21,748 research outputs found
Optimal Placement Algorithms for Virtual Machines
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
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
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 -dimensional incarnations. We are also given
bin types, each with its own cost and -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 times the optimum. For the running time to be polynomial we
require and . 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
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 approximate solution is proportional to
. Recently, Bienstock and Iyengar, following Nesterov,
gave an algorithm for fractional packing linear programs which runs in
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 . 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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