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Łukasz Jeż

Publications and source records attributed to Łukasz Jeż.

At least 19 recordsLinked to original sources

A 3.3904-Competitive Online Algorithm for List Update with Uniform Costs

We consider the List Update problem where the cost of each swap is assumed to be 1. This is in contrast to the ``standard'' model, in which an algorithm is allowed to swap the requested item with previous items for free. We construct an online algorithm Full-Or-Partial-Move (FPM), whose competitive ratio is at most $3.3904$, improving over the previous best known bound of $4$.

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Online Disjoint Set Covers: Randomization is not Necessary

In the online disjoint set covers problem, the edges of a hypergraph are revealed online, and the goal is to partition them into a maximum number of disjoint set covers. That is, n nodes of a hypergraph are given at the beginning, and then a sequence of hyperedges (subsets of [n]) is presented to an algorithm. For each hyperedge, an online algorithm must assign a color (an integer). Once an input terminates, the gain of the algorithm is the number of colors that correspond to valid set covers (i.e., the union of hyperedges that have that color contains all n nodes). We present a deterministic online algorithm that is O(log^2 n)-competitive, exponentially improving on the previous bound of O(n) and matching the performance of the best randomized algorithm by Emek et al. [ESA 2019]. For color selection, our algorithm uses a novel potential function, which can be seen as an online counterpart of the derandomization method of conditional probabilities and pessimistic estimators. There are only a few cases where derandomization has been successfully used in the field of online algorithms. In contrast to previous approaches, our result extends to the following new challenges: (i) the potential function derandomizes not only the Chernoff bound, but also the coupon collector's problem, (ii) the value of OPT of the maximization problem is not bounded a priori, and (iii) we do not produce a fractional solution first, but work directly on the input.

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A $ϕ$-Competitive Algorithm for Scheduling Packets with Deadlines

In the online packet scheduling problem with deadlines (PacketSchD, for short), the goal is to schedule transmissions of packets that arrive over time in a network switch and need to be sent across a link. Each packet has a deadline, representing its urgency, and a non-negative weight, that represents its priority. Only one packet can be transmitted in any time slot, so if the system is overloaded, some packets will inevitably miss their deadlines and be dropped. In this scenario, the natural objective is to compute a transmission schedule that maximizes the total weight of packets that are successfully transmitted. The problem is inherently online, with the scheduling decisions made without the knowledge of future packet arrivals. The central problem concerning PacketSchD, that has been a subject of intensive study since 2001, is to determine the optimal competitive ratio of online algorithms, namely the worst-case ratio between the optimum total weight of a schedule (computed by an offline algorithm) and the weight of a schedule computed by a (deterministic) online algorithm. We solve this open problem by presenting a $ϕ$-competitive online algorithm for PacketSchD (where $ϕ\approx 1.618$ is the golden ratio), matching the previously established lower bound.

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Lower bounds on the performance of online algorithms for relaxed packing problems

We prove new lower bounds for suitable competitive ratio measures of two relaxed online packing problems: online removable multiple knapsack, and a recently introduced online minimum peak appointment scheduling problem. The high level objective in both problems is to pack arriving items of sizes at most 1 into bins of capacity 1 as efficiently as possible, but the exact formalizations differ. In the appointment scheduling problem, every item has to be assigned to a position, which can be seen as a time interval during a workday of length 1. That is, items are not assigned to bins, but only once all the items are processed, the optimal number of bins subject to chosen positions is determined, and this is the cost of the online algorithm. On the other hand, in the removable knapsack problem there is a fixed number of bins, and the goal of packing items, which consists in choosing a particular bin for every packed item (and nothing else), is to pack as valuable a subset as possible. In this last problem it is possible to reject items, that is, deliberately not pack them, as well as to remove packed items at any later point in time, which adds flexibility to the problem.

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Unbounded lower bound for k-server against weak adversaries

We study the resource augmented version of the $k$-server problem, also known as the $k$-server problem against weak adversaries or the $(h,k)$-server problem. In this setting, an online algorithm using $k$ servers is compared to an offline algorithm using $h$ servers, where $h\le k$. For uniform metrics, it has been known since the seminal work of Sleator and Tarjan (1985) that for any $ε>0$, the competitive ratio drops to a constant if $k=(1+ε) \cdot h$. This result was later generalized to weighted stars (Young 1994) and trees of bounded depth (Bansal et al. 2017). The main open problem for this setting is whether a similar phenomenon occurs on general metrics. We resolve this question negatively. With a simple recursive construction, we show that the competitive ratio is at least $Ω(\log \log h)$, even as $k\to\infty$. Our lower bound holds for both deterministic and randomized algorithms. It also disproves the existence of a competitive algorithm for the infinite server problem on general metrics.

