1,187 research outputs found

    Time Versus Cost Tradeoffs for Deterministic Rendezvous in Networks

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    Two mobile agents, starting from different nodes of a network at possibly different times, have to meet at the same node. This problem is known as rendezvous\mathit{rendezvous}. Agents move in synchronous rounds. Each agent has a distinct integer label from the set {1,
,L}\{1,\dots,L\}. Two main efficiency measures of rendezvous are its time\mathit{time} (the number of rounds until the meeting) and its cost\mathit{cost} (the total number of edge traversals). We investigate tradeoffs between these two measures. A natural benchmark for both time and cost of rendezvous in a network is the number of edge traversals needed for visiting all nodes of the network, called the exploration time. Hence we express the time and cost of rendezvous as functions of an upper bound EE on the time of exploration (where EE and a corresponding exploration procedure are known to both agents) and of the size LL of the label space. We present two natural rendezvous algorithms. Algorithm Cheap\mathtt{Cheap} has cost O(E)O(E) (and, in fact, a version of this algorithm for the model where the agents start simultaneously has cost exactly EE) and time O(EL)O(EL). Algorithm Fast\mathtt{Fast} has both time and cost O(Elog⁥L)O(E\log L). Our main contributions are lower bounds showing that, perhaps surprisingly, these two algorithms capture the tradeoffs between time and cost of rendezvous almost tightly. We show that any deterministic rendezvous algorithm of cost asymptotically EE (i.e., of cost E+o(E)E+o(E)) must have time Ω(EL)\Omega(EL). On the other hand, we show that any deterministic rendezvous algorithm with time complexity O(Elog⁥L)O(E\log L) must have cost Ω(Elog⁥L)\Omega (E\log L)

    Synchronous Counting and Computational Algorithm Design

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    Consider a complete communication network on nn nodes, each of which is a state machine. In synchronous 2-counting, the nodes receive a common clock pulse and they have to agree on which pulses are "odd" and which are "even". We require that the solution is self-stabilising (reaching the correct operation from any initial state) and it tolerates ff Byzantine failures (nodes that send arbitrary misinformation). Prior algorithms are expensive to implement in hardware: they require a source of random bits or a large number of states. This work consists of two parts. In the first part, we use computational techniques (often known as synthesis) to construct very compact deterministic algorithms for the first non-trivial case of f=1f = 1. While no algorithm exists for n<4n < 4, we show that as few as 3 states per node are sufficient for all values n≄4n \ge 4. Moreover, the problem cannot be solved with only 2 states per node for n=4n = 4, but there is a 2-state solution for all values n≄6n \ge 6. In the second part, we develop and compare two different approaches for synthesising synchronous counting algorithms. Both approaches are based on casting the synthesis problem as a propositional satisfiability (SAT) problem and employing modern SAT-solvers. The difference lies in how to solve the SAT problem: either in a direct fashion, or incrementally within a counter-example guided abstraction refinement loop. Empirical results suggest that the former technique is more efficient if we want to synthesise time-optimal algorithms, while the latter technique discovers non-optimal algorithms more quickly.Comment: 35 pages, extended and revised versio

    Virtual Machine Support for Many-Core Architectures: Decoupling Abstract from Concrete Concurrency Models

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    The upcoming many-core architectures require software developers to exploit concurrency to utilize available computational power. Today's high-level language virtual machines (VMs), which are a cornerstone of software development, do not provide sufficient abstraction for concurrency concepts. We analyze concrete and abstract concurrency models and identify the challenges they impose for VMs. To provide sufficient concurrency support in VMs, we propose to integrate concurrency operations into VM instruction sets. Since there will always be VMs optimized for special purposes, our goal is to develop a methodology to design instruction sets with concurrency support. Therefore, we also propose a list of trade-offs that have to be investigated to advise the design of such instruction sets. As a first experiment, we implemented one instruction set extension for shared memory and one for non-shared memory concurrency. From our experimental results, we derived a list of requirements for a full-grown experimental environment for further research

    Improved Tradeoffs for Leader Election

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    We consider leader election in clique networks, where nn nodes are connected by point-to-point communication links. For the synchronous clique under simultaneous wake-up, i.e., where all nodes start executing the algorithm in round 11, we show a tradeoff between the number of messages and the amount of time. More specifically, we show that any deterministic algorithm with a message complexity of nf(n)n f(n) requires Ω(log⁥nlog⁥f(n)+1)\Omega\left(\frac{\log n}{\log f(n)+1}\right) rounds, for f(n)=Ω(log⁥n)f(n) = \Omega(\log n). Our result holds even if the node IDs are chosen from a relatively small set of size Θ(nlog⁥n)\Theta(n\log n), as we are able to avoid using Ramsey's theorem. We also give an upper bound that improves over the previously-best tradeoff. Our second contribution for the synchronous clique under simultaneous wake-up is to show that Ω(nlog⁥n)\Omega(n\log n) is in fact a lower bound on the message complexity that holds for any deterministic algorithm with a termination time T(n)T(n). We complement this result by giving a simple deterministic algorithm that achieves leader election in sublinear time while sending only o(nlog⁥n)o(n\log n) messages, if the ID space is of at most linear size. We also show that Las Vegas algorithms (that never fail) require Θ(n)\Theta(n) messages. For the synchronous clique under adversarial wake-up, we show that Ω(n3/2)\Omega(n^{3/2}) is a tight lower bound for randomized 22-round algorithms. Finally, we turn our attention to the asynchronous clique: Assuming adversarial wake-up, we give a randomized algorithm that achieves a message complexity of O(n1+1/k)O(n^{1 + 1/k}) and an asynchronous time complexity of k+8k+8. For simultaneous wake-up, we translate the deterministic tradeoff algorithm of Afek and Gafni to the asynchronous model, thus partially answering an open problem they pose

