58 research outputs found

    Polylogarithmic Approximation for Generalized Minimum Manhattan Networks

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    Given a set of nn terminals, which are points in dd-dimensional Euclidean space, the minimum Manhattan network problem (MMN) asks for a minimum-length rectilinear network that connects each pair of terminals by a Manhattan path, that is, a path consisting of axis-parallel segments whose total length equals the pair's Manhattan distance. Even for d=2d=2, the problem is NP-hard, but constant-factor approximations are known. For d≄3d \ge 3, the problem is APX-hard; it is known to admit, for any \eps > 0, an O(n^\eps)-approximation. In the generalized minimum Manhattan network problem (GMMN), we are given a set RR of nn terminal pairs, and the goal is to find a minimum-length rectilinear network such that each pair in RR is connected by a Manhattan path. GMMN is a generalization of both MMN and the well-known rectilinear Steiner arborescence problem (RSA). So far, only special cases of GMMN have been considered. We present an O(log⁥d+1n)O(\log^{d+1} n)-approximation algorithm for GMMN (and, hence, MMN) in d≄2d \ge 2 dimensions and an O(log⁥n)O(\log n)-approximation algorithm for 2D. We show that an existing O(log⁥n)O(\log n)-approximation algorithm for RSA in 2D generalizes easily to d>2d>2 dimensions.Comment: 14 pages, 5 figures; added appendix and figure

    Local Access to Huge Random Objects Through Partial Sampling

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    © Amartya Shankha Biswas, Ronitt Rubinfeld, and Anak Yodpinyanee. Consider an algorithm performing a computation on a huge random object (for example a random graph or a “long” random walk). Is it necessary to generate the entire object prior to the computation, or is it possible to provide query access to the object and sample it incrementally “on-the-fly” (as requested by the algorithm)? Such an implementation should emulate the random object by answering queries in a manner consistent with an instance of the random object sampled from the true distribution (or close to it). This paradigm is useful when the algorithm is sub-linear and thus, sampling the entire object up front would ruin its efficiency. Our first set of results focus on undirected graphs with independent edge probabilities, i.e. each edge is chosen as an independent Bernoulli random variable. We provide a general implementation for this model under certain assumptions. Then, we use this to obtain the first efficient local implementations for the Erdös-RĂ©nyi G(n, p) model for all values of p, and the Stochastic Block model. As in previous local-access implementations for random graphs, we support Vertex-Pair and Next-Neighbor queries. In addition, we introduce a new Random-Neighbor query. Next, we give the first local-access implementation for All-Neighbors queries in the (sparse and directed) Kleinberg’s Small-World model. Our implementations require no pre-processing time, and answer each query using O(poly(log n)) time, random bits, and additional space. Next, we show how to implement random Catalan objects, specifically focusing on Dyck paths (balanced random walks on the integer line that are always non-negative). Here, we support Height queries to find the location of the walk, and First-Return queries to find the time when the walk returns to a specified location. This in turn can be used to implement Next-Neighbor queries on random rooted ordered trees, and Matching-Bracket queries on random well bracketed expressions (the Dyck language). Finally, we introduce two features to define a new model that: (1) allows multiple independent (and even simultaneous) instantiations of the same implementation, to be consistent with each other without the need for communication, (2) allows us to generate a richer class of random objects that do not have a succinct description. Specifically, we study uniformly random valid q-colorings of an input graph G with maximum degree ∆. This is in contrast to prior work in the area, where the relevant random objects are defined as a distribution with O(1) parameters (for example, n and p in the G(n, p) model). The distribution over valid colorings is instead specified via a “huge” input (the underlying graph G), that is far too large to be read by a sub-linear time algorithm. Instead, our implementation accesses G through local neighborhood probes, and is able to answer queries to the color of any given vertex in sub-linear time for q ≄ 9∆, in a manner that is consistent with a specific random valid coloring of G. Furthermore, the implementation is memory-less, and can maintain consistency with non-communicating copies of itself

    Metareasoning for Planning Under Uncertainty

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    The conventional model for online planning under uncertainty assumes that an agent can stop and plan without incurring costs for the time spent planning. However, planning time is not free in most real-world settings. For example, an autonomous drone is subject to nature's forces, like gravity, even while it thinks, and must either pay a price for counteracting these forces to stay in place, or grapple with the state change caused by acquiescing to them. Policy optimization in these settings requires metareasoning---a process that trades off the cost of planning and the potential policy improvement that can be achieved. We formalize and analyze the metareasoning problem for Markov Decision Processes (MDPs). Our work subsumes previously studied special cases of metareasoning and shows that in the general case, metareasoning is at most polynomially harder than solving MDPs with any given algorithm that disregards the cost of thinking. For reasons we discuss, optimal general metareasoning turns out to be impractical, motivating approximations. We present approximate metareasoning procedures which rely on special properties of the BRTDP planning algorithm and explore the effectiveness of our methods on a variety of problems.Comment: Extended version of IJCAI 2015 pape

    Small-World Networks: Is there a mismatch between theory and practice?

