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Denis Pankratov

Publications and source records attributed to Denis Pankratov.

At least 19 recordsLinked to original sources

Online Interval Selection on a Simple Chain

A set of intervals $I = \{ I_1, I_2, \dots, I_n \}$ forms a simple chain if, for every $2\leq i \leq n-1$, interval $I_i$ overlaps only with $I_{i-1}$ and $I_{i+1}$. We show that a deterministic memoryless one-directional revoking algorithm achieves a competitive ratio of $2(1 - 1/\sqrt{e}) \approx 0.786$ on the simple chain in the random order model, hence performs worse than the basic greedy algorithm without revoking that has a competitive ratio of $(1 - 1/e^2) \approx 0.864$, but better than any deterministic revoking algorithm in the adversarial model that has a competitive ratio of at most $0.75$. The proof of the latter also leads to a lower bound of $n/4$ for the advice complexity.

cs.DS

Online Drone Coverage of Targets on a Line

We study a problem of online targets coverage by a drone or a sensor that is equipped with a camera or an antenna of fixed half-angle of view $\alpha$. The targets to be monitored appear at arbitrary positions on a line barrier in an online manner. When a new target appears, the drone has to move to a location that covers the newly arrived target, as well as already existing targets. The objective is to design a coverage algorithm that optimizes the total length of the drone's trajectory. Our results are reported in terms of an algorithm's competitive ratio, i.e., the worst-case ratio (over all inputs) of its cost to that of an optimal offline algorithm. In terms of upper bounds, we present three online algorithms and prove bounds on their competitive ratios for every $\alpha \in [0, \pi/2]$. The best of them, called \FA is significantly better than the other two for $\pi/6 < \alpha < \pi/3$. In particular, for $\alpha=\pi/4$, its worst case, \FA has competitive ratio $1.25$, while the other two have competitive ratio $\sqrt{2}$. Finally, we prove a lower bound on the competitive ratio of online algorithms for a drone with half-angle $\alpha \in [0, \pi/4]$; this bound is a function of $\alpha$ that achieves its maximum value at $\alpha = \pi/4$ equal to $(1+\sqrt{2})/2 \approx 1.207$.

cs.DS

On the Online Weighted Non-Crossing Matching Problem

We introduce and study the weighted version of an online matching problem in the Euclidean plane with non-crossing constraints: points with non-negative weights arrive online, and an algorithm can match an arriving point to one of the unmatched previously arrived points. In the classic model, the decision on how to match (if at all) a newly arriving point is irrevocable. The goal is to maximize the total weight of matched points under the constraint that straight-line segments corresponding to the edges of the matching do not intersect. The unweighted version of the problem was introduced in the offline setting by Atallah in 1985, and this problem became a subject of study in the online setting with and without advice in several recent papers. We observe that deterministic online algorithms cannot guarantee a non-trivial competitive ratio for the weighted problem, but we give upper and lower bounds on the problem with bounded weights. In contrast to the deterministic case, we show that using randomization, a constant competitive ratio is possible for arbitrary weights. We also study other variants of the problem, including revocability and collinear points, both of which permit non-trivial online algorithms, and we give upper and lower bounds for the attainable competitive ratios. Finally, we prove an advice complexity bound for obtaining optimality, improving the best known bound.

cs.DS

Renting Servers for Multi-Parameter Jobs in the Cloud

We study the Renting Servers in the Cloud problem (RSiC) in multiple dimensions. In this problem, a sequence of multi-parameter jobs must be scheduled on servers that can be rented on-demand. Each job has an arrival time, a finishing time, and a multi-dimensional size vector that specifies its resource demands. Each server has a multi-dimensional capacity and jobs can be scheduled on a server as long as in each dimension the sum of sizes of jobs does not exceed the capacity of the server in that dimension. The goal is to minimize the total rental time of servers needed to process the job sequence. AF algorithms do not rent new servers to accommodate a job unless they have to. We introduce a sub-family of AF algorithms called monotone AF algorithms. We show this family have a tight competitive ratio of $Theta(d mu)$, where $d$ is the dimension of the problem and $mu$ is the ratio between the maximum and minimum duration of jobs in the input sequence. We also show that upper bounds for the RSiC problem obey the direct-sum property with respect to dimension $d$, that is we show how to transform $1$-dimensional algorithms for RSiC to work in the $d$-dimensional setting with competitive ratio scaling by a factor of $d$. As a corollary, we obtain an $O(d\sqrt{log mu})$ upper bound for $d$-dimensional clairvoyant RSiC. We also establish a lower bound of $\widetilde{Omega}(d mu)$ for both deterministic and randomized algorithms for $d$-dimensional non-clairvoyant RSiC, under the assumption that $mu \le log d - 2$. Lastly, we propose a natural greedy algorithm called Greedy. Greedy, is a clairvoyant algorithm belongs to the monotone AF family, achieves a competitive ratio of $Theta(d mu)$. Our experimental results indicate that Greedy performs better or matches all other existing algorithms, for almost all the settings of arrival rates and values of mu and $d$ that we implemented.

