31,793 research outputs found

    Distributed Connectivity Decomposition

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    We present time-efficient distributed algorithms for decomposing graphs with large edge or vertex connectivity into multiple spanning or dominating trees, respectively. As their primary applications, these decompositions allow us to achieve information flow with size close to the connectivity by parallelizing it along the trees. More specifically, our distributed decomposition algorithms are as follows: (I) A decomposition of each undirected graph with vertex-connectivity kk into (fractionally) vertex-disjoint weighted dominating trees with total weight Ω(klog⁥n)\Omega(\frac{k}{\log n}), in O~(D+n)\widetilde{O}(D+\sqrt{n}) rounds. (II) A decomposition of each undirected graph with edge-connectivity λ\lambda into (fractionally) edge-disjoint weighted spanning trees with total weight ⌈λ−12⌉(1−Δ)\lceil\frac{\lambda-1}{2}\rceil(1-\varepsilon), in O~(D+nλ)\widetilde{O}(D+\sqrt{n\lambda}) rounds. We also show round complexity lower bounds of Ω~(D+nk)\tilde{\Omega}(D+\sqrt{\frac{n}{k}}) and Ω~(D+nλ)\tilde{\Omega}(D+\sqrt{\frac{n}{\lambda}}) for the above two decompositions, using techniques of [Das Sarma et al., STOC'11]. Moreover, our vertex-connectivity decomposition extends to centralized algorithms and improves the time complexity of [Censor-Hillel et al., SODA'14] from O(n3)O(n^3) to near-optimal O~(m)\tilde{O}(m). As corollaries, we also get distributed oblivious routing broadcast with O(1)O(1)-competitive edge-congestion and O(log⁥n)O(\log n)-competitive vertex-congestion. Furthermore, the vertex connectivity decomposition leads to near-time-optimal O(log⁥n)O(\log n)-approximation of vertex connectivity: centralized O~(m)\widetilde{O}(m) and distributed O~(D+n)\tilde{O}(D+\sqrt{n}). The former moves toward the 1974 conjecture of Aho, Hopcroft, and Ullman postulating an O(m)O(m) centralized exact algorithm while the latter is the first distributed vertex connectivity approximation

    DisC Diversity: Result Diversification based on Dissimilarity and Coverage

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    Recently, result diversification has attracted a lot of attention as a means to improve the quality of results retrieved by user queries. In this paper, we propose a new, intuitive definition of diversity called DisC diversity. A DisC diverse subset of a query result contains objects such that each object in the result is represented by a similar object in the diverse subset and the objects in the diverse subset are dissimilar to each other. We show that locating a minimum DisC diverse subset is an NP-hard problem and provide heuristics for its approximation. We also propose adapting DisC diverse subsets to a different degree of diversification. We call this operation zooming. We present efficient implementations of our algorithms based on the M-tree, a spatial index structure, and experimentally evaluate their performance.Comment: To appear at the 39th International Conference on Very Large Data Bases (VLDB), August 26-31, 2013, Riva del Garda, Trento, Ital

    Celebrity games

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    We introduce Celebrity games, a new model of network creation games. In this model players have weights (W being the sum of all the player's weights) and there is a critical distance ß as well as a link cost a. The cost incurred by a player depends on the cost of establishing links to other players and on the sum of the weights of those players that remain farther than the critical distance. Intuitively, the aim of any player is to be relatively close (at a distance less than ß ) from the rest of players, mainly of those having high weights. The main features of celebrity games are that: computing the best response of a player is NP-hard if ß>1 and polynomial time solvable otherwise; they always have a pure Nash equilibrium; the family of celebrity games having a connected Nash equilibrium is characterized (the so called star celebrity games) and bounds on the diameter of the resulting equilibrium graphs are given; a special case of star celebrity games shares its set of Nash equilibrium profiles with the MaxBD games with uniform bounded distance ß introduced in BilĂČ et al. [6]. Moreover, we analyze the Price of Anarchy (PoA) and of Stability (PoS) of celebrity games and give several bounds. These are that: for non-star celebrity games PoA=PoS=max{1,W/a}; for star celebrity games PoS=1 and PoA=O(min{n/ß,Wa}) but if the Nash Equilibrium is a tree then the PoA is O(1); finally, when ß=1 the PoA is at most 2. The upper bounds on the PoA are complemented with some lower bounds for ß=2.Peer ReviewedPostprint (author's final draft

    Stock Picking via Nonsymmetrically Pruned Binary Decision Trees

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    Stock picking is the field of financial analysis that is of particular interest for many professional investors and researchers. In this study stock picking is implemented via binary classification trees. Optimal tree size is believed to be the crucial factor in forecasting performance of the trees. While there exists a standard method of tree pruning, which is based on the cost-complexity tradeoff and used in the majority of studies employing binary decision trees, this paper introduces a novel methodology of nonsymmetric tree pruning called Best Node Strategy (BNS). An important property of BNS is proven that provides an easy way to implement the search of the optimal tree size in practice. BNS is compared with the traditional pruning approach by composing two recursive portfolios out of XETRA DAX stocks. Performance forecasts for each of the stocks are provided by constructed decision trees. It is shown that BNS clearly outperforms the traditional approach according to the backtesting results and the Diebold-Mariano test for statistical significance of the performance difference between two forecasting methods.decision tree, stock picking, pruning, earnings forecasting, data mining
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