1,080 research outputs found

    Online makespan scheduling with job migration on uniform machines

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    In the classic minimum makespan scheduling problem, we are given an input sequence of n jobs with sizes. A scheduling algorithm has to assign the jobs to m parallel machines. The objective is to minimize the makespan, which is the time it takes until all jobs are processed. In this paper, we consider online scheduling algorithms without preemption. However, we allow the online algorithm to reassign up to k jobs to different machines in the final assignment. For m identical machines, Albers and Hellwig (Algorithmica, 2017) give tight bounds on the competitive ratio in this model. The precise ratio depends on, and increases with, m. It lies between 4/3 and ~~ 1.4659. They show that k = O(m) is sufficient to achieve this bound and no k = o(n) can result in a better bound. We study m uniform machines, i.e., machines with different speeds, and show that this setting is strictly harder. For sufficiently large m, there is a delta = Theta(1) such that, for m machines with only two different machine speeds, no online algorithm can achieve a competitive ratio of less than 1.4659 + delta with k = o(n). We present a new algorithm for the uniform machine setting. Depending on the speeds of the machines, our scheduling algorithm achieves a competitive ratio that lies between 4/3 and ~~ 1.7992 with k = O(m). We also show that k = Omega(m) is necessary to achieve a competitive ratio below 2. Our algorithm is based on a subtle imbalance with respect to the completion times of the machines, complemented by a bicriteria approximation algorithm that minimizes the makespan and maximizes the average completion time for certain sets of machines

    Restricted Adaptivity in Stochastic Scheduling

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    We consider the stochastic scheduling problem of minimizing the expected makespan on m parallel identical machines. While the (adaptive) list scheduling policy achieves an approximation ratio of 2, any (non-adaptive) fixed assignment policy has performance guarantee ?((log m)/(log log m)). Although the performance of the latter class of policies are worse, there are applications in which non-adaptive policies are desired. In this work, we introduce the two classes of ?-delay and ?-shift policies whose degree of adaptivity can be controlled by a parameter. We present a policy - belonging to both classes - which is an ?(log log m)-approximation for reasonably bounded parameters. In other words, an exponential improvement on the performance of any fixed assignment policy can be achieved when allowing a small degree of adaptivity. Moreover, we provide a matching lower bound for any ?-delay and ?-shift policy when both parameters, respectively, are in the order of the expected makespan of an optimal non-anticipatory policy

    Online makespan scheduling with job migration on uniform machines

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    In the classic minimum makespan scheduling problem, we are given an input sequence of n jobs with sizes. A scheduling algorithm has to assign the jobs to m parallel machines. The objective is to minimize the makespan, which is the time it takes until all jobs are processed. In this paper, we consider online scheduling algorithms without preemption. However, we allow the online algorithm to change the assignment of up to k jobs at the end for some limited number k. For m identical machines, Albers and Hellwig (Algorithmica 79(2):598–623, 2017) give tight bounds on the competitive ratio in this model. The precise ratio depends on, and increases with, m. It lies between 4/3 and ≈1.4659. They show that k=O(m) is sufficient to achieve this bound and no k=o(n) can result in a better bound. We study m uniform machines, i.e., machines with different speeds, and show that this setting is strictly harder. For sufficiently large m, there is a δ=Θ(1) such that, for m machines with only two different machine speeds, no online algorithm can achieve a competitive ratio of less than 1.4659+δ with k=o(n). We present a new algorithm for the uniform machine setting. Depending on the speeds of the machines, our scheduling algorithm achieves a competitive ratio that lies between 4/3 and ≈1.7992 with k=O(m). We also show that k=Ω(m) is necessary to achieve a competitive ratio below 2. Our algorithm is based on maintaining a specific imbalance with respect to the completion times of the machines, complemented by a bicriteria approximation algorithm that minimizes the makespan and maximizes the average completion time for certain sets of machines

    Joint Cache Partition and Job Assignment on Multi-Core Processors

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    Multicore shared cache processors pose a challenge for designers of embedded systems who try to achieve minimal and predictable execution time of workloads consisting of several jobs. To address this challenge the cache is statically partitioned among the cores and the jobs are assigned to the cores so as to minimize the makespan. Several heuristic algorithms have been proposed that jointly decide how to partition the cache among the cores and assign the jobs. We initiate a theoretical study of this problem which we call the joint cache partition and job assignment problem. By a careful analysis of the possible cache partitions we obtain a constant approximation algorithm for this problem. For some practical special cases we obtain a 2-approximation algorithm, and show how to improve the approximation factor even further by allowing the algorithm to use additional cache. We also study possible improvements that can be obtained by allowing dynamic cache partitions and dynamic job assignments. We define a natural special case of the well known scheduling problem on unrelated machines in which machines are ordered by "strength". Our joint cache partition and job assignment problem generalizes this scheduling problem which we think is of independent interest. We give a polynomial time algorithm for this scheduling problem for instances obtained by fixing the cache partition in a practical case of the joint cache partition and job assignment problem where job loads are step functions