cs.DS

The En Route Truck-Drone Delivery Problem

We study the truck-drone cooperative delivery problem in a setting where a single truck carrying a drone travels at constant speed on a straight-line trajectory/street. Delivery to clients located in the plane and not on the truck's trajectory is performed by the drone, which has limited carrying capacity and flying range, and whose battery can be recharged when on the truck. We show that the problem of maximizing the number of deliveries is strongly NP-hard even in this simple setting. We present a 2-approximation algorithm for the problem, and an optimal algorithm for a non-trivial family of instances.

cs.DS

Temporal Separators with Deadlines

We study temporal analogues of the Unrestricted Vertex Separator problem from the static world. An $(s,z)$-temporal separator is a set of vertices whose removal disconnects vertex $s$ from vertex $z$ for every time step in a temporal graph. The $(s,z)$-Temporal Separator problem asks to find the minimum size of an $(s,z)$-temporal separator for the given temporal graph. We introduce a generalization of this problem called the $(s,z,t)$-Temporal Separator problem, where the goal is to find a smallest subset of vertices whose removal eliminates all temporal paths from $s$ to $z$ which take less than $t$ time steps. Let $\tau$ denote the number of time steps over which the temporal graph is defined (we consider discrete time steps). We characterize the set of parameters $\tau$ and $t$ when the problem is $\mathcal{NP}$-hard and when it is polynomial time solvable. Then we present a $\tau$-approximation algorithm for the $(s,z)$-Temporal Separator problem and convert it to a $\tau^2$-approximation algorithm for the $(s,z,t)$-Temporal Separator problem. We also present an inapproximability lower bound of $\Omega(\ln(n) + \ln(\tau))$ for the $(s,z,t)$-Temporal Separator problem assuming that $\mathcal{NP}\not\subset\mbox{\sc Dtime}(n^{\log\log n})$. Then we consider three special families of graphs: (1) graphs of branchwidth at most $2$, (2) graphs $G$ such that the removal of $s$ and $z$ leaves a tree, and (3) graphs of bounded pathwidth. We present polynomial-time algorithms to find a minimum $(s,z,t)$-temporal separator for (1) and (2). As for (3), we show a polynomial-time reduction from the Discrete Segment Covering problem with bounded-length segments to the $(s,z,t)$-Temporal Separator problem where the temporal graph has bounded pathwidth.

cs.DS

Online Vector Bin Packing and Hypergraph Coloring Illuminated: Simpler Proofs and New Connections

This paper studies the online vector bin packing (OVBP) problem and the related problem of online hypergraph coloring (OHC). Firstly, we use a double counting argument to prove an upper bound of the competitive ratio of $FirstFit$ for OVBP. Our proof is conceptually simple, and strengthens the result in Azar et. al. by removing the dependency on the bin size parameter. Secondly, we introduce a notion of an online incidence matrix that is defined for every instance of OHC. Using this notion, we provide a reduction from OHC to OVBP, which allows us to carry known lower bounds of the competitive ratio of algorithms for OHC to OVBP. Our approach significantly simplifies the previous argument from Azar et. al. that relied on using intricate graph structures. In addition, we slightly improve their lower bounds. Lastly, we establish a tight bound of the competitive ratio of algorithms for OHC, where input is restricted to be a hypertree, thus resolving a conjecture in Nagy-Gyorgy et. al. The crux of this proof lies in solving a certain combinatorial partition problem about multi-family of subsets, which might be of independent interest.

