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Ariel Orda

Publications and source records attributed to Ariel Orda.

At least 19 recordsLinked to original sources

Squeezed-vacuum bosonic codes

We introduce a family of bosonic quantum error-correcting codes built as a rotation-symmetric superposition of squeezed vacuum states, which promise protection against both loss and dephasing noise channels. The robustness of these "squeezed-vacuum codes" arises from being arranged at evenly spaced angles in phase-space, and simultaneously in evenly spaced photon-number support $n \equiv {2k} \! \pmod {2m}$. We present simple preparation circuits: a two-legged code using a Hadamard-conditional-squeezing-Hadamard sequence on an ancilla qubit, and for general "$m$-legged" codewords using sequences of conditional rotations. The performance of these codes is evaluated against loss and dephasing noises using the Knill-Laflamme violation function and benchmarked against cat codes. As the number $m$ of squeezed-vacuum states in a code increases, the code exhibits improved loss tolerance at the cost of higher dephasing sensitivity. We outline implementations in circuit QED and trapped-ion platforms, where high-fidelity Gaussian operations and conditional controls are available or under active development. These results help establish squeezed-vacuum codes as practical, hardware-ready, members of the bosonic codes class.

quant-ph

Distributed Training under Packet Loss

State-of-the-art language and vision models are routinely trained across thousands of GPUs, often spanning multiple data-centers, yet today's distributed frameworks still assume reliable connections (e.g., InfiniBand or RoCE). The resulting acknowledgment traffic and retransmissions inflate tail latencies and limit scalability. Leveraging unreliable connections will reduce latency but may sacrifice model accuracy and convergence once packets are dropped. A principled, end-to-end solution that preserves accuracy and convergence guarantees under genuine packet loss has previously been missing. We address this critical gap by introducing a novel distributed training framework capable of operating over unreliable connections, offering unbiased gradient aggregation and bounded parameter drift without modifying model code or optimizers. The key insight is a two-stage defense against missing messages: (i) Unbiased gradient aggregation: each worker reconstructs a consistent gradient estimate from whatever packets arrive, guaranteeing expectation-level correctness; and (ii) Bounded-drift parameter broadcasts: we prove the inter-worker model discrepancy remains O(1) even after arbitrarily many iterations, preventing the unbounded divergence typical of asynchronous setups. Analytical bounds are matched by experiments on the LLAMA2 7B model with 64 GPUs: tolerating 10% random packet loss yields at most 0.8% perplexity change. This work bridges the gap between communication-efficient datacenter protocols and the accuracy and generalization guarantees demanded by modern large-model training, enabling robust, high-throughput learning on commodity or wide-area networks.

cs.DC

On the Stability of Strategic Energy Storage Operation in Wholesale Electricity Markets (Extended Version)

High shares of variable renewable energy necessitate substantial energy storage capacity. However, it remains unclear how to design a market that, on the one hand, ensures a stable and sufficient income for storage firms, and, on the other hand, maintains stable and affordable electricity costs for the consumers. Here, we use a game theoretic model to study storage competition in wholesale electricity markets. A main result is that these types of games are not necessarily stable. In particular, we find that under certain conditions, which imply a combination of a high share of variable renewable energy sources and low flexibility of conventional power plants, the system will not converge to an equilibrium. However, we demonstrate that a price cap on storage price bids can ensure convergence to a stable solution. Moreover, we find that when the flexibility of conventional power plants is low, while the storage usage for energy balancing increases with renewable energy generation, the profitability of using storage for the sole purpose of energy arbitrage decreases.

eess.SY

On the Persistent-Idle Load Distribution Policy Under Batch Arrivals and Random Service Capacity

The Persistent-Idle (PI) load distribution policy was recently introduced as an appealing alternative to current low-communication load balancing techniques. In PI, servers only update the dispatcher when they become idle, and the dispatcher always sends jobs to the last server that reported being idle. PI is unique in that it does not seek to push the server queue lengths towards equalization greedily. Rather, it aggressively pulls the servers away from starvation. As a result, PI's analysis requires different tools than other load balancing approaches. So far, PI was proven to achieve the stability region for Bernoulli arrivals and deterministic and constant service capacities. Our main contribution is proving that PI achieves the stability region in a model with batch arrivals and random service capacities. Proving this result requires developing tighter bounds on quantities of interest and proving the fulfillment of a generalized version of the state-dependent drift criteria previously considered. We also present PI-Split, which allows batches to be split among idle servers and prove its stability. Finally, we conduct simulations comparing PI and PI-Split to other load balancing policies. Simulation results indicate that both achieve excellent performance for the model under consideration for a wide range of parameters.

