87,720 research outputs found
Dynamic sharing of a multiple access channel
In this paper we consider the mutual exclusion problem on a multiple access
channel. Mutual exclusion is one of the fundamental problems in distributed
computing. In the classic version of this problem, n processes perform a
concurrent program which occasionally triggers some of them to use shared
resources, such as memory, communication channel, device, etc. The goal is to
design a distributed algorithm to control entries and exits to/from the shared
resource in such a way that in any time there is at most one process accessing
it. We consider both the classic and a slightly weaker version of mutual
exclusion, called ep-mutual-exclusion, where for each period of a process
staying in the critical section the probability that there is some other
process in the critical section is at most ep. We show that there are channel
settings, where the classic mutual exclusion is not feasible even for
randomized algorithms, while ep-mutual-exclusion is. In more relaxed channel
settings, we prove an exponential gap between the makespan complexity of the
classic mutual exclusion problem and its weaker ep-exclusion version. We also
show how to guarantee fairness of mutual exclusion algorithms, i.e., that each
process that wants to enter the critical section will eventually succeed
Flexible compiler-managed L0 buffers for clustered VLIW processors
Wire delays are a major concern for current and forthcoming processors. One approach to attack this problem is to divide the processor into semi-independent units referred to as clusters. A cluster usually consists of a local register file and a subset of the functional units, while the data cache remains centralized. However, as technology evolves, the latency of such a centralized cache increase leading to an important performance impact. In this paper, we propose to include flexible low-latency buffers in each cluster in order to reduce the performance impact of higher cache latencies. The reduced number of entries in each buffer permits the design of flexible ways to map data from L1 to these buffers. The proposed L0 buffers are managed by the compiler, which is responsible to decide which memory instructions make us of them. Effective instruction scheduling techniques are proposed to generate code that exploits these buffers. Results for the Mediabench benchmark suite show that the performance of a clustered VLIW processor with a unified L1 data cache is improved by 16% when such buffers are used. In addition, the proposed architecture also shows significant advantages over both MultiVLIW processors and clustered processors with a word-interleaved cache, two state-of-the-art designs with a distributed L1 data cache.Peer ReviewedPostprint (published version
Smoothed Efficient Algorithms and Reductions for Network Coordination Games
Worst-case hardness results for most equilibrium computation problems have
raised the need for beyond-worst-case analysis. To this end, we study the
smoothed complexity of finding pure Nash equilibria in Network Coordination
Games, a PLS-complete problem in the worst case. This is a potential game where
the sequential-better-response algorithm is known to converge to a pure NE,
albeit in exponential time. First, we prove polynomial (resp. quasi-polynomial)
smoothed complexity when the underlying game graph is a complete (resp.
arbitrary) graph, and every player has constantly many strategies. We note that
the complete graph case is reminiscent of perturbing all parameters, a common
assumption in most known smoothed analysis results.
Second, we define a notion of smoothness-preserving reduction among search
problems, and obtain reductions from -strategy network coordination games to
local-max-cut, and from -strategy games (with arbitrary ) to
local-max-cut up to two flips. The former together with the recent result of
[BCC18] gives an alternate -time smoothed algorithm for the
-strategy case. This notion of reduction allows for the extension of
smoothed efficient algorithms from one problem to another.
For the first set of results, we develop techniques to bound the probability
that an (adversarial) better-response sequence makes slow improvements on the
potential. Our approach combines and generalizes the local-max-cut approaches
of [ER14,ABPW17] to handle the multi-strategy case: it requires a careful
definition of the matrix which captures the increase in potential, a tighter
union bound on adversarial sequences, and balancing it with good enough rank
bounds. We believe that the approach and notions developed herein could be of
interest in addressing the smoothed complexity of other potential and/or
congestion games
Pushing towards the Limit of Sampling Rate: Adaptive Chasing Sampling
Measurement samples are often taken in various monitoring applications. To
reduce the sensing cost, it is desirable to achieve better sensing quality
while using fewer samples. Compressive Sensing (CS) technique finds its role
when the signal to be sampled meets certain sparsity requirements. In this
paper we investigate the possibility and basic techniques that could further
reduce the number of samples involved in conventional CS theory by exploiting
learning-based non-uniform adaptive sampling.
Based on a typical signal sensing application, we illustrate and evaluate the
performance of two of our algorithms, Individual Chasing and Centroid Chasing,
for signals of different distribution features. Our proposed learning-based
adaptive sampling schemes complement existing efforts in CS fields and do not
depend on any specific signal reconstruction technique. Compared to
conventional sparse sampling methods, the simulation results demonstrate that
our algorithms allow less number of samples for accurate signal
reconstruction and achieve up to smaller signal reconstruction error
under the same noise condition.Comment: 9 pages, IEEE MASS 201
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