minibatch-gpu-sampling.rst 5.13 KB
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.. _guide-minibatch-gpu-sampling:

6.7 Using GPU for Neighborhood Sampling
---------------------------------------

DGL since 0.7 has been supporting GPU-based neighborhood sampling, which has a significant
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speed advantage over CPU-based neighborhood sampling.  If you estimate that your graph 
can fit onto GPU and your model does not take a lot of GPU memory, then it is best to
put the graph onto GPU memory and use GPU-based neighbor sampling.
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For example, `OGB Products <https://ogb.stanford.edu/docs/nodeprop/#ogbn-products>`_ has
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2.4M nodes and 61M edges.  The graph takes less than 1GB since the memory consumption of
a graph depends on the number of edges.  Therefore it is entirely possible to fit the
whole graph onto GPU.
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Using GPU-based neighborhood sampling in DGL data loaders
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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One can use GPU-based neighborhood sampling with DGL data loaders via:
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* Put the graph onto GPU.

* Put the ``train_nid`` onto GPU.
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* Set ``device`` argument to a GPU device.

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* Set ``num_workers`` argument to 0, because CUDA does not allow multiple processes
  accessing the same context.

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All the other arguments for the :class:`~dgl.dataloading.DataLoader` can be
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the same as the other user guides and tutorials.

.. code:: python

   g = g.to('cuda:0')
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   train_nid = train_nid.to('cuda:0')
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   dataloader = dgl.dataloading.DataLoader(
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       g,                                # The graph must be on GPU.
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       train_nid,                        # train_nid must be on GPU.
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       sampler,
       device=torch.device('cuda:0'),    # The device argument must be GPU.
       num_workers=0,                    # Number of workers must be 0.
       batch_size=1000,
       drop_last=False,
       shuffle=True)
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.. note::

  GPU-based neighbor sampling also works for custom neighborhood samplers as long as
  (1) your sampler is subclassed from :class:`~dgl.dataloading.BlockSampler`, and (2)
  your sampler entirely works on GPU.


Using CUDA UVA-based neighborhood sampling in DGL data loaders
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.. note::
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   New feature introduced in DGL 0.8.

For the case where the graph is too large to fit onto the GPU memory, we introduce the
CUDA UVA (Unified Virtual Addressing)-based sampling, in which GPUs perform the sampling
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on the graph pinned in CPU memory via zero-copy access.
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You can enable UVA-based neighborhood sampling in DGL data loaders via:

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* Put the ``train_nid`` onto GPU.
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* Set ``device`` argument to a GPU device.

* Set ``num_workers`` argument to 0, because CUDA does not allow multiple processes
  accessing the same context.

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* Set ``use_uva=True``.

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All the other arguments for the :class:`~dgl.dataloading.DataLoader` can be
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the same as the other user guides and tutorials.

.. code:: python

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   train_nid = train_nid.to('cuda:0')
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   dataloader = dgl.dataloading.DataLoader(
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       g,
       train_nid,                        # train_nid must be on GPU.
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       sampler,
       device=torch.device('cuda:0'),    # The device argument must be GPU.
       num_workers=0,                    # Number of workers must be 0.
       batch_size=1000,
       drop_last=False,
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       shuffle=True,
       use_uva=True)                     # Set use_uva=True
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UVA-based sampling is the recommended solution for mini-batch training on large graphs,
especially for multi-GPU training.

.. note::

  To use UVA-based sampling in multi-GPU training, you should first materialize all the
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  necessary sparse formats of the graph before spawning training processes.
  Refer to our `GraphSAGE example <https://github.com/dmlc/dgl/blob/master/examples/pytorch/graphsage/multi_gpu_node_classification.py>`_ for more details.
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UVA and GPU support for PinSAGESampler/RandomWalkNeighborSampler
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

PinSAGESampler and RandomWalkNeighborSampler support UVA and GPU sampling.
You can enable them via:

* Pin the graph (for UVA sampling) or put the graph onto GPU (for GPU sampling).

* Put the ``train_nid`` onto GPU.

.. code:: python

  g = dgl.heterograph({
      ('item', 'bought-by', 'user'): ([0, 0, 1, 1, 2, 2, 3, 3], [0, 1, 0, 1, 2, 3, 2, 3]),
      ('user', 'bought', 'item'): ([0, 1, 0, 1, 2, 3, 2, 3], [0, 0, 1, 1, 2, 2, 3, 3])})

  # UVA setup
  # g.create_formats_()
  # g.pin_memory_()

  # GPU setup
  device = torch.device('cuda:0')
  g = g.to(device)

  sampler1 = dgl.sampling.PinSAGESampler(g, 'item', 'user', 4, 0.5, 3, 2)
  sampler2 = dgl.sampling.RandomWalkNeighborSampler(g, 4, 0.5, 3, 2, ['bought-by', 'bought'])

  train_nid = torch.tensor([0, 2], dtype=g.idtype, device=device)
  sampler1(train_nid)
  sampler2(train_nid)


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Using GPU-based neighbor sampling with DGL functions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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You can build your own GPU sampling pipelines with the following functions that support
operating on GPU:
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* :func:`dgl.sampling.sample_neighbors`
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* :func:`dgl.sampling.random_walk`

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Subgraph extraction ops:

* :func:`dgl.node_subgraph`
* :func:`dgl.edge_subgraph`
* :func:`dgl.in_subgraph`
* :func:`dgl.out_subgraph`

Graph transform ops for subgraph construction:

* :func:`dgl.to_block`
* :func:`dgl.compact_graph`