717 research outputs found
Distributed Computability in Byzantine Asynchronous Systems
In this work, we extend the topology-based approach for characterizing
computability in asynchronous crash-failure distributed systems to asynchronous
Byzantine systems. We give the first theorem with necessary and sufficient
conditions to solve arbitrary tasks in asynchronous Byzantine systems where an
adversary chooses faulty processes. In our adversarial formulation, outputs of
non-faulty processes are constrained in terms of inputs of non-faulty processes
only. For colorless tasks, an important subclass of distributed problems, the
general result reduces to an elegant model that effectively captures the
relation between the number of processes, the number of failures, as well as
the topological structure of the task's simplicial complexes.Comment: Will appear at the Proceedings of the 46th Annual Symposium on the
Theory of Computing, STOC 201
Strong Equivalence Relations for Iterated Models
The Iterated Immediate Snapshot model (IIS), due to its elegant geometrical
representation, has become standard for applying topological reasoning to
distributed computing. Its modular structure makes it easier to analyze than
the more realistic (non-iterated) read-write Atomic-Snapshot memory model (AS).
It is known that AS and IIS are equivalent with respect to \emph{wait-free
task} computability: a distributed task is solvable in AS if and only if it
solvable in IIS. We observe, however, that this equivalence is not sufficient
in order to explore solvability of tasks in \emph{sub-models} of AS (i.e.
proper subsets of its runs) or computability of \emph{long-lived} objects, and
a stronger equivalence relation is needed. In this paper, we consider
\emph{adversarial} sub-models of AS and IIS specified by the sets of processes
that can be \emph{correct} in a model run. We show that AS and IIS are
equivalent in a strong way: a (possibly long-lived) object is implementable in
AS under a given adversary if and only if it is implementable in IIS under the
same adversary. %This holds whether the object is one-shot or long-lived.
Therefore, the computability of any object in shared memory under an
adversarial AS scheduler can be equivalently investigated in IIS
Continuous Tasks and the Asynchronous Computability Theorem
The celebrated 1999 Asynchronous Computability Theorem (ACT) of Herlihy and Shavit characterized distributed tasks that are wait-free solvable and uncovered deep connections with combinatorial topology. We provide an alternative characterization of those tasks by means of the novel concept of continuous tasks, which have an input/output specification that is a continuous function between the geometric realizations of the input and output complex: We state and prove a precise characterization theorem (CACT) for wait-free solvable tasks in terms of continuous tasks. Its proof utilizes a novel chromatic version of a foundational result in algebraic topology, the simplicial approximation theorem, which is also proved in this paper. Apart from the alternative proof of the ACT implied by our CACT, we also demonstrate that continuous tasks have an expressive power that goes beyond classic task specifications, and hence open up a promising venue for future research: For the well-known approximate agreement task, we show that one can easily encode the desired proportion of the occurrence of specific outputs, namely, exact agreement, in the continuous task specification
Trains, Games, and Complexity: 0/1/2-Player Motion Planning through Input/Output Gadgets
We analyze the computational complexity of motion planning through local
"input/output" gadgets with separate entrances and exits, and a subset of
allowed traversals from entrances to exits, each of which changes the state of
the gadget and thereby the allowed traversals. We study such gadgets in the 0-,
1-, and 2-player settings, in particular extending past
motion-planning-through-gadgets work to 0-player games for the first time, by
considering "branchless" connections between gadgets that route every gadget's
exit to a unique gadget's entrance. Our complexity results include containment
in L, NL, P, NP, and PSPACE; as well as hardness for NL, P, NP, and PSPACE. We
apply these results to show PSPACE-completeness for certain mechanics in
Factorio, [the Sequence], and a restricted version of Trainyard, improving
prior results. This work strengthens prior results on switching graphs and
reachability switching games.Comment: 37 pages, 36 figure
The OscSNS White Paper
There exists a need to address and resolve the growing evidence for
short-baseline neutrino oscillations and the possible existence of sterile
neutrinos. Such non-standard particles require a mass of eV/c, far
above the mass scale associated with active neutrinos, and were first invoked
to explain the LSND appearance signal.
More recently, the MiniBooNE experiment has reported a excess of
events in antineutrino mode consistent with neutrino oscillations and with the
LSND antineutrino appearance signal. MiniBooNE also observed a
excess of events in their neutrino mode data. Lower than expected
neutrino-induced event rates using calibrated radioactive sources and nuclear
reactors can also be explained by the existence of sterile neutrinos. Fits to
the world's neutrino and antineutrino data are consistent with sterile
neutrinos at this eV/c mass scale, although there is some tension
between measurements from disappearance and appearance experiments. In addition
to resolving this potential major extension of the Standard Model, the
existence of sterile neutrinos will impact design and planning for all future
neutrino experiments. It should be an extremely high priority to conclusively
establish if such unexpected light sterile neutrinos exist. The Spallation
Neutron Source (SNS) at Oak Ridge National Laboratory, built to usher in a new
era in neutron research, provides a unique opportunity for US science to
perform a definitive world-class search for sterile neutrinos.Comment: This white paper is submitted as part of the SNOWMASS planning
proces
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