cs.DS

Advice Complexity of Online Non-Crossing Matching

We study online matching in the Euclidean $2$-dimesional plane with non-crossing constraint. The offline version was introduced by Atallah in 1985 and the online version was introduced and studied more recently by Bose et al. The input to the problem consists of a sequence of points, and upon arrival of a point an algorithm can match it with a previously unmatched point provided that line segments corresponding to the matched edges do not intersect. The decisions are irrevocable, and while an optimal offline solution always matches all the points, an online algorithm cannot match all the points in the worst case, unless it is given some side information, i.e., advice. We study two versions of this problem -- monomchromatic (MNM) and bichromatic (BNM). We show that advice complexity of solving BNM optimally on a circle (or, more generally, on inputs in a convex position) is tightly bounded by the logarithm of the $n^\text{th}$ Catalan number from above and below. This result corrects the previous claim of Bose et al. that the advice complexity is $\log(n!)$. At the heart of the result is a connection between non-crossing constraint in online inputs and $231$-avoiding property of permutations of $n$ elements We also show a lower bound of $n/3-1$ and an upper bound of $3n$ on the advice complexity for MNM on a plane. This gives an exponential improvement over the previously best known lower bound and an improvement in the constant of the leading term in the upper bound. In addition, we establish a lower bound of $\fracα{2}\infdiv{\frac{2(1-α)}α}{1/4}n$ on the advice complexity for achieving competitive ratio $α$ for MNM on a circle. Standard tools from advice complexity, such as partition trees and reductions from string guessing problem, do not seem to apply to MNM/BNM, so we have to design our lower bounds from first principles.

cs.CG

Maximum Weight Convex Polytope

We study the maximum weight convex polytope problem, in which the goal is to find a convex polytope maximizing the total weight of enclosed points. Prior to this work, the only known result for this problem was an $O(n^3)$ algorithm for the case of $2$ dimensions due to Bautista et al. We show that the problem becomes $\mathcal{NP}$-hard to solve exactly in $3$ dimensions, and $\mathcal{NP}$-hard to approximate within $n^{1/2-ε}$ for any $ε> 0$ in $4$ or more dimensions. %\polyAPX-complete in $4$ dimensions even with binary weights. We also give a new algorithm for $2$ dimensions, albeit with the same $O(n^3)$ running time complexity as that of the algorithm of Bautsita et al.

cs.CG

Advice Complexity of Adaptive Priority Algorithms

The priority model was introduced to capture "greedy-like" algorithms. Motivated by the success of advice complexity in the area of online algorithms, the fixed priority model was extended to include advice, and a reduction-based framework was developed for proving lower bounds on the amount of advice required to achieve certain approximation ratios in this rather powerful model. To capture most of the algorithms that are considered greedy-like, the even stronger model of adaptive priority algorithms is needed. We extend the adaptive priority model to include advice. We modify the reduction-based framework from the fixed priority case to work with the more powerful adaptive priority algorithms, simplifying the proof of correctness and strengthening all previous lower bounds by a factor of two in the process. We also present a purely combinatorial adaptive priority algorithm with advice for Minimum Vertex Cover on triangle-free graphs of maximum degree three. Our algorithm achieves optimality and uses at most 7n/22 bits of advice. No adaptive priority algorithm without advice can achieve optimality without advice, and we prove that an online algorithm with advice needs more than 7n/22 bits of advice to reach optimality. We show connections between exact algorithms and priority algorithms with advice. The branching in branch-and-reduce algorithms can be seen as trying all possible advice strings, and all priority algorithms with advice that achieve optimality define corresponding exact algorithms, priority exact algorithms. Lower bounds on advice-based adaptive algorithms imply lower bounds on running times of exact algorithms designed in this way.

cs.DS

Group Evacuation on a Line by Agents with Different Communication Abilities

We consider evacuation of a group of $n \geq 2$ autonomous mobile agents (or robots) from an unknown exit on an infinite line. The agents are initially placed at the origin of the line and can move with any speed up to the maximum speed $1$ in any direction they wish and they all can communicate when they are co-located. However, the agents have different wireless communication abilities: while some are fully wireless and can send and receive messages at any distance, a subset of the agents are senders, they can only transmit messages wirelessly, and the rest are receivers, they can only receive messages wirelessly. The agents start at the same time and their communication abilities are known to each other from the start. Starting at the origin of the line, the goal of the agents is to collectively find a target/exit at an unknown location on the line while minimizing the evacuation time, defined as the time when the last agent reaches the target. We investigate the impact of such a mixed communication model on evacuation time on an infinite line for a group of cooperating agents. In particular, we provide evacuation algorithms and analyze the resulting competitive ratio ($CR$) of the evacuation time for such a group of agents. If the group has two agents of two different types, we give an optimal evacuation algorithm with competitive ratio $CR=3+2 \sqrt{2}$. If there is a single sender or fully wireless agent, and multiple receivers we prove that $CR \in [2+\sqrt{5},5]$, and if there are multiple senders and a single receiver or fully wireless agent, we show that $CR \in [3,5.681319]$. Any group consisting of only senders or only receivers requires competitive ratio 9, and any other combination of agents has competitive ratio 3.