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Better Bounds for Online Line Chasing

We study online competitive algorithms for the \emph{line chasing problem} in Euclidean spaces $\reals^d$, where the input consists of an initial point $P_0$ and a sequence of lines $X_1,X_2,...,X_m$, revealed one at a time. At each step $t$, when the line $X_t$ is revealed, the algorithm must determine a point $P_t\in X_t$. An online algorithm is called $c$-competitive if for any input sequence the path $P_0, P_1,...,P_m$ it computes has length at most $c$ times the optimum path. The line chasing problem is a variant of a more general convex body chasing problem, where the sets $X_t$ are arbitrary convex sets. To date, the best competitive ratio for the line chasing problem was $28.1$, even in the plane. We significantly improve this bound, by providing a~$3$-competitive algorithm for any dimension $d$. We also improve the lower bound on the competitive ratio, from $1.412$ to $1.5358$.

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Slaying Hydrae: Improved Bounds for Generalized k-Server in Uniform Metrics

The generalized $k$-server problem is an extension of the weighted $k$-server problem, which in turn extends the classic $k$-server problem. In the generalized $k$-server problem, each of $k$ servers $s_1, \dots, s_k$ remains in its own metric space $M_i$. A request is a tuple $(r_1,\dots,r_k)$, where $r_i \in M_i$, and to service it, an algorithm needs to move at least one server $s_i$ to the point $r_i$. The objective is to minimize the total distance traveled by all servers. In this paper, we focus on the generalized $k$-server problem for the case where all $M_i$ are uniform metrics. We show an $O(k^2 \cdot \log k)$-competitive randomized algorithm improving over a recent result by Bansal et al. [SODA 2018], who gave an $O(k^3 \cdot \log k)$-competitive algorithm. To this end, we define an abstract online problem, called Hydra game, and we show that a randomized solution of low cost to this game implies a randomized algorithm to the generalized $k$-server problem with low competitive ratio. We also show that no randomized algorithm can achieve competitive ratio lower than $Ω(k)$, thus improving the lower bound of $Ω(k / \log^2 k)$ by Bansal et al.

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On Packet Scheduling with Adversarial Jamming and Speedup

In Packet Scheduling with Adversarial Jamming packets of arbitrary sizes arrive over time to be transmitted over a channel in which instantaneous jamming errors occur at times chosen by the adversary and not known to the algorithm. The transmission taking place at the time of jamming is corrupt, and the algorithm learns this fact immediately. An online algorithm maximizes the total size of packets it successfully transmits and the goal is to develop an algorithm with the lowest possible asymptotic competitive ratio, where the additive constant may depend on packet sizes. Our main contribution is a universal algorithm that works for any speedup and packet sizes and, unlike previous algorithms for the problem, it does not need to know these properties in advance. We show that this algorithm guarantees 1-competitiveness with speedup 4, making it the first known algorithm to maintain 1-competitiveness with a moderate speedup in the general setting of arbitrary packet sizes. We also prove a lower bound of $ϕ+1\approx 2.618$ on the speedup of any 1-competitive deterministic algorithm, showing that our algorithm is close to the optimum. Additionally, we formulate a general framework for analyzing our algorithm locally and use it to show upper bounds on its competitive ratio for speedups in $[1,4)$ and for several special cases, recovering some previously known results, each of which had a dedicated proof. In particular, our algorithm is 3-competitive without speedup, matching both the (worst-case) performance of the algorithm by Jurdzinski et al. and the lower bound by Anta et al.

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Scheduling under dynamic speed-scaling for minimizing weighted completion time and energy consumption

Since a few years there is an increasing interest in minimizing the energy consumption of computing systems. However in a shared computing system, users want to optimize their experienced quality of service, at the price of a high energy consumption. In this work, we address the problem of optimizing and designing mechanisms for a linear combination of weighted completion time and energy consumption on a single machine with dynamic speed-scaling. We show that minimizing linear combination reduces to a unit speed scheduling problem under a polynomial penalty function. In the mechanism design setting, we define a cost share mechanism and studied its properties, showing that it is truthful and the overcharging of total cost share is bounded by a constant.