    Online problems and two-player games : algorithms and analysis

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    In this thesis we study three problems that are adversarial in nature. Such problems can be viewed as a game between an algorithm and an adversary, where the adversary always tries to force the algorithm into worst-case scenarios during its execution. Many real world problems with inherent uncertainty or lack of information fit into this model. For instance, it includes the vast field of online problems where the input is only partially available and an adversary reveals the complete input gradually over time (online fashion). The algorithm has to perform efficiently under this uncertainty. In contrast to the online setting, in an offline setting, the complete input is available in the beginning. The first problem that we investigate is a classical online scheduling problem where a sequence of jobs that arrive online have to be assigned to a set of identical machines with the objective of minimizing the maximum load. We study a natural generalization of this problem where we allow migration of already scheduled jobs to other machines upon the arrival of a new job, thus bridging the gap between online and offline setting. Already for a small amount of migration, our result compares with the best results to date in both online and offline settings. From the point of view of sensitivity analysis, our results imply that, only small changes are to be made to the current schedule to accommodate a new job, if we are satisfied with near optimal solution. The other online problem that we study is the well-known metrical task systems problem. We present a probabilistic analysis of the well-known text book algorithm called the work function algorithm. Besides average-case analysis we also present smoothed analysis, which is a notion introduced recently as a hybrid between worst-case and average-case analysis. Our analysis reveals that the performance of this algorithm is much better than worst-case for a large class of inputs. This motivates us to support smoothed analysis as an alternative model for evaluating the performance of online algorithms. The third problem that we investigate is a pursuit-evasion game: an algorithm (the pursuer) has to find/catch an adversary that is \u27hiding\u27; in a graph where both players can travel in the graph. This problem belongs to the rich field of search games and it addresses the question of how long it takes for the pursuer to find the evader in a given graph that, for example, corresponds to a computer network or a geographic terrain. Such game models are also used to design efficient communication protocols. We present improved results against adversaries with varying power and also present tight lower bounds.In der vorliegenden Arbeit beschäftigen wir uns mit drei Problemen, welche als eine Art Spiel zwischen einem Algorithmus und seinem Gegenspieler interpretiert werden können. In diesem Spiel versucht der Gegenspieler, den Algorithmus während seiner Ausführung in sein Worst-Case Verhalten zu zwingen. Eine Vielzahl von praxisrelevanten Problemen, in denen nicht von Beginn an die volle Information über die Eingabeinstanz zur Verfügung steht, lassen sich als derartige Spiele modellieren. Zu dieser Klasse von Problemen gehören z. B. auch online Probleme, in denen der Gegenspieler die Eingabeinstanz für den Algorithmus online, d. h. während der Ausführung des Algorithmus, spezifiziert. Das Ziel des Algorithmus ist es, auf dieser so spezifizierten Instanz möglichst effizient zu sein. Im Gegensatz zum online Szenario kennt der Algorithmus im offline Szenario die gesamte Eingabeinstanz gleich von Beginn an. Im online Szenario wird die Effizienz eines (online) Algorithmus anhand seines Competitive Ratio gemessen. Ein Algorithmus ist c-competitive, wenn die Kosten, die der Algorithmus auf einer beliebigen online Eingabe verursacht, maximal einen Faktor c von den Kosten eines optimalen (offline) Algorithmus, der die gesamte Eingabe kennt, entfernt ist. Das erste Problem, dass wir betrachten, ist ein klassisches Scheduling Problem, in dem Jobs online eintreffen und auf identischen parallelen Maschinen verteilt werden müssen. Das Ziel ist es, die maximale Maschinenlast zu minimieren. Das zweite online Problem, dass wir betrachten, ist das Metrical Task System Problem. Als drittes Problem analysieren wir ein "Katz-und-Maus-Spiel\u27;: eine Katze (der Algorithmus) und eine Maus (der Gegenspieler) befinden sich in einem Graphen und die Katze versucht, die Maus zu fangen

    On Minimizing the Makespan When Some Jobs Cannot Be Assigned on the Same Machine

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    We study the classical scheduling problem of assigning jobs to machines in order to minimize the makespan. It is well-studied and admits an EPTAS on identical machines and a (2-1/m)-approximation algorithm on unrelated machines. In this paper we study a variation in which the input jobs are partitioned into bags and no two jobs from the same bag are allowed to be assigned on the same machine. Such a constraint can easily arise, e.g., due to system stability and redundancy considerations. Unfortunately, as we demonstrate in this paper, the techniques of the above results break down in the presence of these additional constraints. Our first result is a PTAS for the case of identical machines. It enhances the methods from the known (E)PTASs by a finer classification of the input jobs and careful argumentations why a good schedule exists after enumerating over the large jobs. For unrelated machines, we prove that there can be no (log n)^{1/4-epsilon}-approximation algorithm for the problem for any epsilon > 0, assuming that NP nsubseteq ZPTIME(2^{(log n)^{O(1)}}). This holds even in the restricted assignment setting. However, we identify a special case of the latter in which we can do better: if the same set of machines we give an 8-approximation algorithm. It is based on rounding the LP-relaxation of the problem in phases and adjusting the residual fractional solution after each phase to order to respect the bag constraints
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