67 research outputs found
Tight local approximation results for max-min linear programs
In a bipartite max-min LP, we are given a bipartite graph \myG = (V \cup I
\cup K, E), where each agent is adjacent to exactly one constraint
and exactly one objective . Each agent controls a
variable . For each we have a nonnegative linear constraint on
the variables of adjacent agents. For each we have a nonnegative
linear objective function of the variables of adjacent agents. The task is to
maximise the minimum of the objective functions. We study local algorithms
where each agent must choose based on input within its
constant-radius neighbourhood in \myG. We show that for every
there exists a local algorithm achieving the approximation ratio . We also show that this result is the best possible
-- no local algorithm can achieve the approximation ratio . Here is the maximum degree of a vertex , and
is the maximum degree of a vertex . As a methodological
contribution, we introduce the technique of graph unfolding for the design of
local approximation algorithms.Comment: 16 page
Asymmetric Hashing for Fast Ranking via Neural Network Measures
Fast item ranking is an important task in recommender systems. In previous
works, graph-based Approximate Nearest Neighbor (ANN) approaches have
demonstrated good performance on item ranking tasks with generic
searching/matching measures (including complex measures such as neural network
measures). However, since these ANN approaches must go through the neural
measures several times during ranking, the computation is not practical if the
neural measure is a large network. On the other hand, fast item ranking using
existing hashing-based approaches, such as Locality Sensitive Hashing (LSH),
only works with a limited set of measures. Previous learning-to-hash approaches
are also not suitable to solve the fast item ranking problem since they can
take a significant amount of time and computation to train the hash functions.
Hashing approaches, however, are attractive because they provide a principle
and efficient way to retrieve candidate items. In this paper, we propose a
simple and effective learning-to-hash approach for the fast item ranking
problem that can be used for any type of measure, including neural network
measures. Specifically, we solve this problem with an asymmetric hashing
framework based on discrete inner product fitting. We learn a pair of related
hash functions that map heterogeneous objects (e.g., users and items) into a
common discrete space where the inner product of their binary codes reveals
their true similarity defined via the original searching measure. The fast
ranking problem is reduced to an ANN search via this asymmetric hashing scheme.
Then, we propose a sampling strategy to efficiently select relevant and
contrastive samples to train the hashing model. We empirically validate the
proposed method against the existing state-of-the-art fast item ranking methods
in several combinations of non-linear searching functions and prominent
datasets
How Fast Can We Play Tetris Greedily With Rectangular Pieces?
Consider a variant of Tetris played on a board of width and infinite
height, where the pieces are axis-aligned rectangles of arbitrary integer
dimensions, the pieces can only be moved before letting them drop, and a row
does not disappear once it is full. Suppose we want to follow a greedy
strategy: let each rectangle fall where it will end up the lowest given the
current state of the board. To do so, we want a data structure which can always
suggest a greedy move. In other words, we want a data structure which maintains
a set of rectangles, supports queries which return where to drop the
rectangle, and updates which insert a rectangle dropped at a certain position
and return the height of the highest point in the updated set of rectangles. We
show via a reduction to the Multiphase problem [P\u{a}tra\c{s}cu, 2010] that on
a board of width , if the OMv conjecture [Henzinger et al., 2015]
is true, then both operations cannot be supported in time
simultaneously. The reduction also implies polynomial bounds from the 3-SUM
conjecture and the APSP conjecture. On the other hand, we show that there is a
data structure supporting both operations in time on
boards of width , matching the lower bound up to a factor.Comment: Correction of typos and other minor correction
On strong Menger-connectivity of star graphs
AbstractMotivated by parallel routing in networks with faults, we study the following graph theoretical problem. Let G be a graph of minimum vertex degree d. We say that G is strongly Menger-connected if for any copy Gf of G with at most d−2 nodes removed, every pair of nodes u and v in Gf are connected by min{degf(u),degf(v)} node-disjoint paths in Gf, where degf(u) and degf(v) are the degrees of the nodes u and v in Gf, respectively. We show that the star graphs, which are a recently proposed attractive alternative to the widely used hypercubes as network models, are strongly Menger-connected. An algorithm of optimal running time is developed that constructs the maximum number of node-disjoint paths of nearly optimal length in star graphs with faults
Robust and Listening-Efficient Contention Resolution
This paper shows how to achieve contention resolution on a shared
communication channel using only a small number of channel accesses -- both for
listening and sending -- and the resulting algorithm is resistant to
adversarial noise.
The shared channel operates over a sequence of synchronized time slots, and
in any slot agents may attempt to broadcast a packet. An agent's broadcast
succeeds if no other agent broadcasts during that slot. If two or more agents
broadcast in the same slot, then the broadcasts collide and both broadcasts
fail. An agent listening on the channel during a slot receives ternary
feedback, learning whether that slot had silence, a successful broadcast, or a
collision. Agents are (adversarially) injected into the system over time. The
goal is to coordinate the agents so that each is able to successfully broadcast
its packet.
A contention-resolution protocol is measured both in terms of its throughput
and the number of slots during which an agent broadcasts or listens. Most prior
work assumes that listening is free and only tries to minimize the number of
broadcasts.
This paper answers two foundational questions. First, is constant throughput
achievable when using polylogarithmic channel accesses per agent, both for
listening and broadcasting? Second, is constant throughput still achievable
when an adversary jams some slots by broadcasting noise in them? Specifically,
for packets arriving over time and jammed slots, we give an algorithm
that with high probability in guarantees throughput and
achieves on average channel accesses against an
adaptive adversary. We also have per-agent high-probability guarantees on the
number of channel accesses -- either or , depending on how quickly the adversary can react to what
is being broadcast
Simple protocols for oblivious transfer and secure identification in the noisy-quantum-storage model
Simple protocols for oblivious transfer and secure identification in the noisy-quantum-storage model
- …