    A Lower Bound Technique for Communication in BSP

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    Communication is a major factor determining the performance of algorithms on current computing systems; it is therefore valuable to provide tight lower bounds on the communication complexity of computations. This paper presents a lower bound technique for the communication complexity in the bulk-synchronous parallel (BSP) model of a given class of DAG computations. The derived bound is expressed in terms of the switching potential of a DAG, that is, the number of permutations that the DAG can realize when viewed as a switching network. The proposed technique yields tight lower bounds for the fast Fourier transform (FFT), and for any sorting and permutation network. A stronger bound is also derived for the periodic balanced sorting network, by applying this technique to suitable subnetworks. Finally, we demonstrate that the switching potential captures communication requirements even in computational models different from BSP, such as the I/O model and the LPRAM

    Multiclass scheduling algorithms for the DAVID metro network

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    Abstract—The data and voice integration over dense wavelength-division-multiplexing (DAVID) project proposes a metro network architecture based on several wavelength-division-multiplexing (WDM) rings interconnected via a bufferless optical switch called Hub. The Hub provides a programmable interconnection among rings on the basis of the outcome of a scheduling algorithm. Nodes connected to rings groom traffic from Internet protocol routers and Ethernet switches and share ring resources. In this paper, we address the problem of designing efficient centralized scheduling algorithms for supporting multiclass traffic services in the DAVID metro network. Two traffic classes are considered: a best-effort class, and a high-priority class with bandwidth guarantees. We define the multiclass scheduling problem at the Hub considering two different node architectures: a simpler one that relies on a complete separation between transmission and reception resources (i.e., WDM channels) and a more complex one in which nodes fully share transmission and reception channels using an erasure stage to drop received packets, thereby allowing wavelength reuse. We propose both optimum and heuristic solutions, and evaluate their performance by simulation, showing that heuristic solutions exhibit a behavior very close to the optimum solution. Index Terms—Data and voice integration over dense wavelength-division multiplexing (DAVID), metropolitan area network, multiclass scheduling, optical ring, wavelength-division multiplexing (WDM). I

    Synchronous Counting and Computational Algorithm Design

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    Consider a complete communication network on nn nodes, each of which is a state machine. In synchronous 2-counting, the nodes receive a common clock pulse and they have to agree on which pulses are "odd" and which are "even". We require that the solution is self-stabilising (reaching the correct operation from any initial state) and it tolerates ff Byzantine failures (nodes that send arbitrary misinformation). Prior algorithms are expensive to implement in hardware: they require a source of random bits or a large number of states. This work consists of two parts. In the first part, we use computational techniques (often known as synthesis) to construct very compact deterministic algorithms for the first non-trivial case of f=1f = 1. While no algorithm exists for n<4n < 4, we show that as few as 3 states per node are sufficient for all values n≄4n \ge 4. Moreover, the problem cannot be solved with only 2 states per node for n=4n = 4, but there is a 2-state solution for all values n≄6n \ge 6. In the second part, we develop and compare two different approaches for synthesising synchronous counting algorithms. Both approaches are based on casting the synthesis problem as a propositional satisfiability (SAT) problem and employing modern SAT-solvers. The difference lies in how to solve the SAT problem: either in a direct fashion, or incrementally within a counter-example guided abstraction refinement loop. Empirical results suggest that the former technique is more efficient if we want to synthesise time-optimal algorithms, while the latter technique discovers non-optimal algorithms more quickly

    Guessing games and distributed computations in synchronous networks

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    Asynchronous Approach in the Plane: A Deterministic Polynomial Algorithm

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    In this paper we study the task of approach of two mobile agents having the same limited range of vision and moving asynchronously in the plane. This task consists in getting them in finite time within each other\u27s range of vision. The agents execute the same deterministic algorithm and are assumed to have a compass showing the cardinal directions as well as a unit measure. On the other hand, they do not share any global coordinates system (like GPS), cannot communicate and have distinct labels. Each agent knows its label but does not know the label of the other agent or the initial position of the other agent relative to its own. The route of an agent is a sequence of segments that are subsequently traversed in order to achieve approach. For each agent, the computation of its route depends only on its algorithm and its label. An adversary chooses the initial positions of both agents in the plane and controls the way each of them moves along every segment of the routes, in particular by arbitrarily varying the speeds of the agents. Roughly speaking, the goal of the adversary is to prevent the agents from solving the task, or at least to ensure that the agents have covered as much distance as possible before seeing each other. A deterministic approach algorithm is a deterministic algorithm that always allows two agents with any distinct labels to solve the task of approach regardless of the choices and the behavior of the adversary. The cost of a complete execution of an approach algorithm is the length of both parts of route travelled by the agents until approach is completed. Let Delta and l be the initial distance separating the agents and the length of (the binary representation of) the shortest label, respectively. Assuming that Delta and l are unknown to both agents, does there exist a deterministic approach algorithm whose cost is polynomial in Delta and l? Actually the problem of approach in the plane reduces to the network problem of rendezvous in an infinite oriented grid, which consists in ensuring that both agents end up meeting at the same time at a node or on an edge of the grid. By designing such a rendezvous algorithm with appropriate properties, as we do in this paper, we provide a positive answer to the above question. Our result turns out to be an important step forward from a computational point of view, as the other algorithms allowing to solve the same problem either have an exponential cost in the initial separating distance and in the labels of the agents, or require each agent to know its starting position in a global system of coordinates, or only work under a much less powerful adversary
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