2,593 research outputs found
Optimal Online Edge Coloring of Planar Graphs with Advice
Using the framework of advice complexity, we study the amount of knowledge
about the future that an online algorithm needs to color the edges of a graph
optimally, i.e., using as few colors as possible. For graphs of maximum degree
, it follows from Vizing's Theorem that bits of
advice suffice to achieve optimality, where is the number of edges. We show
that for graphs of bounded degeneracy (a class of graphs including e.g. trees
and planar graphs), only bits of advice are needed to compute an optimal
solution online, independently of how large is. On the other hand, we
show that bits of advice are necessary just to achieve a
competitive ratio better than that of the best deterministic online algorithm
without advice. Furthermore, we consider algorithms which use a fixed number of
advice bits per edge (our algorithm for graphs of bounded degeneracy belongs to
this class of algorithms). We show that for bipartite graphs, any such
algorithm must use at least bits of advice to achieve
optimality.Comment: CIAC 201
SPoT: Representing the Social, Spatial, and Temporal Dimensions of Human Mobility with a Unifying Framework
Modeling human mobility is crucial in the analysis and simulation of opportunistic networks, where contacts are exploited as opportunities for peer-topeer message forwarding. The current approach with human mobility modeling has been based on continuously modifying models, trying to embed in them the mobility properties (e.g., visiting patterns to locations or specific distributions of inter-contact times) as they came up from trace analysis. As
a consequence, with these models it is difficult, if not impossible, to modify the features of mobility or to control the exact shape of mobility metrics (e.g., modifying the distribution of inter-contact times). For these reasons, in this paper we propose a mobility framework rather than a mobility model, with the explicit goal of providing a exible and controllable tool for modeling mathematically and generating simulatively different possible features of human mobility. Our framework, named SPoT, is able to incorporate the three dimensions - spatial, social, and temporal - of human mobility. The way SPoT does it is by mapping the different social communities of the network into different locations, whose members visit with a configurable temporal pattern. In order to characterize the temporal patterns of user visits to locations and the relative positioning of locations based on their shared users, we analyze the traces of real user movements extracted from three location-based online social networks (Gowalla, Foursquare, and Altergeo). We observe that a Bernoulli process effectively approximates user visits to locations in the majority of cases and that locations that share many common users visiting them frequently tend to be located close to each other. In addition, we use these traces to test the exibility of the framework, and we show that SPoT is able to accurately reproduce the mobility behavior observed in traces. Finally, relying on the Bernoulli assumption for arrival processes, we provide a throughout mathematical analysis of the controllability of the framework, deriving the conditions under which heavy-tailed and exponentially-tailed aggregate inter-contact times (often observed in real traces) emerge
Low-Memory Algorithms for Online and W-Streaming Edge Coloring
For edge coloring, the online and the W-streaming models seem somewhat
orthogonal: the former needs edges to be assigned colors immediately after
insertion, typically without any space restrictions, while the latter limits
memory to sublinear in the input size but allows an edge's color to be
announced any time after its insertion. We aim for the best of both worlds by
designing small-space online algorithms for edge-coloring. We study the problem
under both (adversarial) edge arrivals and vertex arrivals. Our results
significantly improve upon the memory used by prior online algorithms while
achieving an -competitive ratio. In particular, for -node graphs with
maximum vertex-degree under edge arrivals, we obtain an online
-coloring in space. This is also the
first W-streaming edge-coloring algorithm for -coloring in sublinear
memory. All prior works either used linear memory or colors.
We also achieve a smooth color-space tradeoff: for any , we get an
-coloring in space,
improving upon the state of the art that used space for
the same number of colors. The improvements stem from extensive use of random
permutations that enable us to avoid previously used colors. Most of our
algorithms can be derandomized and extended to multigraphs, where edge coloring
is known to be considerably harder than for simple graphs.Comment: 32 pages, 1 figur
Simplicial Homology for Future Cellular Networks
Simplicial homology is a tool that provides a mathematical way to compute the
connectivity and the coverage of a cellular network without any node location
information. In this article, we use simplicial homology in order to not only
compute the topology of a cellular network, but also to discover the clusters
of nodes still with no location information. We propose three algorithms for
the management of future cellular networks. The first one is a frequency
auto-planning algorithm for the self-configuration of future cellular networks.
It aims at minimizing the number of planned frequencies while maximizing the
usage of each one. Then, our energy conservation algorithm falls into the
self-optimization feature of future cellular networks. It optimizes the energy
consumption of the cellular network during off-peak hours while taking into
account both coverage and user traffic. Finally, we present and discuss the
performance of a disaster recovery algorithm using determinantal point
processes to patch coverage holes
On the Power of Advice and Randomization for Online Bipartite Matching
While randomized online algorithms have access to a sequence of uniform
random bits, deterministic online algorithms with advice have access to a
sequence of advice bits, i.e., bits that are set by an all powerful oracle
prior to the processing of the request sequence. Advice bits are at least as
helpful as random bits, but how helpful are they? In this work, we investigate
the power of advice bits and random bits for online maximum bipartite matching
(MBM).
The well-known Karp-Vazirani-Vazirani algorithm is an optimal randomized
-competitive algorithm for \textsc{MBM} that requires access
to uniform random bits. We show that
advice bits are necessary and
sufficient in order to obtain a
-competitive deterministic advice algorithm. Furthermore, for a
large natural class of deterministic advice algorithms, we prove that
advice bits are required in order to improve on the
-competitiveness of the best deterministic online algorithm, while
it is known that bits are sufficient.
Last, we give a randomized online algorithm that uses random bits, for
integers , and a competitive ratio that approaches
very quickly as is increasing. For example if , then the difference
between and the achieved competitive ratio is less than
The Bounded Edge Coloring Problem and Offline Crossbar Scheduling
This paper introduces a variant of the classical edge coloring problem in
graphs that can be applied to an offline scheduling problem for crossbar
switches. We show that the problem is NP-complete, develop three lower bounds
bounds on the optimal solution value and evaluate the performance of several
approximation algorithms, both analytically and experimentally. We show how to
approximate an optimal solution with a worst-case performance ratio of
and our experimental results demonstrate that the best algorithms produce
results that very closely track a lower bound
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