3,500 research outputs found
Distributed Coloring of Graphs with an Optimal Number of Colors
This paper studies sufficient conditions to obtain efficient distributed algorithms coloring graphs optimally (i.e. with the minimum number of colors) in the LOCAL model of computation. Most of the work on distributed vertex coloring so far has focused on coloring graphs of maximum degree Delta with at most Delta+1 colors (or Delta colors when some simple obstructions are forbidden). When Delta is sufficiently large and c >= Delta-k_Delta+1, for some integer k_Delta ~~ sqrt{Delta}-2, we give a distributed algorithm that given a c-colorable graph G of maximum degree Delta, finds a c-coloring of G in min{O((log Delta)^{13/12}log n), 2^{O(log Delta+sqrt{log log n})}} rounds, with high probability. The lower bound Delta-k_Delta+1 is best possible in the sense that for infinitely many values of Delta, we prove that when chi(G) = Delta-k_Delta deciding whether chi(G) <= c is in P, while Embden-Weinert et al. proved that for c <= Delta-k_Delta-1, the same problem is NP-complete. Note that the sequential and distributed thresholds differ by one.
Our first result covers the case where the chromatic number of the graph ranges between Delta-sqrt{Delta} and Delta+1. Our second result covers a larger range, but gives a weaker bound on the number of colors: For any sufficiently large Delta, and Omega(log Delta) 0, with a randomized algorithm running in O(log n/log log n) rounds with high probability
Bounds for self-stabilization in unidirectional networks
A distributed algorithm is self-stabilizing if after faults and attacks hit
the system and place it in some arbitrary global state, the systems recovers
from this catastrophic situation without external intervention in finite time.
Unidirectional networks preclude many common techniques in self-stabilization
from being used, such as preserving local predicates. In this paper, we
investigate the intrinsic complexity of achieving self-stabilization in
unidirectional networks, and focus on the classical vertex coloring problem.
When deterministic solutions are considered, we prove a lower bound of
states per process (where is the network size) and a recovery time of at
least actions in total. We present a deterministic algorithm with
matching upper bounds that performs in arbitrary graphs. When probabilistic
solutions are considered, we observe that at least states per
process and a recovery time of actions in total are required (where
denotes the maximal degree of the underlying simple undirected graph).
We present a probabilistically self-stabilizing algorithm that uses
states per process, where is a parameter of the
algorithm. When , the algorithm recovers in expected
actions. When may grow arbitrarily, the algorithm
recovers in expected O(n) actions in total. Thus, our algorithm can be made
optimal with respect to space or time complexity
On the Complexity of Distributed Splitting Problems
One of the fundamental open problems in the area of distributed graph
algorithms is the question of whether randomization is needed for efficient
symmetry breaking. While there are fast, -time randomized
distributed algorithms for all of the classic symmetry breaking problems, for
many of them, the best deterministic algorithms are almost exponentially
slower. The following basic local splitting problem, which is known as the
\emph{weak splitting} problem takes a central role in this context: Each node
of a graph has to be colored red or blue such that each node of
sufficiently large degree has at least one node of each color among its
neighbors. Ghaffari, Kuhn, and Maus [STOC '17] showed that this seemingly
simple problem is complete w.r.t. the above fundamental open question in the
following sense: If there is an efficient -time determinstic
distributed algorithm for weak splitting, then there is such an algorithm for
all locally checkable graph problems for which an efficient randomized
algorithm exists. In this paper, we investigate the distributed complexity of
weak splitting and some closely related problems. E.g., we obtain efficient
algorithms for special cases of weak splitting, where the graph is nearly
regular. In particular, we show that if and are the minimum
and maximum degrees of and if , weak splitting can
be solved deterministically in time
. Further, if and , there is a
randomized algorithm with time complexity
Between 2- and 3-colorability
We consider the question of the existence of homomorphisms between
and odd cycles when . We show that for any positive integer
, there exists such that if then
w.h.p. has a homomorphism from to so long as
its odd-girth is at least . On the other hand, we show that if
then w.h.p. there is no homomorphism from to . Note that in our
range of interest, w.h.p., implying that there is a
homomorphism from to
Gunrock: GPU Graph Analytics
For large-scale graph analytics on the GPU, the irregularity of data access
and control flow, and the complexity of programming GPUs, have presented two
significant challenges to developing a programmable high-performance graph
library. "Gunrock", our graph-processing system designed specifically for the
GPU, uses a high-level, bulk-synchronous, data-centric abstraction focused on
operations on a vertex or edge frontier. Gunrock achieves a balance between
performance and expressiveness by coupling high performance GPU computing
primitives and optimization strategies with a high-level programming model that
allows programmers to quickly develop new graph primitives with small code size
and minimal GPU programming knowledge. We characterize the performance of
various optimization strategies and evaluate Gunrock's overall performance on
different GPU architectures on a wide range of graph primitives that span from
traversal-based algorithms and ranking algorithms, to triangle counting and
bipartite-graph-based algorithms. The results show that on a single GPU,
Gunrock has on average at least an order of magnitude speedup over Boost and
PowerGraph, comparable performance to the fastest GPU hardwired primitives and
CPU shared-memory graph libraries such as Ligra and Galois, and better
performance than any other GPU high-level graph library.Comment: 52 pages, invited paper to ACM Transactions on Parallel Computing
(TOPC), an extended version of PPoPP'16 paper "Gunrock: A High-Performance
Graph Processing Library on the GPU
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