11,468 research outputs found

    Locality-preserving allocations Problems and coloured Bin Packing

    Get PDF
    We study the following problem, introduced by Chung et al. in 2006. We are given, online or offline, a set of coloured items of different sizes, and wish to pack them into bins of equal size so that we use few bins in total (at most α\alpha times optimal), and that the items of each colour span few bins (at most β\beta times optimal). We call such allocations (α,β)(\alpha, \beta)-approximate. As usual in bin packing problems, we allow additive constants and consider (α,β)(\alpha,\beta) as the asymptotic performance ratios. We prove that for \eps>0, if we desire small α\alpha, no scheme can beat (1+\eps, \Omega(1/\eps))-approximate allocations and similarly as we desire small β\beta, no scheme can beat (1.69103, 1+\eps)-approximate allocations. We give offline schemes that come very close to achieving these lower bounds. For the online case, we prove that no scheme can even achieve (O(1),O(1))(O(1),O(1))-approximate allocations. However, a small restriction on item sizes permits a simple online scheme that computes (2+\eps, 1.7)-approximate allocations

    Throttling for the game of Cops and Robbers on graphs

    Get PDF
    We consider the cop-throttling number of a graph GG for the game of Cops and Robbers, which is defined to be the minimum of (k+captk(G))(k + \text{capt}_k(G)), where kk is the number of cops and captk(G)\text{capt}_k(G) is the minimum number of rounds needed for kk cops to capture the robber on GG over all possible games. We provide some tools for bounding the cop-throttling number, including showing that the positive semidefinite (PSD) throttling number, a variant of zero forcing throttling, is an upper bound for the cop-throttling number. We also characterize graphs having low cop-throttling number and investigate how large the cop-throttling number can be for a given graph. We consider trees, unicyclic graphs, incidence graphs of finite projective planes (a Meyniel extremal family of graphs), a family of cop-win graphs with maximum capture time, grids, and hypercubes. All the upper bounds on the cop-throttling number we obtain for families of graphs are O(n) O(\sqrt n).Comment: 22 pages, 4 figure

    Dynamic Algorithms for the Massively Parallel Computation Model

    Get PDF
    The Massive Parallel Computing (MPC) model gained popularity during the last decade and it is now seen as the standard model for processing large scale data. One significant shortcoming of the model is that it assumes to work on static datasets while, in practice, real-world datasets evolve continuously. To overcome this issue, in this paper we initiate the study of dynamic algorithms in the MPC model. We first discuss the main requirements for a dynamic parallel model and we show how to adapt the classic MPC model to capture them. Then we analyze the connection between classic dynamic algorithms and dynamic algorithms in the MPC model. Finally, we provide new efficient dynamic MPC algorithms for a variety of fundamental graph problems, including connectivity, minimum spanning tree and matching.Comment: Accepted to the 31st ACM Symposium on Parallelism in Algorithms and Architectures (SPAA 2019

    Resource Optimized Quantum Architectures for Surface Code Implementations of Magic-State Distillation

    Full text link
    Quantum computers capable of solving classically intractable problems are under construction, and intermediate-scale devices are approaching completion. Current efforts to design large-scale devices require allocating immense resources to error correction, with the majority dedicated to the production of high-fidelity ancillary states known as magic-states. Leading techniques focus on dedicating a large, contiguous region of the processor as a single "magic-state distillation factory" responsible for meeting the magic-state demands of applications. In this work we design and analyze a set of optimized factory architectural layouts that divide a single factory into spatially distributed factories located throughout the processor. We find that distributed factory architectures minimize the space-time volume overhead imposed by distillation. Additionally, we find that the number of distributed components in each optimal configuration is sensitive to application characteristics and underlying physical device error rates. More specifically, we find that the rate at which T-gates are demanded by an application has a significant impact on the optimal distillation architecture. We develop an optimization procedure that discovers the optimal number of factory distillation rounds and number of output magic states per factory, as well as an overall system architecture that interacts with the factories. This yields between a 10x and 20x resource reduction compared to commonly accepted single factory designs. Performance is analyzed across representative application classes such as quantum simulation and quantum chemistry.Comment: 16 pages, 14 figure
    • …
    corecore