[SPARK-2174][MLLIB] treeReduce and treeAggregate

In `reduce` and `aggregate`, the driver node spends linear time on the number of partitions. It becomes a bottleneck when there are many partitions and the data from each partition is big.

SPARK-1485 (#506) tracks the progress of implementing AllReduce on Spark. I did several implementations including butterfly, reduce + broadcast, and treeReduce + broadcast. treeReduce + BT broadcast seems to be right way to go for Spark. Using binary tree may introduce some overhead in communication, because the driver still need to coordinate on data shuffling. In my experiments, n -> sqrt(n) -> 1 gives the best performance in general, which is why I set "depth = 2" in MLlib algorithms. But it certainly needs more testing.

I left `treeReduce` and `treeAggregate` public for easy testing. Some numbers from a test on 32-node m3.2xlarge cluster.

code:

~~~
import breeze.linalg._
import org.apache.log4j._

Logger.getRootLogger.setLevel(Level.OFF)

for (n <- Seq(1, 10, 100, 1000, 10000, 100000, 1000000)) {
  val vv = sc.parallelize(0 until 1024, 1024).map(i => DenseVector.zeros[Double](n))
  var start = System.nanoTime(); vv.treeReduce(_ + _, 2); println((System.nanoTime() - start) / 1e9)
  start = System.nanoTime(); vv.reduce(_ + _); println((System.nanoTime() - start) / 1e9)
}
~~~

out:

| n | treeReduce(,2) | reduce |
|---|---------------------|-----------|
| 10 | 0.215538731 | 0.204206899 |
| 100 | 0.278405907 | 0.205732582 |
| 1000 | 0.208972182 | 0.214298272 |
| 10000 | 0.194792071 | 0.349353687 |
| 100000 | 0.347683285 | 6.086671892 |
| 1000000 | 2.589350682 | 66.572906702 |

CC: @pwendell 

This is clearly more scalable than the default implementation. My question is whether we should use this implementation in `reduce` and `aggregate` or put them as separate methods. The concern is that users may use `reduce` and `aggregate` as collect, where having multiple stages doesn't reduce the data size. However, in this case, `collect` is more appropriate.
also just for the sake of program always terminating, i'd set a cap on max depth (like 8).