21 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
Visualization of Distributed Algorithms Based on Graph Relabelling Systems1 1This work has been supported by the European TMR research network GETGRATS, and by the âConseil RĂ©gional d' Aquitaneâ.
AbstractIn this paper, we present a uniform approach to simulate and visualize distributed algorithms encoded by graph relabelling systems. In particular, we use the distributed applications of local relabelling rules to automatically display the execution of the whole distributed algorithm. We have developed a Java prototype tool for implementing and visualizing distributed algorithms. We illustrate the different aspects of our framework using various distributed algorithms including election and spanning trees
Relaxed Byzantine Vector Consensus
Exact Byzantine consensus problem requires that non-faulty processes reach
agreement on a decision (or output) that is in the convex hull of the inputs at
the non-faulty processes. It is well-known that exact consensus is impossible
in an asynchronous system in presence of faults, and in a synchronous system,
n>=3f+1 is tight on the number of processes to achieve exact Byzantine
consensus with scalar inputs, in presence of up to f Byzantine faulty
processes. Recent work has shown that when the inputs are d-dimensional vectors
of reals, n>=max(3f+1,(d+1)f+1) is tight to achieve exact Byzantine consensus
in synchronous systems, and n>= (d+2)f+1 for approximate Byzantine consensus in
asynchronous systems.
Due to the dependence of the lower bound on vector dimension d, the number of
processes necessary becomes large when the vector dimension is large. With the
hope of reducing the lower bound on n, we consider two relaxed versions of
Byzantine vector consensus: k-Relaxed Byzantine vector consensus and
(delta,p)-Relaxed Byzantine vector consensus. In k-relaxed consensus, the
validity condition requires that the output must be in the convex hull of
projection of the inputs onto any subset of k-dimensions of the vectors. For
(delta,p)-consensus the validity condition requires that the output must be
within distance delta of the convex hull of the inputs of the non-faulty
processes, where L_p norm is used as the distance metric. For
(delta,p)-consensus, we consider two versions: in one version, delta is a
constant, and in the second version, delta is a function of the inputs
themselves.
We show that for k-relaxed consensus and (delta,p)-consensus with constant
delta>=0, the bound on n is identical to the bound stated above for the
original vector consensus problem. On the other hand, when delta depends on the
inputs, we show that the bound on n is smaller when d>=3
Distributed Computing with Adaptive Heuristics
We use ideas from distributed computing to study dynamic environments in
which computational nodes, or decision makers, follow adaptive heuristics (Hart
2005), i.e., simple and unsophisticated rules of behavior, e.g., repeatedly
"best replying" to others' actions, and minimizing "regret", that have been
extensively studied in game theory and economics. We explore when convergence
of such simple dynamics to an equilibrium is guaranteed in asynchronous
computational environments, where nodes can act at any time. Our research
agenda, distributed computing with adaptive heuristics, lies on the borderline
of computer science (including distributed computing and learning) and game
theory (including game dynamics and adaptive heuristics). We exhibit a general
non-termination result for a broad class of heuristics with bounded
recall---that is, simple rules of behavior that depend only on recent history
of interaction between nodes. We consider implications of our result across a
wide variety of interesting and timely applications: game theory, circuit
design, social networks, routing and congestion control. We also study the
computational and communication complexity of asynchronous dynamics and present
some basic observations regarding the effects of asynchrony on no-regret
dynamics. We believe that our work opens a new avenue for research in both
distributed computing and game theory.Comment: 36 pages, four figures. Expands both technical results and discussion
of v1. Revised version will appear in the proceedings of Innovations in
Computer Science 201
Communication Algorithms with Advice
We study the amount of knowledge about a communication network that must be given to its nodes in order to efficiently disseminate information. Our approach is quantitative: we investigate the minimum total number of bits of information (minimum size of advice) that has to be available to nodes, regardless of the type of information provided. We compare the size of advice needed to perform broadcast and wakeup (the latter is a broadcast in which nodes can transmit only after getting the source information), both using a linear number of messages (which is optimal). We show that the minimum size of advice permitting the wakeup with a linear number of messages in a n-node network, is Î(nlog n), while the broadcast with a linear number of messages can be achieved with advice of size O(n). We also show that the latter size of advice is almost optimal: no advice of size o(n) can permit to broadcast with a linear number of messages. Thus a
Asynchronous stigmergic sorting of binary matrix patterns: applications of classical distributed computing ideas
Multi-agent stigmergy forms the basis of explanatory theories for various self-organized biological phenomena, and also serves as an implementation strategy for several important artificial applications. While a number of sophisticated techniques have been used in the modeling and analysis of stigmergic processes, none of them, yet, seem to be drawn from the toolbox of classical distributed computing. Our goals are to investigate and lay the groundwork for the use of classical distributed computing ideas in reasoning about stigmergic computation.
Specifically, we investigate case studies that are drawn from the domain of binary matrix pattern sorting. Here, a `swarm\u27 of memory-less and non-communicating agents follow a set of local stigmergic rules to asynchronously sort the binary states of cells in a 2-D grid so as to satisfy some global pattern specification. This domain is attractive as a test-bed because it serves as an abstraction for instances of biological pattern sorting and also because of its stigmergic expressiveness.
We demonstrate the application of the following four distributed computing concepts: (1) execution serializability, (2) local checking, (3) variant functions, and (4) indistinguishability (the last as an impossibility proof technique) in the modeling and analysis of our case studies.
Based on our preliminary experience with this particular domain, it seems to us that classical distributed computing techniques could be applied further in reasoning about stigmergic systems, perhaps leading to the formulation of a generalized stigmergic computational paradigm based on the principles of distributed computing
Multi-object cooperation in distributed object bases
It is an emerging trend to build large information systems in a
component-based fashion where the components follow the concept of
object. Applications are constructed by organizing pre-built objects
such that they cooperate with each other to perform some task.
However, considerable programming effort is required to express
multi-object constraints in terms of the traditional message-passing
mechanism. This observation lead many authors to suggest
communication abstractions in object models. One promising approach
is to separate multi-object constraints from the objects and collect
them into a separate construct. We call this construct an alliance.
Unlike other approaches we allow alliances to involve large sets of
long-lived objects which may dynamically vary during the - also
potentially long - life-time of the alliance. Alliances are not only
visible at the specification level but are also computational
entities which enforce multi-object constraints at run-time.
They do so in an unreliable world, i.e., we do not assume that
objects will always meet their obligations in a cooperation.
Since objects may often be distributed across a network, we
demonstrate that alliances are an ideal place to deal with aspects
of distribution in an application-specific manner. We illustrate our
thesis by one of the key questions of distributed object management:
where shall objects be located and when shall they migrate to which
node? We show that alliances allow for customized distribution
policies which are neither "hardwired" into the objects nor
necessitate a centralized distribution control