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Logarithmic price of buffer downscaling on line metrics

We consider the reordering buffer problem on a line consisting of n equidistant points. We show that, for any constant delta, an (offline) algorithm that has a buffer (1-delta) k performs worse by a factor of Omega(log n) than an offline algorithm with buffer k. In particular, this demonstrates that the O(log n)-competitive online algorithm MovingPartition by Gamzu and Segev (ACM Trans. on Algorithms, 6(1), 2009) is essentially optimal against any offline algorithm with a slightly larger buffer.

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Mechanism design for aggregating energy consumption and quality of service in speed scaling scheduling

We consider a strategic game, where players submit jobs to a machine that executes all jobs in a way that minimizes energy while respecting the given deadlines. The energy consumption is then charged to the players in some way. Each player wants to minimize the sum of that charge and of their job's deadline multiplied by a priority weight. Two charging schemes are studied, the proportional cost share which does not always admit pure Nash equilibria, and the marginal cost share, which does always admit pure Nash equilibria, at the price of overcharging by a constant factor.

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The $(h,k)$-Server Problem on Bounded Depth Trees

We study the $k$-server problem in the resource augmentation setting i.e., when the performance of the online algorithm with $k$ servers is compared to the offline optimal solution with $h \leq k$ servers. The problem is very poorly understood beyond uniform metrics. For this special case, the classic $k$-server algorithms are roughly $(1+1/ε)$-competitive when $k=(1+ε) h$, for any $ε>0$. Surprisingly however, no $o(h)$-competitive algorithm is known even for HSTs of depth 2 and even when $k/h$ is arbitrarily large. We obtain several new results for the problem. First we show that the known $k$-server algorithms do not work even on very simple metrics. In particular, the Double Coverage algorithm has competitive ratio $Ω(h)$ irrespective of the value of $k$, even for depth-2 HSTs. Similarly the Work Function Algorithm, that is believed to be optimal for all metric spaces when $k=h$, has competitive ratio $Ω(h)$ on depth-3 HSTs even if $k=2h$. Our main result is a new algorithm that is $O(1)$-competitive for constant depth trees, whenever $k =(1+ε)h$ for any $ε> 0$. Finally, we give a general lower bound that any deterministic online algorithm has competitive ratio at least 2.4 even for depth-2 HSTs and when $k/h$ is arbitrarily large. This gives a surprising qualitative separation between uniform metrics and depth-2 HSTs for the $(h,k)$-server problem, and gives the strongest known lower bound for the problem on general metrics.

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Online Algorithms for Multi-Level Aggregation

In the Multi-Level Aggregation Problem (MLAP), requests arrive at the nodes of an edge-weighted tree T, and have to be served eventually. A service is defined as a subtree X of T that contains its root. This subtree X serves all requests that are pending in the nodes of X, and the cost of this service is equal to the total weight of X. Each request also incurs waiting cost between its arrival and service times. The objective is to minimize the total waiting cost of all requests plus the total cost of all service subtrees. MLAP is a generalization of some well-studied optimization problems; for example, for trees of depth 1, MLAP is equivalent to the TCP Acknowledgment Problem, while for trees of depth 2, it is equivalent to the Joint Replenishment Problem. Aggregation problem for trees of arbitrary depth arise in multicasting, sensor networks, communication in organization hierarchies, and in supply-chain management. The instances of MLAP associated with these applications are naturally online, in the sense that aggregation decisions need to be made without information about future requests. Constant-competitive online algorithms are known for MLAP with one or two levels. However, it has been open whether there exist constant competitive online algorithms for trees of depth more than 2. Addressing this open problem, we give the first constant competitive online algorithm for networks of arbitrary (fixed) number of levels. The competitive ratio is O(D^4 2^D), where D is the depth of T. The algorithm works for arbitrary waiting cost functions, including the variant with deadlines. We also show several additional lower and upper bound results for some special cases of MLAP, including the Single-Phase variant and the case when the tree is a path.

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Online Packet Scheduling with Bounded Delay and Lookahead

We study the online bounded-delay packet scheduling problem (BDPS), where packets of unit size arrive at a router over time and need to be transmitted over a network link. Each packet has two attributes: a non-negative weight and a deadline for its transmission. The objective is to maximize the total weight of the transmitted packets. This problem has been well studied in the literature, yet its optimal competitive ratio remains unknown: the best upper bound is $1.828$, still quite far from the best lower bound of $ϕ\approx 1.618$. In the variant of BDPS with $s$-bounded instances, each packet can be scheduled in at most $s$ consecutive slots, starting at its release time. The lower bound of $ϕ$ applies even to the special case of $2$-bounded instances, and a $ϕ$-competitive algorithm for $3$-bounded instances was given in Chin et al. Improving that result, and addressing a question posed by Goldwasser, we present a $ϕ$-competitive algorithm for $4$-bounded instances. We also study a variant of BDPS where an online algorithm has the additional power of $1$-lookahead, knowing at time $t$ which packets will arrive at time $t+1$. For BDPS with $1$-lookahead restricted to $2$-bounded instances, we present an online algorithm with competitive ratio $(\sqrt{13} - 1)/2 \approx 1.303$ and we prove a nearly tight lower bound of $(1 + \sqrt{17})/4 \approx 1.281$.