cs.DS

Renting Servers in the Cloud: The Case of Equal Duration Jobs

Renting servers in the cloud is a generalization of the bin packing problem, motivated by job allocation to servers in cloud computing applications. Jobs arrive in an online manner, and need to be assigned to servers; their duration and size are known at the time of arrival. There is an infinite supply of identical servers, each having one unit of computational capacity per unit of time. A server can be rented at any time and continues to be rented until all jobs assigned to it finish. The cost of an assignment is the sum of durations of rental periods of all servers. The goal is to assign jobs to servers to minimize the overall cost while satisfying server capacity constraints. We focus on analyzing two natural algorithms, NextFit and FirstFit, for the case of jobs of equal duration. It is known that the competitive ratio of NextFit and FirstFit are at most 3 and 4 respectively for this case. We prove a tight bound of 2 on the competitive ratio of NextFit. For FirstFit, we establish a lower bound of 2.519 on the competitive ratio, even when jobs have only two distinct arrival times. For the case when jobs have arrival times 0 and 1 and duration 2, we show a lower bound of 1.89 and an upper bound of 2 on the strict competitive ratio of FirstFit. Finally, using the weight function technique, we obtain stronger results for the case of uniform servers.

cs.DS

Online Domination: The Value of Getting to Know All your Neighbors

We study the dominating set problem in an online setting. An algorithm is required to guarantee competitiveness against an adversary that reveals the input graph one node at a time. When a node is revealed, the algorithm learns about the entire neighborhood of the node (including those nodes that have not yet been revealed). Furthermore, the adversary is required to keep the revealed portion of the graph connected at all times. We present an algorithm that achieves 2-competitiveness on trees and prove that this competitive ratio cannot be improved by any other algorithm. We also present algorithms that achieve 2.5-competitiveness on cactus graphs, $(t-1)$-competitiveness on $K_{1,t}$-free graphs, and $Θ(\sqrtΔ)$ for maximum degree $Δ$ graphs. We show that all of those competitive ratios are tight. Then, we study several more general classes of graphs, such as threshold, bipartite planar, and series-parallel graphs, and show that they do not admit competitive algorithms (that is, when competitive ratio is independent of the input size). Previously, the dominating set problem was considered in a slightly different input model, where a vertex is revealed alongside its restricted neighborhood: those neighbors that are among already revealed vertices. Thus, conceptually, our results quantify the value of knowing the entire neighborhood at the time a vertex is revealed as compared to the restricted neighborhood. For instance, it was known in the restricted neighborhood model that 3-competitiveness is optimal for trees, whereas knowing the neighbors allows us to improve it to 2-competitiveness.

cs.DS

The Bike Sharing Problem

Assume that $m \geq 1$ autonomous mobile agents and $0 \leq b \leq m$ single-agent transportation devices (called {\em bikes}) are initially placed at the left endpoint $0$ of the unit interval $[0,1]$. The agents are identical in capability and can move at speed one. The bikes cannot move on their own, but any agent riding bike $i$ can move at speed $v_i > 1$. An agent may ride at most one bike at a time. The agents can cooperate by sharing the bikes; an agent can ride a bike for a time, then drop it to be used by another agent, and possibly switch to a different bike. We study two problems. In the \BS problem, we require all agents and bikes starting at the left endpoint of the interval to reach the end of the interval as soon as possible. In the \RBS problem, we aim to minimize the arrival time of the agents; the bikes can be used to increase the average speed of the agents, but are not required to reach the end of the interval. Our main result is the construction of a polynomial time algorithm for the \BS problem that creates an arrival-time optimal schedule for travellers and bikes to travel across the interval. For the \RBS problem, we give an algorithm that gives an optimal solution for the case when at most one of the bikes can be abandoned.

cs.DS

Online Coloring and a New Type of Adversary for Online Graph Problems

We introduce a new type of adversary for online graph problems. The new adversary is parameterized by a single integer $κ$, which upper bounds the number of connected components that the adversary can use at any time during the presentation of the online graph $G$. We call this adversary "$κ$ components bounded", or $κ$-CB for short. On one hand, this adversary is restricted compared to the classical adversary because of the $κ$-CB constraint. On the other hand, we seek competitive ratios parameterized only by $κ$ with no dependence on the input length $n$, thereby giving the new adversary power to use arbitrarily large inputs. We study online coloring under the $κ$-CB adversary. We obtain finer analysis of the existing algorithms $FirstFit$ and $CBIP$ by computing their competitive ratios on trees and bipartite graphs under the new adversary. Surprisingly, $FirstFit$ outperforms $CBIP$ on trees. When it comes to bipartite graphs $FirstFit$ is no longer competitive under the new adversary, while $CBIP$ uses at most $2κ$ colors. We also study several well known classes of graphs, such as $3$-colorable, $C_k$-free, $d$-inductive, planar, and bounded treewidth, with respect to online coloring under the $κ$-CB adversary. We demonstrate that the extra adversarial power of unbounded input length outweighs the restriction on the number of connected components leading to non existence of competitive algorithms for these classes.