math.PR

An Efficient Algorithm for Finding Sets of Optimal Routes

In several important routing contexts it is required to identify a set of routes, each of which optimizes a different criterion. For instance, in the context of vehicle routing, one route would minimize the total distance traveled, while other routes would also consider the total travel time or the total incurred cost, or combinations thereof. In general, providing such a set of diverse routes is obtained by finding optimal routes with respect to different sets of weights on the network edges. This can be simply achieved by consecutively executing a standard shortest path algorithm. However, in the case of a large number of weight sets, this may require an excessively large number of executions of such an algorithm, thus incurring a prohibitively large running time. We indicate that, quite often, the different edge weights reflect different combinations of some "raw" performance metrics (e.g., delay, cost). In such cases, there is an inherent dependency among the different weights of the same edge. This may well result in some similarity among the shortest routes, each of which being optimal with respect to a specific set of weights. In this study, we aim to exploit such similarity in order to improve the performance of the solution scheme. Specifically, we contemplate edge weights that are obtained through different linear combinations of some (``raw'') edge performance metrics. We establish and validate a novel algorithm that efficiently computes a shortest path for each set of edge weights. We demonstrate that, under reasonable assumptions, the algorithm significantly outperforms the standard approach. Similarly to the standard approach, the algorithm iteratively searches for routes, one per set of edge weights; however, instead of executing each iteration independently, it reduces the average running time by skillfully sharing information among the iterations.

cs.NI

LSQ: Load Balancing in Large-Scale Heterogeneous Systems with Multiple Dispatchers

Nowadays, the efficiency and even the feasibility of traditional load-balancing policies are challenged by the rapid growth of cloud infrastructure and the increasing levels of server heterogeneity. In such heterogeneous systems with many load-balancers, traditional solutions, such as JSQ, incur a prohibitively large communication overhead and detrimental incast effects due to herd behavior. Alternative low-communication policies, such as JSQ(d) and the recently proposed JIQ, are either unstable or provide poor performance. We introduce the Local Shortest Queue (LSQ) family of load balancing algorithms. In these algorithms, each dispatcher maintains its own, local, and possibly outdated view of the server queue lengths, and keeps using JSQ on its local view. A small communication overhead is used infrequently to update this local view. We formally prove that as long as the error in these local estimates of the server queue lengths is bounded in expectation, the entire system is strongly stable. Finally, in simulations, we show how simple and stable LSQ policies exhibit appealing performance and significantly outperform existing low-communication policies, while using an equivalent communication budget. In particular, our simple policies often outperform even JSQ due to their reduction of herd behavior. We further show how, by relying on smart servers (i.e., advanced pull-based communication), we can further improve performance and lower communication overhead.

cs.NI

RADE: Resource-Efficient Supervised Anomaly Detection Using Decision Tree-Based Ensemble Methods

Decision-tree-based ensemble classification methods (DTEMs) are a prevalent tool for supervised anomaly detection. However, due to the continued growth of datasets, DTEMs result in increasing drawbacks such as growing memory footprints, longer training times, and slower classification latencies at lower throughput. In this paper, we present, design, and evaluate RADE - a DTEM-based anomaly detection framework that augments standard DTEM classifiers and alleviates these drawbacks by relying on two observations: (1) we find that a small (coarse-grained) DTEM model is sufficient to classify the majority of the classification queries correctly, such that a classification is valid only if its corresponding confidence level is greater than or equal to a predetermined classification confidence threshold; (2) we find that in these fewer harder cases where our coarse-grained DTEM model results in insufficient confidence in its classification, we can improve it by forwarding the classification query to one of expert DTEM (fine-grained) models, which is explicitly trained for that particular case. We implement RADE in Python based on scikit-learn and evaluate it over different DTEM methods: RF, XGBoost, AdaBoost, GBDT and LightGBM, and over three publicly available datasets. Our evaluation over both a strong AWS EC2 instance and a Raspberry Pi 3 device indicates that RADE offers competitive and often superior anomaly detection capabilities as compared to standard DTEM methods, while significantly improving memory footprint (by up to 5.46x), training-time (by up to 17.2x), and classification latency (by up to 31.2x).

cs.LG

AnchorHash: A Scalable Consistent Hash

Consistent hashing (CH) is a central building block in many networking applications, from datacenter load-balancing to distributed storage. Unfortunately, state-of-the-art CH solutions cannot ensure full consistency under arbitrary changes and/or cannot scale while maintaining reasonable memory footprints and update times. We present AnchorHash, a scalable and fully-consistent hashing algorithm. AnchorHash achieves high key lookup rates, a low memory footprint, and low update times. We formally establish its strong theoretical guarantees, and present advanced implementations with a memory footprint of only a few bytes per resource. Moreover, extensive evaluations indicate that it outperforms state-of-the-art algorithms, and that it can scale on a single core to 100 million resources while still achieving a key lookup rate of more than 15 million keys per second.

