115 research outputs found
Effective Edge-Fault-Tolerant Single-Source Spanners via Best (or Good) Swap Edges
Computing \emph{all best swap edges} (ABSE) of a spanning tree of a given
-vertex and -edge undirected and weighted graph means to select, for
each edge of , a corresponding non-tree edge , in such a way that the
tree obtained by replacing with enjoys some optimality criterion (which
is naturally defined according to some objective function originally addressed
by ). Solving efficiently an ABSE problem is by now a classic algorithmic
issue, since it conveys a very successful way of coping with a (transient)
\emph{edge failure} in tree-based communication networks: just replace the
failing edge with its respective swap edge, so as that the connectivity is
promptly reestablished by minimizing the rerouting and set-up costs. In this
paper, we solve the ABSE problem for the case in which is a
\emph{single-source shortest-path tree} of , and our two selected swap
criteria aim to minimize either the \emph{maximum} or the \emph{average
stretch} in the swap tree of all the paths emanating from the source. Having
these criteria in mind, the obtained structures can then be reviewed as
\emph{edge-fault-tolerant single-source spanners}. For them, we propose two
efficient algorithms running in and time, respectively, and we show that the guaranteed (either
maximum or average, respectively) stretch factor is equal to 3, and this is
tight. Moreover, for the maximum stretch, we also propose an almost linear time algorithm computing a set of \emph{good} swap edges,
each of which will guarantee a relative approximation factor on the maximum
stretch of (tight) as opposed to that provided by the corresponding BSE.
Surprisingly, no previous results were known for these two very natural swap
problems.Comment: 15 pages, 4 figures, SIROCCO 201
Reoptimization of Some Maximum Weight Induced Hereditary Subgraph Problems
The reoptimization issue studied in this paper can be described as follows: given an instance I of some problem Π, an optimal solution OPT for Πin I and an instance IⲠresulting from a local perturbation of I that consists of insertions or removals of a small number of data, we wish to use OPT in order to solve Πin I', either optimally or by guaranteeing an approximation ratio better than that guaranteed by an ex nihilo computation and with running time better than that needed for such a computation. We use this setting in order to study weighted versions of several representatives of a broad class of problems known in the literature as maximum induced hereditary subgraph problems. The main problems studied are max independent set, max k-colorable subgraph and max split subgraph under vertex insertions and deletion
Path-Fault-Tolerant Approximate Shortest-Path Trees
Let be an -nodes non-negatively real-weighted undirected graph.
In this paper we show how to enrich a {\em single-source shortest-path tree}
(SPT) of with a \emph{sparse} set of \emph{auxiliary} edges selected from
, in order to create a structure which tolerates effectively a \emph{path
failure} in the SPT. This consists of a simultaneous fault of a set of at
most adjacent edges along a shortest path emanating from the source, and it
is recognized as one of the most frequent disruption in an SPT. We show that,
for any integer parameter , it is possible to provide a very sparse
(i.e., of size ) auxiliary structure that carefully
approximates (i.e., within a stretch factor of ) the true
shortest paths from the source during the lifetime of the failure. Moreover, we
show that our construction can be further refined to get a stretch factor of
and a size of for the special case , and that it can be
converted into a very efficient \emph{approximate-distance sensitivity oracle},
that allows to quickly (even in optimal time, if ) reconstruct the
shortest paths (w.r.t. our structure) from the source after a path failure,
thus permitting to perform promptly the needed rerouting operations. Our
structure compares favorably with previous known solutions, as we discuss in
the paper, and moreover it is also very effective in practice, as we assess
through a large set of experiments.Comment: 21 pages, 3 figures, SIROCCO 201
Network Creation Games: Think Global - Act Local
We investigate a non-cooperative game-theoretic model for the formation of
communication networks by selfish agents. Each agent aims for a central
position at minimum cost for creating edges. In particular, the general model
(Fabrikant et al., PODC'03) became popular for studying the structure of the
Internet or social networks. Despite its significance, locality in this game
was first studied only recently (Bil\`o et al., SPAA'14), where a worst case
locality model was presented, which came with a high efficiency loss in terms
of quality of equilibria. Our main contribution is a new and more optimistic
view on locality: agents are limited in their knowledge and actions to their
local view ranges, but can probe different strategies and finally choose the
best. We study the influence of our locality notion on the hardness of
computing best responses, convergence to equilibria, and quality of equilibria.
