SearcharxivSearch

arXiv subjects

Andrew C. Brady

Publications and source records attributed to Andrew C. Brady.

3 recordsLinked to original sources

Parallel Batch-Dynamic Maximal Matching with Constant Work per Update

We present a work optimal algorithm for parallel fully batch-dynamic maximal matching against an oblivious adversary. It processes batches of updates (either insertions or deletions of edges) in constant expected amortized work per edge update, and in $O(\log^3 m)$ depth per batch whp, where $m$ is the maximum number of edges in the graph over time. This greatly improves on the recent result by Ghaffari and Trygub (2024) that requires $O(\log^9 m)$ amortized work per update and $O(\log^4 m )$ depth per batch, both whp. The algorithm can also be used for parallel batch-dynamic hyperedge maximal matching. For hypergraphs with rank $r$ (maximum cardinality of any edge) the algorithm supports batches of updates with $O(r^3)$ expected amortized work per edge update, and $O(\log^3 m)$ depth per batch whp. Ghaffari and Trygub's parallel batch-dynamic algorithm on hypergraphs requires $O(r^8 \log^9 m)$ amortized work per edge update whp. We leverage ideas from the prior algorithms but introduce substantial new ideas. Furthermore, our algorithm is relatively simple, perhaps even simpler than Assadi and Solomon's (2021) sequential dynamic hyperedge algorithm. We also present the first work-efficient algorithm for parallel static maximal matching on hypergraphs. For a hypergraph with total cardinality $m'$ (i.e., sum over the cardinality of each edge), the algorithm runs in $O(m')$ work in expectation and $O(\log^2 m)$ depth whp. The algorithm also has some properties that allow us to use it as a subroutine in the dynamic algorithm to select random edges in the graph to add to the matching. With a standard reduction from set cover to hyperedge maximal matching, we give state of the art $r$-approximate static and batch-dynamic parallel set cover algorithms, where $r$ is the maximum frequency of any element, and batch-dynamic updates consist of adding or removing batches of elements.

cs.DS

New Strongly Regular Graphs Found via Local Search for Partial Difference Sets

Strongly regular graphs (SRGs) are highly symmetric combinatorial objects, with connections to many areas of mathematics including finite fields, finite geometries, and number theory. One can construct an SRG via the Cayley Graph of a regular partial difference set (PDS). Local search is a common class of search algorithm that iteratively adjusts a state to (locally) minimize an error function. In this work, we use local search to find PDSs. We found PDSs with 62 different parameter values in 1254 nonisomorphic groups of orders at most 147. Many of these PDSs replicate known results. In two cases, (144,52,16,20) and (147,66,25,33), the PDSs found give the first known construction of SRGs with these parameters. In some other cases, the SRG was already known but a PDS in that group was unknown. This work also corroborates the existence of (64,18,2,6) PDSs in precisely 73 groups of order 64.

math.CO

HackAttack: Game-Theoretic Analysis of Realistic Cyber Conflicts

Game theory is appropriate for studying cyber conflict because it allows for an intelligent and goal-driven adversary. Applications of game theory have led to a number of results regarding optimal attack and defense strategies. However, the overwhelming majority of applications explore overly simplistic games, often ones in which each participant's actions are visible to every other participant. These simplifications strip away the fundamental properties of real cyber conflicts: probabilistic alerting, hidden actions, unknown opponent capabilities. In this paper, we demonstrate that it is possible to analyze a more realistic game, one in which different resources have different weaknesses, players have different exploits, and moves occur in secrecy, but they can be detected. Certainly, more advanced and complex games are possible, but the game presented here is more realistic than any other game we know of in the scientific literature. While optimal strategies can be found for simpler games using calculus, case-by-case analysis, or, for stochastic games, Q-learning, our more complex game is more naturally analyzed using the same methods used to study other complex games, such as checkers and chess. We define a simple evaluation function and ploy multi-step searches to create strategies. We show that such scenarios can be analyzed, and find that in cases of extreme uncertainty, it is often better to ignore one's opponent's possible moves. Furthermore, we show that a simple evaluation function in a complex game can lead to interesting and nuanced strategies.

cs.CR