5,501 research outputs found

    Collaborative Broadcast in O(log log n) Rounds

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    We consider the multihop broadcasting problem for nn nodes placed uniformly at random in a disk and investigate the number of hops required to transmit a signal from the central node to all other nodes under three communication models: Unit-Disk-Graph (UDG), Signal-to-Noise-Ratio (SNR), and the wave superposition model of multiple input/multiple output (MIMO). In the MIMO model, informed nodes cooperate to produce a stronger superposed signal. We do not consider the problem of transmitting a full message nor do we consider interference. In each round, the informed senders try to deliver to other nodes the required signal strength such that the received signal can be distinguished from the noise. We assume sufficiently high node density ρ=Ω(logn)\rho= \Omega(\log n). In the unit-disk graph model, broadcasting needs O(n/ρ)O(\sqrt{n/\rho}) rounds. In the other models, we use an Expanding Disk Broadcasting Algorithm, where in a round only triggered nodes within a certain distance from the initiator node contribute to the broadcasting operation. This algorithm achieves a broadcast in only O(lognlogρ)O(\frac{\log n}{\log \rho}) rounds in the SNR-model. Adapted to the MIMO model, it broadcasts within O(loglognloglogρ)O(\log \log n - \log \log \rho) rounds. All bounds are asymptotically tight and hold with high probability, i.e. 1nO(1)1- n^{-O(1)}.Comment: extended abstract accepted for ALGOSENSORS 201

    Distributed Exploration in Multi-Armed Bandits

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    We study exploration in Multi-Armed Bandits in a setting where kk players collaborate in order to identify an ϵ\epsilon-optimal arm. Our motivation comes from recent employment of bandit algorithms in computationally intensive, large-scale applications. Our results demonstrate a non-trivial tradeoff between the number of arm pulls required by each of the players, and the amount of communication between them. In particular, our main result shows that by allowing the kk players to communicate only once, they are able to learn k\sqrt{k} times faster than a single player. That is, distributing learning to kk players gives rise to a factor k\sqrt{k} parallel speed-up. We complement this result with a lower bound showing this is in general the best possible. On the other extreme, we present an algorithm that achieves the ideal factor kk speed-up in learning performance, with communication only logarithmic in 1/ϵ1/\epsilon

    Decentralized Exploration in Multi-Armed Bandits

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    We consider the decentralized exploration problem: a set of players collaborate to identify the best arm by asynchronously interacting with the same stochastic environment. The objective is to insure privacy in the best arm identification problem between asynchronous, collaborative, and thrifty players. In the context of a digital service, we advocate that this decentralized approach allows a good balance between the interests of users and those of service providers: the providers optimize their services, while protecting the privacy of the users and saving resources. We define the privacy level as the amount of information an adversary could infer by intercepting the messages concerning a single user. We provide a generic algorithm Decentralized Elimination, which uses any best arm identification algorithm as a subroutine. We prove that this algorithm insures privacy, with a low communication cost, and that in comparison to the lower bound of the best arm identification problem, its sample complexity suffers from a penalty depending on the inverse of the probability of the most frequent players. Then, thanks to the genericity of the approach, we extend the proposed algorithm to the non-stationary bandits. Finally, experiments illustrate and complete the analysis

    Computation-Aware Data Aggregation

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    Data aggregation is a fundamental primitive in distributed computing wherein a network computes a function of every nodes\u27 input. However, while compute time is non-negligible in modern systems, standard models of distributed computing do not take compute time into account. Rather, most distributed models of computation only explicitly consider communication time. In this paper, we introduce a model of distributed computation that considers both computation and communication so as to give a theoretical treatment of data aggregation. We study both the structure of and how to compute the fastest data aggregation schedule in this model. As our first result, we give a polynomial-time algorithm that computes the optimal schedule when the input network is a complete graph. Moreover, since one may want to aggregate data over a pre-existing network, we also study data aggregation scheduling on arbitrary graphs. We demonstrate that this problem on arbitrary graphs is hard to approximate within a multiplicative 1.5 factor. Finally, we give an O(log n ? log(OPT/t_m))-approximation algorithm for this problem on arbitrary graphs, where n is the number of nodes and OPT is the length of the optimal schedule
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