10,261 research outputs found

    Optimal advertising campaign generation for multiple brands using MOGA

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    The paper proposes a new modified multiobjective genetic algorithm (MOGA) for the problem of optimal television (TV) advertising campaign generation for multiple brands. This NP-hard combinatorial optimization problem with numerous constraints is one of the key issues for an advertising agency when producing the optimal TV mediaplan. The classical approach to the solution of this problem is the greedy heuristic, which relies on the strength of the preceding commercial breaks when selecting the next break to add to the campaign. While the greedy heuristic is capable of generating only a group of solutions that are closely related in the objective space, the proposed modified MOGA produces a Pareto-optimal set of chromosomes that: 1) outperform the greedy heuristic and 2) let the mediaplanner choose from a variety of uniformly distributed tradeoff solutions. To achieve these results, the special problem-specific solution encoding, genetic operators, and original local optimization routine were developed for the algorithm. These techniques allow the algorithm to manipulate with only feasible individuals, thus, significantly improving its performance that is complicated by the problem constraints. The efficiency of the developed optimization method is verified using the real data sets from the Canadian advertising industry

    An Improved Upper Bound for the Ring Loading Problem

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    The Ring Loading Problem emerged in the 1990s to model an important special case of telecommunication networks (SONET rings) which gained attention from practitioners and theorists alike. Given an undirected cycle on nn nodes together with non-negative demands between any pair of nodes, the Ring Loading Problem asks for an unsplittable routing of the demands such that the maximum cumulated demand on any edge is minimized. Let LL be the value of such a solution. In the relaxed version of the problem, each demand can be split into two parts where the first part is routed clockwise while the second part is routed counter-clockwise. Denote with L∗L^* the maximum load of a minimum split routing solution. In a landmark paper, Schrijver, Seymour and Winkler [SSW98] showed that L≤L∗+1.5DL \leq L^* + 1.5D, where DD is the maximum demand value. They also found (implicitly) an instance of the Ring Loading Problem with L=L∗+1.01DL = L^* + 1.01D. Recently, Skutella [Sku16] improved these bounds by showing that L≤L∗+1914DL \leq L^* + \frac{19}{14}D, and there exists an instance with L=L∗+1.1DL = L^* + 1.1D. We contribute to this line of research by showing that L≤L∗+1.3DL \leq L^* + 1.3D. We also take a first step towards lower and upper bounds for small instances

    Smooth heaps and a dual view of self-adjusting data structures

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    We present a new connection between self-adjusting binary search trees (BSTs) and heaps, two fundamental, extensively studied, and practically relevant families of data structures. Roughly speaking, we map an arbitrary heap algorithm within a natural model, to a corresponding BST algorithm with the same cost on a dual sequence of operations (i.e. the same sequence with the roles of time and key-space switched). This is the first general transformation between the two families of data structures. There is a rich theory of dynamic optimality for BSTs (i.e. the theory of competitiveness between BST algorithms). The lack of an analogous theory for heaps has been noted in the literature. Through our connection, we transfer all instance-specific lower bounds known for BSTs to a general model of heaps, initiating a theory of dynamic optimality for heaps. On the algorithmic side, we obtain a new, simple and efficient heap algorithm, which we call the smooth heap. We show the smooth heap to be the heap-counterpart of Greedy, the BST algorithm with the strongest proven and conjectured properties from the literature, widely believed to be instance-optimal. Assuming the optimality of Greedy, the smooth heap is also optimal within our model of heap algorithms. As corollaries of results known for Greedy, we obtain instance-specific upper bounds for the smooth heap, with applications in adaptive sorting. Intriguingly, the smooth heap, although derived from a non-practical BST algorithm, is simple and easy to implement (e.g. it stores no auxiliary data besides the keys and tree pointers). It can be seen as a variation on the popular pairing heap data structure, extending it with a "power-of-two-choices" type of heuristic.Comment: Presented at STOC 2018, light revision, additional figure

    An Efficient Coded Multicasting Scheme Preserving the Multiplicative Caching Gain

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    Coded multicasting has been shown to be a promis- ing approach to significantly improve the caching performance of content delivery networks with multiple caches downstream of a common multicast link. However, achievable schemes proposed to date have been shown to achieve the proved order-optimal performance only in the asymptotic regime in which the number of packets per requested item goes to infinity. In this paper, we first extend the asymptotic analysis of the achievable scheme in [1], [2] to the case of heterogeneous cache sizes and demand distributions, providing the best known upper bound on the fundamental limiting performance when the number of packets goes to infinity. We then show that the scheme achieving this upper bound quickly loses its multiplicative caching gain for finite content packetization. To overcome this limitation, we design a novel polynomial-time algorithm based on random greedy graph- coloring that, while keeping the same finite content packetization, recovers a significant part of the multiplicative caching gain. Our results show that the order-optimal coded multicasting schemes proposed to date, while useful in quantifying the fundamental limiting performance, must be properly designed for practical regimes of finite packetization.Comment: 6 pages, 7 figures, Published in Infocom CNTCV 201

    Run Generation Revisited: What Goes Up May or May Not Come Down

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    In this paper, we revisit the classic problem of run generation. Run generation is the first phase of external-memory sorting, where the objective is to scan through the data, reorder elements using a small buffer of size M , and output runs (contiguously sorted chunks of elements) that are as long as possible. We develop algorithms for minimizing the total number of runs (or equivalently, maximizing the average run length) when the runs are allowed to be sorted or reverse sorted. We study the problem in the online setting, both with and without resource augmentation, and in the offline setting. (1) We analyze alternating-up-down replacement selection (runs alternate between sorted and reverse sorted), which was studied by Knuth as far back as 1963. We show that this simple policy is asymptotically optimal. Specifically, we show that alternating-up-down replacement selection is 2-competitive and no deterministic online algorithm can perform better. (2) We give online algorithms having smaller competitive ratios with resource augmentation. Specifically, we exhibit a deterministic algorithm that, when given a buffer of size 4M , is able to match or beat any optimal algorithm having a buffer of size M . Furthermore, we present a randomized online algorithm which is 7/4-competitive when given a buffer twice that of the optimal. (3) We demonstrate that performance can also be improved with a small amount of foresight. We give an algorithm, which is 3/2-competitive, with foreknowledge of the next 3M elements of the input stream. For the extreme case where all future elements are known, we design a PTAS for computing the optimal strategy a run generation algorithm must follow. (4) Finally, we present algorithms tailored for nearly sorted inputs which are guaranteed to have optimal solutions with sufficiently long runs
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