11,885 research outputs found
Optimal Network Control in Partially-Controllable Networks
The effectiveness of many optimal network control algorithms (e.g.,
BackPressure) relies on the premise that all of the nodes are fully
controllable. However, these algorithms may yield poor performance in a
partially-controllable network where a subset of nodes are uncontrollable and
use some unknown policy. Such a partially-controllable model is of increasing
importance in real-world networked systems such as overlay-underlay networks.
In this paper, we design optimal network control algorithms that can stabilize
a partially-controllable network. We first study the scenario where
uncontrollable nodes use a queue-agnostic policy, and propose a low-complexity
throughput-optimal algorithm, called Tracking-MaxWeight (TMW), which enhances
the original MaxWeight algorithm with an explicit learning of the policy used
by uncontrollable nodes. Next, we investigate the scenario where uncontrollable
nodes use a queue-dependent policy and the problem is formulated as an MDP with
unknown queueing dynamics. We propose a new reinforcement learning algorithm,
called Truncated Upper Confidence Reinforcement Learning (TUCRL), and prove
that TUCRL achieves tunable three-way tradeoffs between throughput, delay and
convergence rate
Analysis of a parallelized nonlinear elliptic boundary value problem solver with application to reacting flows
A parallelized finite difference code based on the Newton method for systems of nonlinear elliptic boundary value problems in two dimensions is analyzed in terms of computational complexity and parallel efficiency. An approximate cost function depending on 15 dimensionless parameters is derived for algorithms based on stripwise and boxwise decompositions of the domain and a one-to-one assignment of the strip or box subdomains to processors. The sensitivity of the cost functions to the parameters is explored in regions of parameter space corresponding to model small-order systems with inexpensive function evaluations and also a coupled system of nineteen equations with very expensive function evaluations. The algorithm was implemented on the Intel Hypercube, and some experimental results for the model problems with stripwise decompositions are presented and compared with the theory. In the context of computational combustion problems, multiprocessors of either message-passing or shared-memory type may be employed with stripwise decompositions to realize speedup of O(n), where n is mesh resolution in one direction, for reasonable n
On-Line End-to-End Congestion Control
Congestion control in the current Internet is accomplished mainly by TCP/IP.
To understand the macroscopic network behavior that results from TCP/IP and
similar end-to-end protocols, one main analytic technique is to show that the
the protocol maximizes some global objective function of the network traffic.
Here we analyze a particular end-to-end, MIMD (multiplicative-increase,
multiplicative-decrease) protocol. We show that if all users of the network use
the protocol, and all connections last for at least logarithmically many
rounds, then the total weighted throughput (value of all packets received) is
near the maximum possible. Our analysis includes round-trip-times, and (in
contrast to most previous analyses) gives explicit convergence rates, allows
connections to start and stop, and allows capacities to change.Comment: Proceedings IEEE Symp. Foundations of Computer Science, 200
Differentiable Game Mechanics
Deep learning is built on the foundational guarantee that gradient descent on
an objective function converges to local minima. Unfortunately, this guarantee
fails in settings, such as generative adversarial nets, that exhibit multiple
interacting losses. The behavior of gradient-based methods in games is not well
understood -- and is becoming increasingly important as adversarial and
multi-objective architectures proliferate. In this paper, we develop new tools
to understand and control the dynamics in n-player differentiable games.
The key result is to decompose the game Jacobian into two components. The
first, symmetric component, is related to potential games, which reduce to
gradient descent on an implicit function. The second, antisymmetric component,
relates to Hamiltonian games, a new class of games that obey a conservation law
akin to conservation laws in classical mechanical systems. The decomposition
motivates Symplectic Gradient Adjustment (SGA), a new algorithm for finding
stable fixed points in differentiable games. Basic experiments show SGA is
competitive with recently proposed algorithms for finding stable fixed points
in GANs -- while at the same time being applicable to, and having guarantees
in, much more general cases.Comment: JMLR 2019, journal version of arXiv:1802.0564
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