cs.DS

Memento: Making Sliding Windows Efficient for Heavy Hitters

Cloud operators require real-time identification of Heavy Hitters (HH) and Hierarchical Heavy Hitters (HHH) for applications such as load balancing, traffic engineering, and attack mitigation. However, existing techniques are slow in detecting new heavy hitters. In this paper, we make the case for identifying heavy hitters through \textit{sliding windows}. Sliding windows detect heavy hitters quicker and more accurately than current methods, but to date had no practical algorithms. Accordingly, we introduce, design and analyze the \textit{Memento} family of sliding window algorithms for the HH and HHH problems in the single-device and network-wide settings. Using extensive evaluations, we show that our single-device solutions attain similar accuracy and are by up to $273\times$ faster than existing window-based techniques. Furthermore, we exemplify our network-wide HHH detection capabilities on a realistic testbed. To that end, we implemented Memento as an open-source extension to the popular HAProxy cloud load-balancer. In our evaluations, using an HTTP flood by 50 subnets, our network-wide approach detected the new subnets faster, and reduced the number of undetected flood requests by up to $37\times$ compared to the alternatives.

cs.NI

Offline and Online Models of Budget Allocation for Maximizing Influence Spread

The research of influence propagation in social networks via word-of-mouth processes has been given considerable attention in recent years. Arguably, the most fundamental problem in this domain is influence maximization, where the goal is to identify a seed set of individuals that can trigger a large cascade of influence in the network. While there has been significant progress regarding this problem and its variants, one basic shortcoming of the models is that they lack the flexibility in the way the budget is allocated to individuals. Indeed, budget allocation is a critical issue in advertising and viral marketing. Taking the other point of view, known models allowing flexible budget allocation do not take into account the influence spread in the network. We introduce a generalized model that captures both budgets and influence propagation simultaneously. For the offline setting, we identify a large family of budget-based propagation functions that admit tight approximation guarantee. This family extends most of the previously studied influence models, including the well-known Triggering model. We establish that any function in this family implies an instance of a monotone submodular function maximization over the integer lattice subject to a knapsack constraint. This problem is known to admit an optimal (1-1/e)-approximation. We also study the price of anarchy of the multi-player game that extends the model and establish tight results. For the online setting, in which an unknown subset of agents arrive in a random order and the algorithm needs to make an irrevocable budget allocation in each step, we develop a 1/(15e)-competitive algorithm. This setting extends the secretary problem, and its variant, the submodular knapsack secretary problem. Notably, our algorithm improves over the best known approximation for the latter problem, even though it applies to a more general setting.

cs.DS

Proxy Voting for Better Outcomes

We consider a social choice problem where only a small number of people out of a large population are sufficiently available or motivated to vote. A common solution to increase participation is to allow voters use a proxy, that is, transfer their voting rights to another voter. Considering social choice problems on metric spaces, we compare voting with and without the use of proxies to see which mechanism better approximates the optimal outcome, and characterize the regimes in which proxy voting is beneficial. When voters' opinions are located on an interval, both the median mechanism and the mean mechanism are substantially improved by proxy voting. When voters vote on many binary issues, proxy voting is better when the sample of active voters is too small to provide a good outcome. Our theoretical results extend to situations where available voters choose strategically whether to participate. We support our theoretical findings with empirical results showing substantial benefits of proxy voting on simulated and real preference data.

cs.GT

Coalitions in Routing Games: A Worst-Case Perspective

We investigate a routing game that allows for the creation of coalitions, within the framework of cooperative game theory. Specifically, we describe the cost of each coalition as its maximin value. This represents the performance that the coalition can guarantee itself, under any (including worst) conditions. We then investigate fundamental solution concepts of the considered cooperative game, namely the core and a variant of the min-max fair nucleolus. We consider two types of routing games based on the agents' Performance Objectives, namely bottleneck routing games and additive routing games. For bottleneck games we establish that the core includes all system-optimal flow profiles and that the nucleolus is system-optimal or disadvantageous for the smallest agent in the system. Moreover, we describe an interesting set of scenarios for which the nucleolus is always system-optimal. For additive games, we focus on the fundamental load balancing game of routing over parallel links. We establish that, in contrary to bottleneck games, not all system-optimal flow profiles lie in the core. However, we describe a specific system-optimal flow profile that does lie in the core and, under assumptions of symmetry, is equal to the nucleolus.

