21,748 research outputs found

    Optimal Placement Algorithms for Virtual Machines

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    Cloud computing provides a computing platform for the users to meet their demands in an efficient, cost-effective way. Virtualization technologies are used in the clouds to aid the efficient usage of hardware. Virtual machines (VMs) are utilized to satisfy the user needs and are placed on physical machines (PMs) of the cloud for effective usage of hardware resources and electricity in the cloud. Optimizing the number of PMs used helps in cutting down the power consumption by a substantial amount. In this paper, we present an optimal technique to map virtual machines to physical machines (nodes) such that the number of required nodes is minimized. We provide two approaches based on linear programming and quadratic programming techniques that significantly improve over the existing theoretical bounds and efficiently solve the problem of virtual machine (VM) placement in data centers

    Improved approximation bounds for Vector Bin Packing

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    In this paper we propose an improved approximation scheme for the Vector Bin Packing problem (VBP), based on the combination of (near-)optimal solution of the Linear Programming (LP) relaxation and a greedy (modified first-fit) heuristic. The Vector Bin Packing problem of higher dimension (d \geq 2) is not known to have asymptotic polynomial-time approximation schemes (unless P = NP). Our algorithm improves over the previously-known guarantee of (ln d + 1 + epsilon) by Bansal et al. [1] for higher dimensions (d > 2). We provide a {\theta}(1) approximation scheme for certain set of inputs for any dimension d. More precisely, we provide a 2-OPT algorithm, a result which is irrespective of the number of dimensions d.Comment: 15 pages, 3 algorithm

    Vector Bin Packing with Multiple-Choice

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    We consider a variant of bin packing called multiple-choice vector bin packing. In this problem we are given a set of items, where each item can be selected in one of several DD-dimensional incarnations. We are also given TT bin types, each with its own cost and DD-dimensional size. Our goal is to pack the items in a set of bins of minimum overall cost. The problem is motivated by scheduling in networks with guaranteed quality of service (QoS), but due to its general formulation it has many other applications as well. We present an approximation algorithm that is guaranteed to produce a solution whose cost is about lnD\ln D times the optimum. For the running time to be polynomial we require D=O(1)D=O(1) and T=O(logn)T=O(\log n). This extends previous results for vector bin packing, in which each item has a single incarnation and there is only one bin type. To obtain our result we also present a PTAS for the multiple-choice version of multidimensional knapsack, where we are given only one bin and the goal is to pack a maximum weight set of (incarnations of) items in that bin

    Approximate Convex Optimization by Online Game Playing

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    Lagrangian relaxation and approximate optimization algorithms have received much attention in the last two decades. Typically, the running time of these methods to obtain a ϵ\epsilon approximate solution is proportional to 1ϵ2\frac{1}{\epsilon^2}. Recently, Bienstock and Iyengar, following Nesterov, gave an algorithm for fractional packing linear programs which runs in 1ϵ\frac{1}{\epsilon} iterations. The latter algorithm requires to solve a convex quadratic program every iteration - an optimization subroutine which dominates the theoretical running time. We give an algorithm for convex programs with strictly convex constraints which runs in time proportional to 1ϵ\frac{1}{\epsilon}. The algorithm does NOT require to solve any quadratic program, but uses gradient steps and elementary operations only. Problems which have strictly convex constraints include maximum entropy frequency estimation, portfolio optimization with loss risk constraints, and various computational problems in signal processing. As a side product, we also obtain a simpler version of Bienstock and Iyengar's result for general linear programming, with similar running time. We derive these algorithms using a new framework for deriving convex optimization algorithms from online game playing algorithms, which may be of independent interest
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