3,152 research outputs found
On some approximately balanced combinatorial cooperative games
A model of taxation for cooperativen-person games is introduced where proper coalitions Are taxed proportionally to their value. Games with non-empty core under taxation at rateɛ-balanced. Sharp bounds onɛ in matching games (not necessarily bipartite) graphs are estabLished. Upper and lower bounds on the smallestɛ in bin packing games are derived and euclidean random TSP games are seen to be, with high probability,ɛ-balanced forɛ≈0.06
Minimal proper non-IRUP instances of the one-dimensional Cutting Stock Problem
We consider the well-known one dimensional cutting stock problem (1CSP).
Based on the pattern structure of the classical ILP formulation of Gilmore and
Gomory, we can decompose the infinite set of 1CSP instances, with a fixed
demand n, into a finite number of equivalence classes. We show up a strong
relation to weighted simple games. Studying the integer round-up property we
computationally show that all 1CSP instances with are proper IRUP,
while we give examples of a proper non-IRUP instances with . A gap larger
than 1 occurs for . The worst known gap is raised from 1.003 to 1.0625.
The used algorithmic approaches are based on exhaustive enumeration and integer
linear programming. Additionally we give some theoretical bounds showing that
all 1CSP instances with some specific parameters have the proper IRUP.Comment: 14 pages, 2 figures, 2 table
Vector Bin Packing with Multiple-Choice
We consider a variant of bin packing called multiple-choice vector bin
packing. In this problem we are given a set of items, where each item can be
selected in one of several -dimensional incarnations. We are also given
bin types, each with its own cost and -dimensional size. Our goal is to pack
the items in a set of bins of minimum overall cost. The problem is motivated by
scheduling in networks with guaranteed quality of service (QoS), but due to its
general formulation it has many other applications as well. We present an
approximation algorithm that is guaranteed to produce a solution whose cost is
about times the optimum. For the running time to be polynomial we
require and . This extends previous results for vector
bin packing, in which each item has a single incarnation and there is only one
bin type. To obtain our result we also present a PTAS for the multiple-choice
version of multidimensional knapsack, where we are given only one bin and the
goal is to pack a maximum weight set of (incarnations of) items in that bin
Optimizing egalitarian performance in the side-effects model of colocation for data center resource management
In data centers, up to dozens of tasks are colocated on a single physical
machine. Machines are used more efficiently, but tasks' performance
deteriorates, as colocated tasks compete for shared resources. As tasks are
heterogeneous, the resulting performance dependencies are complex. In our
previous work [18] we proposed a new combinatorial optimization model that uses
two parameters of a task - its size and its type - to characterize how a task
influences the performance of other tasks allocated to the same machine.
In this paper, we study the egalitarian optimization goal: maximizing the
worst-off performance. This problem generalizes the classic makespan
minimization on multiple processors (P||Cmax). We prove that
polynomially-solvable variants of multiprocessor scheduling are NP-hard and
hard to approximate when the number of types is not constant. For a constant
number of types, we propose a PTAS, a fast approximation algorithm, and a
series of heuristics. We simulate the algorithms on instances derived from a
trace of one of Google clusters. Algorithms aware of jobs' types lead to better
performance compared with algorithms solving P||Cmax.
The notion of type enables us to model degeneration of performance caused by
using standard combinatorial optimization methods. Types add a layer of
additional complexity. However, our results - approximation algorithms and good
average-case performance - show that types can be handled efficiently.Comment: Author's version of a paper published in Euro-Par 2017 Proceedings,
extends the published paper with addtional results and proof
Smoothed Efficient Algorithms and Reductions for Network Coordination Games
Worst-case hardness results for most equilibrium computation problems have
raised the need for beyond-worst-case analysis. To this end, we study the
smoothed complexity of finding pure Nash equilibria in Network Coordination
Games, a PLS-complete problem in the worst case. This is a potential game where
the sequential-better-response algorithm is known to converge to a pure NE,
albeit in exponential time. First, we prove polynomial (resp. quasi-polynomial)
smoothed complexity when the underlying game graph is a complete (resp.
arbitrary) graph, and every player has constantly many strategies. We note that
the complete graph case is reminiscent of perturbing all parameters, a common
assumption in most known smoothed analysis results.
Second, we define a notion of smoothness-preserving reduction among search
problems, and obtain reductions from -strategy network coordination games to
local-max-cut, and from -strategy games (with arbitrary ) to
local-max-cut up to two flips. The former together with the recent result of
[BCC18] gives an alternate -time smoothed algorithm for the
-strategy case. This notion of reduction allows for the extension of
smoothed efficient algorithms from one problem to another.
For the first set of results, we develop techniques to bound the probability
that an (adversarial) better-response sequence makes slow improvements on the
potential. Our approach combines and generalizes the local-max-cut approaches
of [ER14,ABPW17] to handle the multi-strategy case: it requires a careful
definition of the matrix which captures the increase in potential, a tighter
union bound on adversarial sequences, and balancing it with good enough rank
bounds. We believe that the approach and notions developed herein could be of
interest in addressing the smoothed complexity of other potential and/or
congestion games
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