cs.NI

Tunable QoS-Aware Network Survivability

Coping with network failures has been recognized as an issue of major importance in terms of social security, stability and prosperity. It has become clear that current networking standards fall short of coping with the complex challenge of surviving failures. The need to address this challenge has become a focal point of networking research. In particular, the concept of \textbf{\emph{tunable survivability}} offers major performance improvements over traditional approaches. Indeed, while the traditional approach aims at providing full (100\%) protection against network failures through disjoint paths, it was realized that this requirement is too restrictive in practice. Tunable survivability provides a quantitative measure for specifying the desired level (0\%-100\%) of survivability and offers flexibility in the choice of the routing paths. Previous work focused on the simpler class of "bottleneck" criteria, such as bandwidth. In this study, we focus on the important and much more complex class of \emph{additive} criteria, such as delay and cost. First, we establish some (in part, counter-intuitive) properties of the optimal solution. Then, we establish efficient algorithmic schemes for optimizing the level of survivability under additive end-to-end QoS bounds. Subsequently, through extensive simulations, we show that, at the price of \emph{negligible} reduction in the level of survivability, a major improvement (up to a factor of $2$) is obtained in terms of end-to-end QoS performance. Finally, we exploit the above findings in the context of a network design problem, in which, for a given investment budget, we aim to improve the survivability of the network links.

cs.NI

Strategic Formation of Heterogeneous Networks

We establish a network formation game for the Internet's Autonomous System (AS) interconnection topology. The game includes different types of players, accounting for the heterogeneity of ASs in the Internet. In this network formation game, the utility of a player depends on the network structure, e.g., the distances between nodes and the cost of links. We also consider the case where utility (or monetary) transfers are allowed between the players. We incorporate reliability considerations in the player's utility function, and analyze static properties of the game as well as its dynamic evolution. We provide dynamic analysis of topological quantities, and explain the prevalence of some "network motifs" in the Internet graph. We assess our predictions with real-world data.

cs.GT

Establishing Multiple Survivable Connections (Extended Version)

We consider the establishment of connections in survivable networks, where each connection is allocated with a working (primary) path and a protection (backup) path. While many optimal solutions have been found for the establishment of a single connection, only heuristics have been proposed for the multi-connection case. We investigate the algorithmic tractability of multi-connection establishment problems, both in online and offline frameworks. First, we focus on the special case of two connections, and study the tractability of three variants of the problem. We show that only one variant is tractable, for which we establish an optimal solution of polynomial complexity. For the other variants, which are shown to be NP-hard, heuristic schemes are proposed. These heuristics are designed based on the insight gained from our study. Through simulations, we indicate the advantages of these heuristics over more straightforward alternatives. We extend our study to K connections, for a fixed K that is larger than 2. We prove the tractability of online and offline variants of the problem, in which sharing links along backup paths is allowed, and we establish corresponding optimal solutions. On the other hand, we show that, if the number of connections is not fixed (i.e., K is not O(1)), then the problem is, in general, NP-hard.

cs.NI

How Good is Bargained Routing?

In the context of networking, research has focused on non-cooperative games, where the selfish agents cannot reach a binding agreement on the way they would share the infrastructure. Many approaches have been proposed for mitigating the typically inefficient operating points. However, in a growing number of networking scenarios selfish agents are able to communicate and reach an agreement. Hence, the degradation of performance should be considered at an operating point of a cooperative game. Accordingly, our goal is to lay foundations for the application of cooperative game theory to fundamental problems in networking. We explain our choice of the Nash Bargaining Scheme (NBS) as the solution concept, and introduce the Price of Selfishness (PoS), which considers the degradation of performance at the worst NBS. We focus on the fundamental load balancing game of routing over parallel links. First, we consider agents with identical performance objectives. We show that, while the PoA here can be large, through bargaining, all agents, and the system, strictly improve their performance. Interestingly, in a two-agent system or when all agents have identical demands, we establish that they reach social optimality. We then consider agents with different performance objectives and demonstrate that the PoS and PoA can be unbounded, yet we explain why both measures are unsuitable. Accordingly, we introduce the Price of Heterogeneity (PoH), as an extension of the PoA. We establish an upper-bound on the PoH and indicate its further motivation for bargaining. Finally, we discuss network design guidelines that follow from our findings

cs.NI

Formation Games of Reliable Networks

We establish a network formation game for the Internet's Autonomous System (AS) interconnection topology. The game includes different types of players, accounting for the heterogeneity of ASs in the Internet. We incorporate reliability considerations in the player's utility function, and analyze static properties of the game as well as its dynamic evolution. We provide dynamic analysis of its topological quantities, and explain the prevalence of some "network motifs" in the Internet graph. We assess our predictions with real-world data.

cs.GT

Network Formation Games with Heterogeneous Players and the Internet Structure

We study the structure and evolution of the Internet's Autonomous System (AS) interconnection topology as a game with heterogeneous players. In this network formation game, the utility of a player depends on the network structure, e.g., the distances between nodes and the cost of links. We analyze static properties of the game, such as the prices of anarchy and stability and provide explicit results concerning the generated topologies. Furthermore, we discuss dynamic aspects, demonstrating linear convergence rate and showing that only a restricted subset of equilibria is feasible under realistic dynamics. We also consider the case where utility (or monetary) transfers are allowed between the players.

cs.GT