Moreover, we compare the strength of local versus non-local strategy-changes.
Our results address the gap between the original model and the worst case
locality variant. On the bright side, our efficiency results are in line with
observations from the original model, yet we have a non-constant lower bound on
the price of anarchy.Comment: An extended abstract of this paper has been accepted for publication
in the proceedings of the 40th International Conference on Mathematical
Foundations on Computer Scienc
Augmenting graphs to minimize the diameter
We study the problem of augmenting a weighted graph by inserting edges of
bounded total cost while minimizing the diameter of the augmented graph. Our
main result is an FPT 4-approximation algorithm for the problem.Comment: 15 pages, 3 figure
Selfish Network Creation with Non-Uniform Edge Cost
Network creation games investigate complex networks from a game-theoretic
point of view. Based on the original model by Fabrikant et al. [PODC'03] many
variants have been introduced. However, almost all versions have the drawback
that edges are treated uniformly, i.e. every edge has the same cost and that
this common parameter heavily influences the outcomes and the analysis of these
games.
We propose and analyze simple and natural parameter-free network creation
games with non-uniform edge cost. Our models are inspired by social networks
where the cost of forming a link is proportional to the popularity of the
targeted node. Besides results on the complexity of computing a best response
and on various properties of the sequential versions, we show that the most
general version of our model has constant Price of Anarchy. To the best of our
knowledge, this is the first proof of a constant Price of Anarchy for any
network creation game.Comment: To appear at SAGT'1
The sequential price of anarchy for atomic congestion games
In situations without central coordination, the price of anarchy relates the quality of any Nash equilibrium to the quality of a global optimum. Instead of assuming that all players choose their actions simultaneously, here we consider games where players choose their actions sequentially. The sequential price of anarchy, recently introduced by Paes Leme, Syrgkanis, and Tardos then relates the quality of any subgame perfect equilibrium to the quality of a global optimum. The effect of sequential decision making on the quality of equilibria, however, depends on the specific game under consideration.\ud
Here we analyze the sequential price of anarchy for atomic congestion games with affine cost functions. We derive several lower and upper bounds, showing that sequential decisions mitigate the worst case outcomes known for the classical price of anarchy. Next to tight bounds on the sequential price of anarchy, a methodological contribution of our work is, among other things, a "factor revealing" integer linear programming approach that we use to solve the case of three players
Effects of Different Up-Dosing Regimens for Hymenoptera Venom Immunotherapy on Serum CTLA-4 and IL-10
BACKGROUND: Cytotoxic T lymphocyte associated antigen-4 (CTLA-4) is involved in the activation pathways of T lymphocytes. It has been shown that the circulating form of CTLA-4 is elevated in patients with hymenoptera allergy and can be down regulated by immunotherapy. OBJECTIVE: to assess the effects on CTLA-4 of venom immunotherapy, given with different induction protocols: conventional (6 weeks), rush (3 days) or ultra rush (1 day). METHODS: Sera from patients with hymenoptera allergy were collected at baseline and at the end of the induction phase. CTLA-4 and IL-10 were assayed in the same samples. A subset of patients were assayed also after 12 months of VIT maintenance. RESULTS: Ninety-four patients were studied. Of them, 50 underwent the conventional induction, 20 the rush and 24 the ultra-rush. Soluble CTLA-4 was detectable in all patients at baseline, and significantly decreased at the end of the induction, irrespective of its duration. Of note, a significant decrease of sCTLA-4 could be seen already at 24 hours. In parallel, IL-10 significantly increased at the end of the induction. At 12 months, sCTLA-4 remained low, whereas IL-10 returned to the baseline values. CONCLUSIONS: Serum CTLA4 is an early marker of the immunological effects of venom immunotherapy, and its changes persist after one year of maintenance treatment
Boolean Game with Prioritized Norms
In this paper we study boolean game with prioritized norms. Norms distinguish illegal strategies from legal strategies. Notions like legal strategy and legal Nash equilibrium are introduced. Our formal model is a combination of (weighted) boolean game and so called (prioritized) input/output logic. After formally presenting the model, we use examples to show that non-optimal Nash equilibrium can be avoided by making use of norms.We study various complexity issues related to legal strategy and legal Nash equilibrium
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