary buffer (temp) is necessary following Reduce and Broadcast, because we do not know the final destination buffer dst at this time. However due to the interface of kvstore::Push() (i.e. the user-exposed method that calls Reduce), this information is not known until kvstore::Pull() (i.e. until Broadcast). This means that unless the API is changed to PushPull (which has both source and destination arguments), we will need to do extra write to temp buffer in Reduce, and an extra write to temp buffer in Broadcast. The good thing is that these writes are on the same GPU, so they do not take significant amount of time (less than 1% of the runtime). Interestingly, this is the same API change that the other All-Reduce related proposal is asking for.
Technical Challenges
As shown in Figure 5, the design can be broken into two tasks:
- Using binary tree topology_ to do a reduce
- Generating binary tree topology_
1. Use Binary Tree to do Reduce
First, given a binary tree we show that it gives us the precise sequence of GPU sends in order to perform a reduce. On the left will be the link topology in 3D view. On the right is the portion of the binary tree we are interested in.
(a) Step 1: GPU1 sends to GPU5, where the combined results of GPU1 and GPU5 are reduced on GPU5.
(b) Step 2: GPU7 sends to GPU5, where the combined results of GPU1, GPU3, GPU5 and GPU7 are reduced on GPU5.
(c) Step 3: GPU4 sends to GPU5, where the combined results of all 8 GPUs are reduced on GPU5.
(d) On link topology (left), the sequence of sends forms a spanning tree. The operations also correspond to a binary tree (right).
Figure 6. Reduce on a single binary tree, showing connection between reduce and binary tree.
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Technical Challenges
Generate Binary Tree
We looked at using two methods to generate the binary tree. Since we are looking for a balanced binary tree instead of a maximum spanning tree, we cannot use polynomial time algorithms such as Kruskal's or Boruvka's MST algorithm. Using the link topology saved in an adjacency matrix as input, we used:
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This worked well most of the time. However, when trying to find such a tree for 6 GPUs, we notice that sometimes this gets stuck and an edge cannot be found to link two such clusters. In such cases, we resorted to exhaustive search.
Link usage penalty
Trees are generated in such a sequential fashion described above. To discourage later trees from using previously used links, we apply a multiplicative penalty term MXNET_KVSTORE_TREE_LINK_USAGE_PENALTY (default = 0.7) whenever a link has been used. This is multiplied to the initial link topology adjacency matrix where 3 represents double NVLink connection and 2 represents single NVLink connection.
When to switch between Single and Multiple tree
Figure 5(a) Parameter sweep of MXNET_KVSTORE_TREE_ARRAY_BOUND (b) 1 Push-Pull before Wait (c) 150 Push-Pulls before Wait
Figure 7. VGG-16 performance as function of MXNET_KVSTORE_BIGARRAYTREE_ARRAY_BOUND using batch size 4 per GPU. These figures show that beyond 1M-10M float32's, multi-tree begins to do better than a single tree.
Alternative Approaches considered
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Table 1. Peak speed-up on small batch sizes.
Vs. Parameter Server (in comm.h) | Vs. NCCL (in kvstore_nccl.h) | |
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Resnet-50 | 1.19 | 1.33 |
VGG-16 | 5.89 | 1.06 |
Inception-v3 | 1.15 | 1.34 |
AlexNet | 6.60 | 1.42 |
Figure 68. End-to-end training results on synthetic data showing speed-up vs. NCCL on fp32 and fp16.
Milestones
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April 30, 2018: Begin work
June 14, 2018: Update Design Proposal
June 19, 2018: Submit Pull Request
Multi-machine Design Proposal
There is another excellent All-Reduce related proposal on this wiki. The problem they are trying to solve differs from ours in two ways:
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