667 research outputs found
Randomization can be as helpful as a glimpse of the future in online computation
We provide simple but surprisingly useful direct product theorems for proving
lower bounds on online algorithms with a limited amount of advice about the
future. As a consequence, we are able to translate decades of research on
randomized online algorithms to the advice complexity model. Doing so improves
significantly on the previous best advice complexity lower bounds for many
online problems, or provides the first known lower bounds. For example, if
is the number of requests, we show that:
(1) A paging algorithm needs bits of advice to achieve a
competitive ratio better than , where is the cache
size. Previously, it was only known that bits of advice were
necessary to achieve a constant competitive ratio smaller than .
(2) Every -competitive vertex coloring algorithm must
use bits of advice. Previously, it was only known that
bits of advice were necessary to be optimal.
For certain online problems, including the MTS, -server, paging, list
update, and dynamic binary search tree problem, our results imply that
randomization and sublinear advice are equally powerful (if the underlying
metric space or node set is finite). This means that several long-standing open
questions regarding randomized online algorithms can be equivalently stated as
questions regarding online algorithms with sublinear advice. For example, we
show that there exists a deterministic -competitive -server
algorithm with advice complexity if and only if there exists a
randomized -competitive -server algorithm without advice.
Technically, our main direct product theorem is obtained by extending an
information theoretical lower bound technique due to Emek, Fraigniaud, Korman,
and Ros\'en [ICALP'09]
Serving Online Requests with Mobile Servers
We study an online problem in which a set of mobile servers have to be moved
in order to efficiently serve a set of requests that arrive in an online
fashion. More formally, there is a set of nodes and a set of mobile
servers that are placed at some of the nodes. Each node can potentially host
several servers and the servers can be moved between the nodes. There are
requests that are adversarially issued at nodes one at a time. An
issued request at time needs to be served at all times . The
cost for serving the requests is a function of the number of servers and
requests at the different nodes. The requirements on how to serve the requests
are governed by two parameters and . An algorithm
needs to guarantee at all times that the total service cost remains within a
multiplicative factor of and an additive term of the current
optimal service cost. We consider online algorithms for two different
minimization objectives. We first consider the natural problem of minimizing
the total number of server movements. We show that in this case for every ,
the competitive ratio of every deterministic online algorithm needs to be at
least . Given this negative result, we then extend the minimization
objective to also include the current service cost. We give almost tight bounds
on the competitive ratio of the online problem where one needs to minimize the
sum of the total number of movements and the current service cost. In
particular, we show that at the cost of an additional additive term which is
roughly linear in , it is possible to achieve a multiplicative competitive
ratio of for every constant .Comment: 25 page
Approximation Limits of Linear Programs (Beyond Hierarchies)
We develop a framework for approximation limits of polynomial-size linear
programs from lower bounds on the nonnegative ranks of suitably defined
matrices. This framework yields unconditional impossibility results that are
applicable to any linear program as opposed to only programs generated by
hierarchies. Using our framework, we prove that O(n^{1/2-eps})-approximations
for CLIQUE require linear programs of size 2^{n^\Omega(eps)}. (This lower bound
applies to linear programs using a certain encoding of CLIQUE as a linear
optimization problem.) Moreover, we establish a similar result for
approximations of semidefinite programs by linear programs. Our main ingredient
is a quantitative improvement of Razborov's rectangle corruption lemma for the
high error regime, which gives strong lower bounds on the nonnegative rank of
certain perturbations of the unique disjointness matrix.Comment: 23 pages, 2 figure
Iterative Beam Search for Simple Assembly Line Balancing with a Fixed Number of Work Stations
The simple assembly line balancing problem (SALBP) concerns the assignment of
tasks with pre-defined processing times to work stations that are arranged in a
line. Hereby, precedence constraints between the tasks must be respected. The
optimization goal of the SALBP-2 version of the problem concerns the
minimization of the so-called cycle time, that is, the time in which the tasks
of each work station must be completed.
In this work we propose to tackle this problem with an iterative search
method based on beam search. The proposed algorithm is able to obtain optimal,
respectively best-known, solutions in 283 out of 302 test cases. Moreover, for
9 further test cases the algorithm is able to produce new best-known solutions.
These numbers indicate that the proposed iterative beam search algorithm is
currently a state-of-the-art method for the SALBP-2
A Multi-Objective Particle Swarm Optimization for Mixed-Model Assembly Line Balancing with Different Skilled Workers
This paper presents a multi-objective Particle Swarm Optimization (PSO) algorithm for worker assignment and mixed-model assembly line balancing problem when task times depend on the worker’s skill level. The objectives of this model are minimization of the number of stations (equivalent to the maximization of the weighted line efficiency), minimization of the weighted smoothness index and minimization of the total human cost for a given cycle time. In addition, the performance of proposed algorithm is evaluated against a set of test problems with different sizes. Also, its efficiency is compared with a Simulated Annealing algorithm (SA) in terms of the quality of objective functions. Results show the proposed algorithm performs well, and it can be used as an efficient algorithm. This paper presents a multi-objective Particle Swarm Optimization (PSO) algorithm for worker assignment and mixed-model assembly line balancing problem when task times depend on the worker’s skill level. The objectives of this model are minimization of the number of stations (equivalent to the maximization of the weighted line efficiency), minimization of the weighted smoothness index and minimization of the total human cost for a given cycle time. In addition, the performance of proposed algorithm is evaluated against a set of test problems with different sizes. Also, its efficiency is compared with a Simulated Annealing algorithm (SA) in terms of the quality of objective functions. Results show the proposed algorithm performs well, and it can be used as an efficient algorith
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