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    In small-world networks, each peer is connected to its closest neighbors in the network topology, as well as to additional long-range contact(s), also called shortcut(s). In 2000, Kleinberg showed that greedy routing in a nn peer small-world network, performs in O(n13)O(n^\frac{1}{3}) steps when the distance to shortcuts is chosen uniformly at random, and in O(log⁥2n)O(\log^2n) when the distance to shortcuts is chosen according to a harmonic distribution in a dd-dimensional mesh. Yet, we observe through experimental results that peer to peer gossip-based protocols achieving small-world topologies where shortcuts are randomly chosen, perform well in practice. The motivation of this paper is to explore this mismatch and attempt to reconcile theory and practice in the context of small-world overlay networks. More precisely, based on the observation that, despite the fact that the routing complexity of gossip-based small-world overlay networks is not polylogarithmic (as proved by Kleinberg), this type of networks ultimately provide reasonable results in practice. This leads us to think that the asymptotic big O()O() complexity alone might not always be sufficient to assess the practicality of a system. The paper consequently proposes a refined routing complexity measure for small-world networks. Simulation results confirm that random selection of shortcuts can achieve ``practical'' systems. Then, given that Kleinberg proved that the distribution of shortcuts has a strong impact on the routing complexity, arises the question of leveraging this result to improve upon current gossip-based protocols. We show that it is possible to design gossip-based protocols providing a good approximation of Kleinberg-like small-world topologies. Along, are presented simulation results that demonstrate the relevance of the proposed approach

    Dynamic Analysis of the Arrow Distributed Directory Protocol in General Networks

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    The Arrow protocol is a simple and elegant protocol to coordinate exclusive access to a shared object in a network. The protocol solves the underlying distributed queueing problem by using path reversal on a pre-computed spanning tree (or any other tree topology simulated on top of the given network). It is known that the Arrow protocol solves the problem with a competitive ratio of O(log D) on trees of diameter D. This implies a distributed queueing algorithm with competitive ratio O(s log D) for general networks with a spanning tree of diameter D and stretch s. In this work we show that when running the Arrow protocol on top of the well-known probabilistic tree embedding of Fakcharoenphol, Rao, and Talwar [STOC\u2703], we obtain a randomized distributed online queueing algorithm with expected competitive ratio O(log n) against an oblivious adversary even on general n-node network topologies. The result holds even if the queueing requests occur in an arbitrarily dynamic and concurrent fashion and even if communication is asynchronous. The main technical result of the paper shows that the competitive ratio of the Arrow protocol is constant on a special family of tree topologies, known as hierarchically well separated trees

    Coresets for Clustering in Graphs of Bounded Treewidth

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    We initiate the study of coresets for clustering in graph metrics, i.e., the shortest-path metric of edge-weighted graphs. Such clustering problems are essential to data analysis and used for example in road networks and data visualization. A coreset is a compact summary of the data that approximately preserves the clustering objective for every possible center set, and it offers significant efficiency improvements in terms of running time, storage, and communication, including in streaming and distributed settings. Our main result is a near-linear time construction of a coreset for k-Median in a general graph GG, with size OÏ”,k(tw(G))O_{\epsilon, k}(\mathrm{tw}(G)) where tw(G)\mathrm{tw}(G) is the treewidth of GG, and we complement the construction with a nearly-tight size lower bound. The construction is based on the framework of Feldman and Langberg [STOC 2011], and our main technical contribution, as required by this framework, is a uniform bound of O(tw(G))O(\mathrm{tw}(G)) on the shattering dimension under any point weights. We validate our coreset on real-world road networks, and our scalable algorithm constructs tiny coresets with high accuracy, which translates to a massive speedup of existing approximation algorithms such as local search for graph k-Median

    Studies in Efficient Discrete Algorithms

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    This thesis consists of five papers within the design and analysis of efficient algorithms.In the first paper, we consider the problem of computing all-pairs shortest paths in a directed graph with real weights assigned to vertices. We develop a combinatorial randomized algorithm that runs in subcubic time for a special class of graphs.In the second paper, we present a polynomial-time dynamic programming algorithm for optimal partitions of a complete edge-weighted graph, where the edges are weighted by the length of the unique shortest path connecting those vertices in the a priori given tree (shortest path metric induced by a tree). Our result resolves, in particular, the complexity status of the optimal partition problems in one-dimensional geometric (Euclidean) setting.In the third paper, we study the NP-hard problem of partitioning an orthogonal polyhedron P into a minimum number of 3D rectangles. We present an approximation algorithm with the approximation ratio 4 for the special case of the problem in which P is a so-called 3D histogram. We then apply it to compute the exact arithmetic matrix product of two matrices with non-negative integer entries. The computation is time-efficient if the 3D histograms induced by the input matrices can be partitioned into relatively few 3D rectangles.In the fourth paper, we present the first quasi-polynomial approximation schemes for the base of the number of triangulations of a planar point set and the base of the number of crossing-free spanning trees on a planar point set, respectively.In the fifth paper, we study the complexity of detecting monomials with special properties in the sum-product expansion of a polynomial represented by an arithmetic circuit of size polynomial in the number of input variables and using only multiplication and addition. We present a fixed-parameter tractable algorithms for the detection of monomial having at least k distinct variables, parametrized with respect to k. Furthermore, we derive several hardness results on the detection of monomials with such properties within exact, parametrized and approximation complexity

