152 research outputs found

    A Unified approach to concurrent and parallel algorithms on balanced data structures

    Get PDF
    Concurrent and parallel algorithms are different. However, in the case of dictionaries, both kinds of algorithms share many common points. We present a unified approach emphasizing these points. It is based on a careful analysis of the sequential algorithm, extracting from it the more basic facts, encapsulated later on as local rules. We apply the method to the insertion algorithms in AVL trees. All the concurrent and parallel insertion algorithms have two main phases. A percolation phase, moving the keys to be inserted down, and a rebalancing phase. Finally, some other algorithms and balanced structures are discussed.Postprint (published version

    Parallel dictionaries with local rules on AVL and brother trees

    Get PDF
    We present a set of local rules to deal with dictionaries, having as a main advantage their possible scheduling in a highly synchronized way to get parallel dictionaries on AVLs. Up to now trees used in massively parallel dictionaries needed to have all the leaves at the same depth, such as 2--3 trees. Therefore, it was possible (in insertions and deletions) to reconstruct the tree bottom-up in a very regular fashion, as a pipeline of plane waves moving up. On AVL trees the situation looks different because leaves can have different depth, therefore any wave in a pipeline is highly irregular. To solve this problem we define {\it virtual} plane waves allowing us to develop an EREW dictionary for kk keys with kk processors and time O(logn+logk)O (\log n + \log k). Later on we generalize the sePostprint (published version

    Concurrent rebalancing on hyperred-black trees

    Get PDF
    The HyperRed-Black trees are a relaxed version of Red-Black trees accepting high degree of concurrency. In the Red-Black trees consecutive red nodes are forbidden. This restriction has been withdrawn in the Chromatic trees. They have been introduced by O.~Nurmi and E.~Soisalon-Soininen to work in a concurrent environment. A Chromatic tree can have big clusters of red nodes surrounded by black nodes. Nevertheless, concurrent rebalancing of Chromatic trees into Red-Black trees has a serious drawback: in big cluster of red nodes only the top node can be updated. Direct updating inside the cluster is forbidden. This approach gives us limited degree of concurrency. The HyperRed-Black trees has been designed to solve this problem. It is possible to update red nodes in the inside of a red cluster. In a HyperRed-Black tree nodes can have a multiplicity of colors; they can be red, black or hyper-red.Postprint (published version

    Development of a dataframe and a bot to predict NFT-collection performance

    Get PDF
    There has been an enormous growth of blockchain technologies at the end of 2021. Particularly one of its assets called NFTs, an asset that is a new form of digital scarcity. This work aims to study their still highly volatile market and develop both a dataFrame and a bot, capable of predicting a NFT collection performance in the near future [1]. We focus on the NFT main marketplace OpenSea and specifically the collections in the Ethereum ecosystem, which has the 80% of the market as of early 2022. Because of its novelty, few applications and studies have been done on this field to date. However, this has not stopped this new asset to rapidly rise in popularity from a small 10k users to more than 1.5M only in the last year. It is true that as interest grows more and more information and projects are being published, but none similar to this one (as of starting date February 2022). Despite this, other predictive applications developed for economic fields such as the stock market, might be a helpful reference.Postprint (published version

    Fringe analysis for parallel MacroSplit insertion algorithms in 2--3 trees

    Get PDF
    We extend the fringe analysis (used to study the expected behavior of balanced search trees under sequential insertions) to deal with synchronous parallel insertions on 2--3 trees. Given an insertion of k keys in a tree with n nodes, the fringe evolves following a transition matrix whose coefficients take care of the precise form of the algorithm but does not depend on k or n. The derivation of this matrix uses the binomial transform recently developed by P. Poblete, J. Munro and Th. Papadakis. Due to the complexity of the preceding exact analysis, we develop also two approximations. A first one based on a simplified parallel model, and a second one based on the sequential model. These two approximated analysis prove that the parallel insertions case does not differ significantly from the sequential case, namely on the terms O(1/n^2).Postprint (published version

    Web apps and imprecise probabilities

    Get PDF
    We propose a model for the behaviour of Web apps in the unreliable WWW. Web apps are described by orchestrations. An orchestration mimics the personal use of the Web by defining the way in which Web services are invoked. The WWW is unreliable as poorly maintained Web sites are prone to fail. We model this source of unreliability trough a probabilistic approach. We assume that each site has a probability to fail. Another source of uncertainty is the traffic congestion. This can be observed as a non-deterministic behaviour induced by the variability in the response times. We model non-determinism by imprecise probabilities. We develop here an ex-ante normal to characterize the behaviour of finite orchestrations in the unreliable Web. We show the existence of a normal form under such semantics for orchestrations using asymmetric parallelism.Peer ReviewedPostprint (author's final draft

    Uncertainty in basic short-term macroeconomic models with angel-daemon games

    Get PDF
    We propose the use of an angel-daemon framework to perform an uncertainty analysis of short-term macroeconomic models. The angel-daemon framework defines a strategic game where two agents, the angel and the daemon, act selfishly. These games are defined over an uncertainty profile which presents a short and macroscopic description of a perturbed situation. The Nash equilibria on these games provide stable strategies in perturbed situations, giving a natural estimation of uncertainty. We apply the framework to the uncertainty analysis of linear versions of the IS-LM and the IS-MP models.Peer ReviewedPostprint (author's final draft

    Finite memory devices in CSP

    Get PDF
    It is often said that a state based approach to CSP is inadequate, however we present here some (theoretical) hints against this assertion. A new class of processes modelled by finite memory devices are considered. These devices (called here CSP automata) allow both: deal with the different kinds of nondeterminism at a state level and model misbehaviours due to divergences. They are well adapted to the semantics of failures plus divergences. As CSP is independent of branching time CSP-automata can be determinized. Furthermore we show that an extension of the classical automata's morphism is equivalent to refinement between processes. That allow us to define canonical forms through minimization. These processes can also be characterized by a set of recursive equations so called linear systems. These processes are stable under nondeterminism, change of symbol, prefixing and interleaving.Postprint (published version

    Fonaments teòrics del paral·lelisme : apunts del curs de doctorat

    Get PDF
    This manuscript consists of the lecture notes for the doctorate course Theoretical Foundations of Parallelism taugth in 1994. The notes were written by the students and they are not meant to be in polished form.Preprin

    The Complexity of game isomorphism

    Get PDF
    We address the question of whether two multiplayer strategic games are equivalent and the computational complexity of deciding such a property. We introduce two notions of isomorphisms, strong and weak. Each one of those isomorphisms preserves a different structure of the game. Strong isomorphisms are defined to preserve the utility functions and Nash equilibria. Weak isomorphisms preserve only the player's preference relations and thus pure Nash equilibria. We show that the computational complexity of the game isomorphism problem depends on the level of succinctness of the description of the input games but it is independent on which of the two types of isomorphisms is considered. Utilities in games can be given succinctly by Turing machines, boolean circuits or boolean formulas, or explicitly by tables. Actions can be given also explicitly or succinctly. When the games are given in general form, we asume a explicit description of actions and a succinct description of utilities. We show that the game isomorphism problem for general form games is equivalent to the circuit isomorphism when utilities are described by TMs and to the boolean formula isomorphism problem when utilities are described by formulas. When the game is given in explicit form, we show that the game isomorphism problem is equivalent to the graph isomorphism problem.Postprint (published version
    corecore