cs.DS

Exploration of High-Dimensional Grids by Finite State Machines

We consider the problem of finding a treasure at an unknown point of an $n$-dimensional infinite grid, $n\geq 3$, by initially collocated finite state agents (scouts/robots). Recently, the problem has been well characterized for 2 dimensions for deterministic as well as randomized agents, both in synchronous and semi-synchronous models. It has been conjectured that $n+1$ randomized agents are necessary to solve this problem in the $n$-dimensional grid. In this paper we disprove the conjecture in a strong sense: we show that three randomized synchronous agents suffice to explore an $n$-dimensional grid for any $n$. Our algorithm is optimal in terms of the number of the agents. Our key insight is that a constant number of finite state machine agents can, by their positions and movements, implement a stack, which can store the path being explored. We also show how to implement our algorithm using: four randomized semi-synchronous agents; four deterministic synchronous agents; or five deterministic semi-synchronous agents. We give a different algorithm that uses $4$ deterministic semi-synchronous agents for the $3$-dimensional grid. This is provably optimal, and surprisingly, matches the result for $2$ dimensions. For $n\geq 4$, the time complexity of the solutions mentioned above is exponential in distance $D$ of the treasure from the starting point of the agents. We show that in the deterministic case, one additional agent brings the time down to a polynomial. Finally, we focus on algorithms that never venture much beyond the distance $D$. We describe an algorithm that uses $O(\sqrt{n})$ semi-synchronous deterministic agents that never go beyond $2D$, as well as show that any algorithm using $3$ synchronous deterministic agents in $3$ dimensions must travel beyond $Ω(D^{3/2})$ from the origin.

cs.MA

An Experimental Study of Algorithms for Online Bipartite Matching

We perform an experimental study of algorithms for online bipartite matching under the known i.i.d. input model with integral types. In the last decade, there has been substantial effort in designing complex algorithms with the goal of improving worst-case approximation ratios. Our goal is to determine how these algorithms perform on more practical instances rather than worst-case instances. In particular, we are interested in whether the ranking of the algorithms by their worst-case performance is consistent with the ranking of the algorithms by their average-case/practical performance. We are also interested in whether preprocessing times and implementation difficulties that are introduced by these algorithms are justified in practice. To that end we evaluate these algorithms on different random inputs as well as real-life instances obtained from publicly available repositories. We compare these algorithms against several simple greedy-style algorithms. Most of the complex algorithms in the literature are presented as being non-greedy (i.e., an algorithm can intentionally skip matching a node that has available neighbors) to simplify the analysis. Every such algorithm can be turned into a greedy one without hurting its worst-case performance. On our benchmarks, non-greedy versions of these algorithms perform much worse than their greedy versions. Greedy versions perform about as well as the simplest greedy algorithm by itself. This, together with our other findings, suggests that simplest greedy algorithms are competitive with the state-of-the-art worst-case algorithms for online bipartite matching on many average-case and practical input families. Greediness is by far the most important property of online algorithms for bipartite matching.

cs.DS

Advice Complexity of Priority Algorithms

The priority model of "greedy-like" algorithms was introduced by Borodin, Nielsen, and Rackoff in 2002. We augment this model by allowing priority algorithms to have access to advice, i.e., side information precomputed by an all-powerful oracle. Obtaining lower bounds in the priority model without advice can be challenging and may involve intricate adversary arguments. Since the priority model with advice is even more powerful, obtaining lower bounds presents additional difficulties. We sidestep these difficulties by developing a general framework of reductions which makes lower bound proofs relatively straightforward and routine. We start by introducing the Pair Matching problem, for which we are able to prove strong lower bounds in the priority model with advice. We develop a template for constructing a reduction from Pair Matching to other problems in the priority model with advice -- this part is technically challenging since the reduction needs to define a valid priority function for Pair Matching while respecting the priority function for the other problem. Finally, we apply the template to obtain lower bounds for a number of standard discrete optimization problems.

cs.DS