    Efficient Interconnection Schemes for VLSI and Parallel Computation

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    This thesis is primarily concerned with two problems of interconnecting components in VLSI technologies. In the first case, the goal is to construct efficient interconnection networks for general-purpose parallel computers. The second problem is a more specialized problem in the design of VLSI chips, namely multilayer channel routing. In addition, a final part of this thesis provides lower bounds on the area required for VLSI implementations of finite-state machines. This thesis shows that networks based on Leiserson\u27s fat-tree architecture are nearly as good as any network built in a comparable amount of physical space. It shows that these universal networks can efficiently simulate competing networks by means of an appropriate correspondence between network components and efficient algorithms for routing messages on the universal network. In particular, a universal network of area A can simulate competing networks with O(lg^3A) slowdown (in bit-times), using a very simple randomized routing algorithm and simple network components. Alternatively, a packet routing scheme of Leighton, Maggs, and Rao can be used in conjunction with more sophisticated switching components to achieve O(lg^2 A) slowdown. Several other important aspects of universality are also discussed. It is shown that universal networks can be constructed in area linear in the number of processors, so that there is no need to restrict the density of processors in competing networks. Also results are presented for comparisons between networks of different size or with processors of different sizes (as determined by the amount of attached memory). Of particular interest is the fact that a universal network built from sufficiently small processors can simulate (with the slowdown already quoted) any competing network of comparable size regardless of the size of processors in the competing network. In addition, many of the results given do not require the usual assumption of unit wire delay. Finally, though most of the discussion is in the two-dimensional world, the results are shown to apply in three dimensions by way of a simple demonstration of general results on graph layout in three dimensions. The second main problem considered in this thesis is channel routing when many layers of interconnect are available, a scenario that is becoming more and more meaningful as chip fabrication technologies advance. This thesis describes a system MulCh for multilayer channel routing which extends the Chameleon system developed at U. C. Berkeley. Like Chameleon, MulCh divides a multilayer problem into essentially independent subproblems of at most three layers, but unlike Chameleon, MulCh considers the possibility of using partitions comprised of a single layer instead of only partitions of two or three layers. Experimental results show that MulCh often performs better than Chameleon in terms of channel width, total net length, and number of vias. In addition to a description of MulCh as implemented, this thesis provides improved algorithms for subtasks performed by MulCh, thereby indicating potential improvements in the speed and performance of multilayer channel routing. In particular, a linear time algorithm is given for determining the minimum width required for a single-layer channel routing problem, and an algorithm is given for maintaining the density of a collection of nets in logarithmic time per net insertion. The last part of this thesis shows that straightforward techniques for implementing finite-state machines are optimal in the worst case. Specifically, for any s and k, there is a deterministic finite-state machine with s states and k symbols such that any layout algorithm requires (ks lg s) area to lay out its realization. For nondeterministic machines, there is an analogous lower bound of (ks^2) area

    An algorithmic approach to social networks

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2005.Includes bibliographical references (p. 109-120).Social networks consist of a set of individuals and some form of social relationship that ties the individuals together. In this thesis, we use algorithmic techniques to study three aspects of social networks: (1) we analyze the "small-world" phenomenon by examining the geographic patterns of friendships in a large-scale social network, showing how this linkage pattern can itself explain the small-world results; (2) using existing patterns of friendship in a social network and a variety of graph-theoretic techniques, we show how to predict new relationships that will form in the network in the near future; and (3) we show how to infer social connections over which information flows in a network, by examining the times at which individuals in the network exhibit certain pieces of information, or interest in certain topics. Our approach is simultaneously theoretical and data-driven, and our results are based upon real experiments on real social-network data in addition to theoretical investigations of mathematical models of social networks.by David Liben-Nowell.Ph.D

    A Survey on Approximation in Parameterized Complexity: Hardness and Algorithms

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    Parameterization and approximation are two popular ways of coping with NP-hard problems. More recently, the two have also been combined to derive many interesting results. We survey developments in the area both from the algorithmic and hardness perspectives, with emphasis on new techniques and potential future research directions
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