274 research outputs found

    Parallel Batch-Dynamic Graph Connectivity

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    In this paper, we study batch parallel algorithms for the dynamic connectivity problem, a fundamental problem that has received considerable attention in the sequential setting. The most well known sequential algorithm for dynamic connectivity is the elegant level-set algorithm of Holm, de Lichtenberg and Thorup (HDT), which achieves O(log2n)O(\log^2 n) amortized time per edge insertion or deletion, and O(logn/loglogn)O(\log n / \log\log n) time per query. We design a parallel batch-dynamic connectivity algorithm that is work-efficient with respect to the HDT algorithm for small batch sizes, and is asymptotically faster when the average batch size is sufficiently large. Given a sequence of batched updates, where Δ\Delta is the average batch size of all deletions, our algorithm achieves O(lognlog(1+n/Δ))O(\log n \log(1 + n / \Delta)) expected amortized work per edge insertion and deletion and O(log3n)O(\log^3 n) depth w.h.p. Our algorithm answers a batch of kk connectivity queries in O(klog(1+n/k))O(k \log(1 + n/k)) expected work and O(logn)O(\log n) depth w.h.p. To the best of our knowledge, our algorithm is the first parallel batch-dynamic algorithm for connectivity.Comment: This is the full version of the paper appearing in the ACM Symposium on Parallelism in Algorithms and Architectures (SPAA), 201

    Adaptive Regret Minimization in Bounded-Memory Games

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    Online learning algorithms that minimize regret provide strong guarantees in situations that involve repeatedly making decisions in an uncertain environment, e.g. a driver deciding what route to drive to work every day. While regret minimization has been extensively studied in repeated games, we study regret minimization for a richer class of games called bounded memory games. In each round of a two-player bounded memory-m game, both players simultaneously play an action, observe an outcome and receive a reward. The reward may depend on the last m outcomes as well as the actions of the players in the current round. The standard notion of regret for repeated games is no longer suitable because actions and rewards can depend on the history of play. To account for this generality, we introduce the notion of k-adaptive regret, which compares the reward obtained by playing actions prescribed by the algorithm against a hypothetical k-adaptive adversary with the reward obtained by the best expert in hindsight against the same adversary. Roughly, a hypothetical k-adaptive adversary adapts her strategy to the defender's actions exactly as the real adversary would within each window of k rounds. Our definition is parametrized by a set of experts, which can include both fixed and adaptive defender strategies. We investigate the inherent complexity of and design algorithms for adaptive regret minimization in bounded memory games of perfect and imperfect information. We prove a hardness result showing that, with imperfect information, any k-adaptive regret minimizing algorithm (with fixed strategies as experts) must be inefficient unless NP=RP even when playing against an oblivious adversary. In contrast, for bounded memory games of perfect and imperfect information we present approximate 0-adaptive regret minimization algorithms against an oblivious adversary running in time n^{O(1)}.Comment: Full Version. GameSec 2013 (Invited Paper

    Collaborative Delivery with Energy-Constrained Mobile Robots

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    We consider the problem of collectively delivering some message from a specified source to a designated target location in a graph, using multiple mobile agents. Each agent has a limited energy which constrains the distance it can move. Hence multiple agents need to collaborate to move the message, each agent handing over the message to the next agent to carry it forward. Given the positions of the agents in the graph and their respective budgets, the problem of finding a feasible movement schedule for the agents can be challenging. We consider two variants of the problem: in non-returning delivery, the agents can stop anywhere; whereas in returning delivery, each agent needs to return to its starting location, a variant which has not been studied before. We first provide a polynomial-time algorithm for returning delivery on trees, which is in contrast to the known (weak) NP-hardness of the non-returning version. In addition, we give resource-augmented algorithms for returning delivery in general graphs. Finally, we give tight lower bounds on the required resource augmentation for both variants of the problem. In this sense, our results close the gap left by previous research.Comment: 19 pages. An extended abstract of this paper was published at the 23rd International Colloquium on Structural Information and Communication Complexity 2016, SIROCCO'1

    Acoustic emission during fatigue of Ti-6Al-4V: Incipient fatigue crack detection limits and generalized data analysis methodology

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    The fundamentals associated with acoustic emission monitoring of fatigue crack initiation and propagation of Ti-6Al-4V were studied. Acoustic emission can detect and locate incipient fatigue crack extensions of approximately 10 μm. The technique therefore can serve as a sensitive warning to material failure. There are three distinct stages during which acoustic emission is generated. These stages are: crack initiation, slow crack propagation and rapid crack propagation. The distinction between the stages is based primarily on the rate of acoustic emission event accumulation. These three stages of acoustic emission correspond to the three stages of the failure process that occurs during fatigue loading. That is, changes in acoustic emission event rate correspond to changes in crack extension rate. Acoustic emission event intensities are greater during crack initiation than during slow crack propagation and greatest during rapid crack propagation. In a given fatigue cycle, event intensities increase with increasing stress and most high-intensity events occur near or at the maximum stress. Acoustic emission may therefore be used with confidence to detect, monitor and anticipate failure, in real-time.Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/44713/1/10853_2005_Article_BF01116003.pd

    A general lower bound for collaborative tree exploration

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    We consider collaborative graph exploration with a set of kk agents. All agents start at a common vertex of an initially unknown graph and need to collectively visit all other vertices. We assume agents are deterministic, vertices are distinguishable, moves are simultaneous, and we allow agents to communicate globally. For this setting, we give the first non-trivial lower bounds that bridge the gap between small (knk \leq \sqrt n) and large (knk \geq n) teams of agents. Remarkably, our bounds tightly connect to existing results in both domains. First, we significantly extend a lower bound of Ω(logk/loglogk)\Omega(\log k / \log\log k) by Dynia et al. on the competitive ratio of a collaborative tree exploration strategy to the range knlogcnk \leq n \log^c n for any cNc \in \mathbb{N}. Second, we provide a tight lower bound on the number of agents needed for any competitive exploration algorithm. In particular, we show that any collaborative tree exploration algorithm with k=Dn1+o(1)k = Dn^{1+o(1)} agents has a competitive ratio of ω(1)\omega(1), while Dereniowski et al. gave an algorithm with k=Dn1+εk = Dn^{1+\varepsilon} agents and competitive ratio O(1)O(1), for any ε>0\varepsilon > 0 and with DD denoting the diameter of the graph. Lastly, we show that, for any exploration algorithm using k=nk = n agents, there exist trees of arbitrarily large height DD that require Ω(D2)\Omega(D^2) rounds, and we provide a simple algorithm that matches this bound for all trees

    Efficient routing in MANETs using ordered walks

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