130,131 research outputs found
Distributed β-Coloring Plays Hide-and-Seek
We prove several new tight or near-tight distributed lower bounds for classic symmetry breaking problems in graphs. As a basic tool, we first provide a new insightful proof that any deterministic distributed algorithm that computes a β-coloring on β-regular trees requires Omega(log_β n) rounds and any randomized such algorithm requires Omega(log_β log n) rounds. We prove this by showing that a natural relaxation of the β-coloring problem is a fixed point in the round elimination framework.
As a first application, we show that our β-coloring lower bound proof directly extends to arbdefective colorings. An arbdefective c-coloring of a graph G=(V,E) is given by a c-coloring of V and an orientation of E, where the arbdefect of a color i is the maximum number of monochromatic outgoing edges of any node of color i. We exactly characterize which variants of the arbdefective coloring problem can be solved in O(f(β) + log* n) rounds, for some function f, and which of them instead require Omega(log_β n) rounds for deterministic algorithms and Omega(log_β log n) rounds for randomized ones.
As a second application, which we see as our main contribution, we use the structure of the fixed point as a building block to prove lower bounds as a function of β for problems that, in some sense, are much easier than β-coloring, as they can be solved in O(log* n) deterministic rounds in bounded-degree graphs. More specifically, we prove lower bounds as a function of β for a large class of distributed symmetry breaking problems, which can all be solved by a simple sequential greedy algorithm. For example, we obtain novel results for the fundamental problem of computing a (2,Ξ²)-ruling set, i.e., for computing an independent set S β V such that every node v β V is within distance β€ Ξ² of some node in S. We in particular show that Omega(Ξ²β^{1/Ξ²}) rounds are needed even if initially an O(β)-coloring of the graph is given. With an initial O(β)-coloring, this lower bound is tight and without, it still nearly matches the existing O(Ξ²β^{2/(Ξ²+1)}+log* n) upper bound. The new (2,Ξ²)-ruling set lower bound is an exponential improvement over the best existing lower bound for the problem, which was proven in [FOCS '20]. As a special case of the lower bound, we also obtain a tight linear-in-β lower bound for computing a maximal independent set (MIS) in trees. While such an MIS lower bound was known for general graphs, the best previous MIS lower bounds for trees was Omega(log β). Our lower bound even applies to a much more general family of problems that allows for almost arbitrary combinations of natural constraints from coloring problems, orientation problems, and independent set problems, and provides a single unified proof for known and new lower bound results for these types of problems.
All of our lower bounds as a function of β also imply substantial lower bounds as a function of n. For instance, we obtain that the maximal independent set problem, on trees, requires Omega(log n / log log n) rounds for deterministic algorithms, which is tight
Zero Error Coordination
In this paper, we consider a zero error coordination problem wherein the
nodes of a network exchange messages to be able to perfectly coordinate their
actions with the individual observations of each other. While previous works on
coordination commonly assume an asymptotically vanishing error, we assume
exact, zero error coordination. Furthermore, unlike previous works that employ
the empirical or strong notions of coordination, we define and use a notion of
set coordination. This notion of coordination bears similarities with the
empirical notion of coordination. We observe that set coordination, in its
special case of two nodes with a one-way communication link is equivalent with
the "Hide and Seek" source coding problem of McEliece and Posner. The Hide and
Seek problem has known intimate connections with graph entropy, rate distortion
theory, Renyi mutual information and even error exponents. Other special cases
of the set coordination problem relate to Witsenhausen's zero error rate and
the distributed computation problem. These connections motivate a better
understanding of set coordination, its connections with empirical coordination,
and its study in more general setups. This paper takes a first step in this
direction by proving new results for two node networks
SRL: Scaling Distributed Reinforcement Learning to Over Ten Thousand Cores
The ever-growing complexity of reinforcement learning (RL) tasks demands a
distributed RL system to efficiently generate and process a massive amount of
data to train intelligent agents. However, existing open-source libraries
suffer from various limitations, which impede their practical use in
challenging scenarios where large-scale training is necessary. While industrial
systems from OpenAI and DeepMind have achieved successful large-scale RL
training, their system architecture and implementation details remain
undisclosed to the community. In this paper, we present a novel abstraction on
the dataflows of RL training, which unifies practical RL training across
diverse applications into a general framework and enables fine-grained
optimizations. Following this abstraction, we develop a scalable, efficient,
and extensible distributed RL system called ReaLly Scalable RL (SRL). The
system architecture of SRL separates major RL computation components and allows
massively parallelized training. Moreover, SRL offers user-friendly and
extensible interfaces for customized algorithms. Our evaluation shows that SRL
outperforms existing academic libraries in both a single machine and a
medium-sized cluster. In a large-scale cluster, the novel architecture of SRL
leads to up to 3.7x speedup compared to the design choices adopted by the
existing libraries. We also conduct a direct benchmark comparison to OpenAI's
industrial system, Rapid, in the challenging hide-and-seek environment. SRL
reproduces the same solution as reported by OpenAI with up to 5x speedup in
wall-clock time. Furthermore, we also examine the performance of SRL in a much
harder variant of the hide-and-seek environment and achieve substantial
learning speedup by scaling SRL to over 15k CPU cores and 32 A100 GPUs.
Notably, SRL is the first in the academic community to perform RL experiments
at such a large scale.Comment: 15 pages, 12 figures, 6 table
Hide-and-Seek with Directional Sensing
We consider a game played between a hider, who hides a static object in one
of several possible positions in a bounded planar region, and a searcher, who
wishes to reach the object by querying sensors placed in the plane. The
searcher is a mobile agent, and whenever it physically visits a sensor, the
sensor returns a random direction, corresponding to a half-plane in which the
hidden object is located. We first present a novel search heuristic and
characterize bounds on the expected distance covered before reaching the
object. Next, we model this game as a large-dimensional zero-sum dynamic game
and we apply a recently introduced randomized sampling technique that provides
a probabilistic level of security to the hider. We observe that, when the
randomized sampling approach is only allowed to select a very small number of
samples, the cost of the heuristic is comparable to the security level provided
by the randomized procedure. However, as we allow the number of samples to
increase, the randomized procedure provides a higher probabilistic security
level.Comment: A short version of this paper (without proofs) will be presented at
the 18th IFAC World Congress (IFAC 2011), Milan (Italy), August 28-September
2, 201
How portable is level-0 behavior? A test of level-k theory in game with non-neutral frames
We test the portability of level-0 assumptions in level-k theory in an experimental investigation of behavior in Coordination, Discoordination, and Hide and Seek games with common, non-neutral frames. Assuming that level-0 behavior depends only on the frame, we derive hypotheses that are independent of prior assumptions abou tsalience. Those hypotheses are not confirmed. Our findings contrast with previous research which has fitted parameterized level-k models to Hide and Seek data. We show that, as a criterion of successful explanation, the existence of a plausible model that replicates the main patterns in these data has a high probability of false positives
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