SearcharxivSearch

arXiv · 2405.04775

Determining Recoverable Consensus Numbers

Abstract

Herlihy's wait-free consensus hierarchy classifies the power of object types in asynchronous shared memory systems where processes can permanently crash (i.e. stop taking steps). In this hierarchy, a type has consensus number $n$ if objects of that type can be used along with (read/write) registers to solve consensus among $n$ processes that can permanently crash, but not among $n+1$ or more processes. In systems where processes can recover after crashing, the power of an object type to solve consensus may be different. Golab's recoverable consensus hierarchy classifies the power of object types in such a system. In the recoverable consensus hierarchy, a type has recoverable consensus number $n$ if objects of that type can be used along with registers to solve consensus among $n$ processes that can recover after crashing, but not among $n+1$ or more processes. In this paper, we prove that the recoverable consensus hierarchy of deterministic, readable types is robust, i.e., if consensus can be solved among $n$ processes that can recover after crashing using a collection of objects of deterministic, readable types, then one of these types has recoverable consensus number at least $n$. This is important for comparing the relative computational power of different deterministic, readable types, because it implies that one cannot combine various objects to obtain an algorithm that is better at solving recoverable consensus than any of the individual object types. Our result can be used to show that, for all $n \geq 4$, there exists a readable type with consensus number $n$ and recoverable consensus number $n-2$. We also show that, for all $n > n' \geq 1$, there exists a non-readable type that has consensus number $n$ and recoverable consensus number $n'$.

Explore related subjects

Keep this discovery

BibTeXRIS

Sean Ovens. 2024-05-08. Determining Recoverable Consensus Numbers. https://arxiv.org/abs/2405.04775

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Online Treasure Hunt in Vertex-Permuted Dynamic Rings

We study the problem of treasure hunt by a group of $k \geq 1$ agents in vertex-permuted dynamic rings (VP). In this model, the $n$ vertices remain on a ring but are permuted at each time step. We first show that treasure hunt is impossible for any $k \leq n-3$ agents, if there are no restrictions on the sequence of permutations used in the dynamic ring. We then study the $VP(\delta)$ setting, in which for every pair $i, j$ of vertices, the edge $(i, j)$ is guaranteed to appear within $\delta$ steps. We show that the class $VP(\delta)$ is feasible only for $\delta \geq \left\lceil \frac{n-1}{2}\right\rceil$. For the one-agent case, we show a tight bound of $\Theta(\delta n)$ on the worst-case search time as well as competitive ratio of any online algorithm for treasure hunt, provided $\delta \geq 2n$. We then give an optimal algorithm for $k$ agents, thereby showing that $k$ agents can obtain a speedup of $k$ on the worst-case search time. Finally, in the R-VP setting, in which in every step, the vertices are arranged as a ring according to a random permutation, we show that treasure hunt takes expected $\Theta(n)$ steps against an oblivious adversary and $\Theta(n \log n)$ steps against an adaptive adversary.

cs.DC

The Computing Channel: How Modulation Programs the Airwaves

Distributed computing and distributed artificial intelligence require frequent exchanges of intermediate results, although many applications need only an aggregate rather than messages from individual devices. Conventional systems recover each message before computing the aggregate, whereas over-the-air computation (OAC) exploits simultaneous transmission to obtain it directly. However, dominant OAC implementations rely on analog signaling, creating a mismatch with finite-precision data and digital communication procedures. This article presents digital function-oriented communication, in which finite-alphabet symbol representations and receiver decisions are jointly designed so that multiple-access superposition encodes the desired function without recovering individual inputs. We introduce its computational-constellation principle, main design approaches, extensions, and implementation challenges. Federated edge learning illustrates how the framework can reduce user-dependent data-bearing resources while operating directly on quantized model updates.

cs.DC

Can AI Remediate Backend Failures Safely? GuardedAct with Blast-Radius-Aware Sandboxing

Large Language Models (LLMs) have shown promising capabilities in generating remediation actions for microservice failures. However, directly executing AI-generated repair actions in production risks cascading collateral damage. We propose GuardedAct, a sandbox-first remediation framework that interposes a blast-radius-aware verification layer between the LLM action generator and the production environment. GuardedAct operates in four phases: (1) ingesting a diagnosis report together with the live system topology and recent telemetry, (2) prompting an LLM to produce a ranked list of candidate remediation actions, (3) simulating each action in a lightweight digital-twin sandbox that estimates the blast radius and assigns a risk label, and (4) enforcing a rollback-confidence gate that auto-executes only low-risk actions while escalating high-risk ones for human review. We evaluate GuardedAct on five fault scenarios injected into the DeathStarBench social-network application. Experimental results show that GuardedAct achieves an overall recovery rate of 87.4% while reducing collateral damage by 79.7% relative to direct LLM execution (from 25.6% to 5.2%), at the cost of a modest sandbox-induced increase in mean time to recovery (approximately 8 s). Ablation studies confirm that each component contributes meaningfully to the safety-speed trade-off.

cs.DC