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David Naori

Publications and source records attributed to David Naori.

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Dynamic Edge Coloring of Forests

In the \emph{dynamic edge coloring} problem, one has to maintain a graph of maximum degree $\Delta$ with at most $\Delta+c$ colors, under edge updates. A prominent objective is to minimize the \emph{recourse}, namely the number of edges that are recolored. We study this problem on forests, arguably the simplest graph class that already captures much of the complexity of the problem. We consider both the \emph{incremental} model, where edges are only inserted and the \emph{fully dynamic} model where edges may also be deleted. In the deterministic setting, we focus on the natural greedy algorithm. We show that it achieves $O(\frac{1}{c + \sqrt{\Delta}})$ amortized recourse in the incremental model, and that this is tight up to tie-breaking. In contrast, in a fully dynamic forest, greedy can be forced to have $\Omega(\log_\Delta n)$ amortized recourse. To partially overcome this limitation of greedy within the deterministic setting, we give an optimal non-greedy algorithm with $O(1)$ amortized recourse for \emph{rooted} fully dynamic forests and $c=\Delta-2$. In the randomized setting, we give a natural distribution-maintaining algorithm. In the incremental model, it achieves $\Theta(\frac{1}{\Delta})$ expected amortized recourse, and we show that this is optimal for every constant $c$. In the fully dynamic model, the same algorithm achieves $\Theta(\min \{ \frac{\Delta}{c}, \log_{\Delta} n \})$ expected recourse for $c > 0$, and $\Theta(\log_{\Delta} n)$ for $c = 0$. We show that this is optimal for $c = 0$, and prove an $\Omega(1)$ lower bound for every constant $c$.

cs.DS

Almost Tight Bounds for Online Facility Location in the Random-Order Model

We study the online facility location problem with uniform facility costs in the random-order model. Meyerson's algorithm [FOCS'01] is arguably the most natural and simple online algorithm for the problem with several advantages and appealing properties. Its analysis in the random-order model is one of the cornerstones of random-order analysis beyond the secretary problem. Meyerson's algorithm was shown to be (asymptotically) optimal in the standard worst-case adversarial-order model and $8$-competitive in the random order model. While this bound in the random-order model is the long-standing state-of-the-art, it is not known to be tight, and the true competitive-ratio of Meyerson's algorithm remained an open question for more than two decades. We resolve this question and prove tight bounds on the competitive-ratio of Meyerson's algorithm in the random-order model, showing that it is exactly $4$-competitive. Following our tight analysis, we introduce a generic parameterized version of Meyerson's algorithm that retains all the advantages of the original version. We show that the best algorithm in this family is exactly $3$-competitive. On the other hand, we show that no online algorithm for this problem can achieve a competitive-ratio better than $2$. Finally, we prove that the algorithms in this family are robust to partial adversarial arrival orders.

cs.DS

Online Weighted Matching with a Sample

We study the greedy-based online algorithm for edge-weighted matching with (one-sided) vertex arrivals in bipartite graphs, and edge arrivals in general graphs. This algorithm was first studied more than a decade ago by Korula and Pál for the bipartite case in the random-order model. While the weighted bipartite matching problem is solved in the random-order model, this is not the case in recent and exciting online models in which the online player is provided with a sample, and the arrival order is adversarial. The greedy-based algorithm is arguably the most natural and practical algorithm to be applied in these models. Despite its simplicity and appeal, and despite being studied in multiple works, the greedy-based algorithm was not fully understood in any of the studied online models, and its actual performance remained an open question for more than a decade. We provide a thorough analysis of the greedy-based algorithm in several online models. For vertex arrivals in bipartite graphs, we characterize the exact competitive-ratio of this algorithm in the random-order model, for any arrival order of the vertices subsequent to the sampling phase (adversarial and random orders in particular). We use it to derive tight analysis in the recent adversarial-order model with a sample (AOS model) for any sample size, providing the first result in this model beyond the simple secretary problem. Then, we generalize and strengthen the black box method of converting results in the random-order model to single-sample prophet inequalities, and use it to derive the state-of-the-art single-sample prophet inequality for the problem. Finally, we use our new techniques to analyze the greedy-based algorithm for edge arrivals in general graphs and derive results in all the mentioned online models. In this case as well, we improve upon the state-of-the-art single-sample prophet inequality.

cs.DS

Answer Identification in Collaborative Organizational Group Chat

We present a simple unsupervised approach for answer identification in organizational group chat. In recent years, organizational group chat is on the rise enabling asynchronous text-based collaboration between co-workers in different locations and time zones. Finding answers to questions is often critical for work efficiency. However, group chat is characterized by intertwined conversations and 'always on' availability, making it hard for users to pinpoint answers to questions they care about in real-time or search for answers in retrospective. In addition, structural and lexical characteristics differ between chat groups, making it hard to find a 'one model fits all' approach. Our Kernel Density Estimation (KDE) based clustering approach termed Ans-Chat implicitly learns discussion patterns as a means for answer identification, thus eliminating the need to channel-specific tagging. Empirical evaluation shows that this solution outperforms other approached.

cs.CL

Competitive Analysis with a Sample and the Secretary Problem

We extend the standard online worst-case model to accommodate past experience which is available to the online player in many practical scenarios. We do this by revealing a random sample of the adversarial input to the online player ahead of time. The online player competes with the expected optimal value on the part of the input that arrives online. Our model bridges between existing online stochastic models (e.g., items are drawn i.i.d. from a distribution) and the online worst-case model. We also extend in a similar manner (by revealing a sample) the online random-order model. We study the classical secretary problem in our new models. In the worst-case model we present a simple online algorithm with optimal competitive-ratio for any sample size. In the random-order model, we also give a simple online algorithm with an almost tight competitive-ratio for small sample sizes. Interestingly, we prove that for a large enough sample, no algorithm can be simultaneously optimal both in the worst-cast and random-order models.

cs.DS

Online Multidimensional Packing Problems in the Random-Order Model

We study online multidimensional variants of the generalized assignment problem which are used to model prominent real-world applications, such as the assignment of virtual machines with multiple resource requirements to physical infrastructure in cloud computing. These problems can be seen as an extension of the well known secretary problem and thus the standard online worst-case model cannot provide any performance guarantee. The prevailing model in this case is the random-order model, which provides a useful realistic and robust alternative. Using this model, we study the $d$-dimensional generalized assignment problem, where we introduce a novel technique that achieves an $O(d)$-competitive algorithms and prove a matching lower bound of $Ω(d)$. Furthermore, our algorithm improves upon the best-known competitive-ratio for the online (one-dimensional) generalized assignment problem and the online knapsack problem.

cs.DS