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Pricing Online Decisions: Beyond Auctions

We consider dynamic pricing schemes in online settings where selfish agents generate online events. Previous work on online mechanisms has dealt almost entirely with the goal of maximizing social welfare or revenue in an auction settings. This paper deals with quite general settings and minimizing social costs. We show that appropriately computed posted prices allow one to achieve essentially the same performance as the best online algorithm. This holds in a wide variety of settings. Unlike online algorithms that learn about the event, and then make enforceable decisions, prices are posted without knowing the future events or even the current event, and are thus inherently dominant strategy incentive compatible. In particular we show that one can give efficient posted price mechanisms for metrical task systems, some instances of the $k$-server problem, and metrical matching problems. We give both deterministic and randomized algorithms. Such posted price mechanisms decrease the social cost dramatically over selfish behavior where no decision incurs a charge. One alluring application of this is reducing the social cost of free parking exponentially.

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Better Approximation Bounds for the Joint Replenishment Problem

The Joint Replenishment Problem (JRP) deals with optimizing shipments of goods from a supplier to retailers through a shared warehouse. Each shipment involves transporting goods from the supplier to the warehouse, at a fixed cost C, followed by a redistribution of these goods from the warehouse to the retailers that ordered them, where transporting goods to a retailer $ρ$ has a fixed cost $c_ρ$. In addition, retailers incur waiting costs for each order. The objective is to minimize the overall cost of satisfying all orders, namely the sum of all shipping and waiting costs. JRP has been well studied in Operations Research and, more recently, in the area of approximation algorithms. For arbitrary waiting cost functions, the best known approximation ratio is 1.8. This ratio can be reduced to 1.574 for the JRP-D model, where there is no cost for waiting but orders have deadlines. As for hardness results, it is known that the problem is APX-hard and that the natural linear program for JRP has integrality gap at least 1.245. Both results hold even for JRP-D. In the online scenario, the best lower and upper bounds on the competitive ratio are 2.64 and 3, respectively. The lower bound of 2.64 applies even to the restricted version of JRP, denoted JRP-L, where the waiting cost function is linear. We provide several new approximation results for JRP. In the offline case, we give an algorithm with ratio 1.791, breaking the barrier of 1.8. In the online case, we show a lower bound of 2.754 on the competitive ratio for JRP-L (and thus JRP as well), improving the previous bound of 2.64. We also study the online version of JRP-D, for which we prove that the optimal competitive ratio is 2.

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Better Bounds for Incremental Frequency Allocation in Bipartite Graphs

We study frequency allocation in wireless networks. A wireless network is modeled by an undirected graph, with vertices corresponding to cells. In each vertex we have a certain number of requests, and each of those requests must be assigned a different frequency. Edges represent conflicts between cells, meaning that frequencies in adjacent vertices must be different as well. The objective is to minimize the total number of used frequencies. The offline version of the problem is known to be NP-hard. In the incremental version, requests for frequencies arrive over time and the algorithm is required to assign a frequency to a request as soon as it arrives. Competitive incremental algorithms have been studied for several classes of graphs. For paths, the optimal (asymptotic) ratio is known to be 4/3, while for hexagonal-cell graphs it is between 1.5 and 1.9126. For k-colorable graphs, the ratio of (k+1)/2 can be achieved. In this paper, we prove nearly tight bounds on the asymptotic competitive ratio for bipartite graphs, showing that it is between 1.428 and 1.433. This improves the previous lower bound of 4/3 and upper bound of 1.5. Our proofs are based on reducing the incremental problem to a purely combinatorial (equivalent) problem of constructing set families with certain intersection properties.

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Randomised Buffer Management with Bounded Delay against Adaptive Adversary

We give a new analysis of the RMix algorithm by Chin et al. for the Buffer Management with Bounded Delay problem (or online scheduling of unit jobs to maximise weighted throughput). Unlike the original proof of e/(e-1)-competitiveness, the new one holds even in adaptive-online adversary model. In fact, the proof works also for a slightly more general problem studied by Bie{ń}kowski et al.

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