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Gopal Pandurangan

Publications and source records attributed to Gopal Pandurangan.

At least 55 records · Page 3Linked to original sources

Distributed Computation of Mixing Time

The mixing time of a graph is an important metric, which is not only useful in analyzing connectivity and expansion properties of the network, but also serves as a key parameter in designing efficient algorithms. We present an efficient distributed algorithm for computing the mixing time of undirected graphs. Our algorithm estimates the mixing time $τ_s$ (with respect to a source node $s$) of any $n$-node undirected graph in $O(τ_s \log n)$ rounds. Our algorithm is based on random walks and require very little memory and use lightweight local computations, and work in the CONGEST model. Hence our algorithm is scalable under bandwidth constraints and can be an helpful building block in the design of topologically aware networks.

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Information Spreading in Dynamic Networks under Oblivious Adversaries

We study the problem of gossip in dynamic networks controlled by an adversary that can modify the network arbitrarily from one round to another, provided that the network is always connected. In the gossip problem, $n$ tokens are arbitrarily distributed among the $n$ network nodes, and the goal is to disseminate all the $n$ tokens to every node. Our focus is on token-forwarding algorithms, which do not manipulate tokens in any way other than storing, copying, and forwarding them. Gossip can be completed in linear time in any static network, but a basic open question for dynamic networks is the existence of a distributed protocol that can do significantly better than an easily achievable bound of $O(n^2)$ rounds. In previous work, it has been shown that under adaptive adversaries, every token forwarding algorithm requires $Ω(n^2/\log n)$ rounds. In this paper, we study oblivious adversaries, which differ from adaptive adversaries in one crucial aspect--- they are oblivious to random choices made by the protocol. We present an $\tildeΩ(n^{3/2})$ lower bound under an oblivious adversary for RANDDIFF, a natural algorithm in which neighbors exchange a token chosen uniformly at random from the difference of their token sets. We also present an $\tildeΩ(n^{4/3})$ bound under a stronger notion of oblivious adversary for symmetric knowledge-based algorithms. On the positive side, we present a centralized algorithm that completes gossip in $\tilde{O}(n^{3/2})$ rounds. We also show an $\tilde{O}(n^{5/3})$ upper bound for RANDDIFF in a restricted class of oblivious adversaries, which we call paths-respecting.

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Fast Distributed Algorithms for Connectivity and MST in Large Graphs

Motivated by the increasing need to understand the algorithmic foundations of distributed large-scale graph computations, we study a number of fundamental graph problems in a message-passing model for distributed computing where $k \geq 2$ machines jointly perform computations on graphs with $n$ nodes (typically, $n \gg k$). The input graph is assumed to be initially randomly partitioned among the $k$ machines, a common implementation in many real-world systems. Communication is point-to-point, and the goal is to minimize the number of communication rounds of the computation. Our main result is an (almost) optimal distributed randomized algorithm for graph connectivity. Our algorithm runs in $\tilde{O}(n/k^2)$ rounds ($\tilde{O}$ notation hides a $\poly\log(n)$ factor and an additive $\poly\log(n)$ term). This improves over the best previously known bound of $\tilde{O}(n/k)$ [Klauck et al., SODA 2015], and is optimal (up to a polylogarithmic factor) in view of an existing lower bound of $\tildeΩ(n/k^2)$. Our improved algorithm uses a bunch of techniques, including linear graph sketching, that prove useful in the design of efficient distributed graph algorithms. Using the connectivity algorithm as a building block, we then present fast randomized algorithms for computing minimum spanning trees, (approximate) min-cuts, and for many graph verification problems. All these algorithms take $\tilde{O}(n/k^2)$ rounds, and are optimal up to polylogarithmic factors. We also show an almost matching lower bound of $\tildeΩ(n/k^2)$ rounds for many graph verification problems by leveraging lower bounds in random-partition communication complexity.

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Checkpointing to minimize completion time for Inter-dependent Parallel Processes on Volunteer Grids

Volunteer computing is being used successfully for large scale scientific computations. This research is in the context of Volpex, a programming framework that supports communicating parallel processes in a volunteer environment. Redundancy and checkpointing are combined to ensure consistent forward progress with Volpex in this unique execution environment characterized by heterogeneous failure prone nodes and interdependent replicated processes. An important parameter for optimizing performance with Volpex is the frequency of checkpointing. The paper presents a mathematical model to minimize the completion time for inter-dependent parallel processes running in a volunteer environment by finding a suitable checkpoint interval. Validation is performed with a sample real world application running on a pool of distributed volunteer nodes. The results indicate that the performance with our predicted checkpoint interval is fairly close to the best performance obtained empirically by varying the checkpoint interval.

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Fast Distributed PageRank Computation

Over the last decade, PageRank has gained importance in a wide range of applications and domains, ever since it first proved to be effective in determining node importance in large graphs (and was a pioneering idea behind Google's search engine). In distributed computing alone, PageRank vector, or more generally random walk based quantities have been used for several different applications ranging from determining important nodes, load balancing, search, and identifying connectivity structures. Surprisingly, however, there has been little work towards designing provably efficient fully-distributed algorithms for computing PageRank. The difficulty is that traditional matrix-vector multiplication style iterative methods may not always adapt well to the distributed setting owing to communication bandwidth restrictions and convergence rates. In this paper, we present fast random walk-based distributed algorithms for computing PageRanks in general graphs and prove strong bounds on the round complexity. We first present a distributed algorithm that takes $O\big(\log n/\eps \big)$ rounds with high probability on any graph (directed or undirected), where $n$ is the network size and $\eps$ is the reset probability used in the PageRank computation (typically $\eps$ is a fixed constant). We then present a faster algorithm that takes $O\big(\sqrt{\log n}/\eps \big)$ rounds in undirected graphs. Both of the above algorithms are scalable, as each node sends only small ($\polylog n$) number of bits over each edge per round. To the best of our knowledge, these are the first fully distributed algorithms for computing PageRank vector with provably efficient running time.

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Stochastic Analysis of a Churn-Tolerant Structured Peer-to-Peer Scheme

We present and analyze a simple and general scheme to build a churn (fault)-tolerant structured Peer-to-Peer (P2P) network. Our scheme shows how to "convert" a static network into a dynamic distributed hash table(DHT)-based P2P network such that all the good properties of the static network are guaranteed with high probability (w.h.p). Applying our scheme to a cube-connected cycles network, for example, yields a $O(\log N)$ degree connected network, in which every search succeeds in $O(\log N)$ hops w.h.p., using $O(\log N)$ messages, where $N$ is the expected stable network size. Our scheme has an constant storage overhead (the number of nodes responsible for servicing a data item) and an $O(\log N)$ overhead (messages and time) per insertion and essentially no overhead for deletions. All these bounds are essentially optimal. While DHT schemes with similar guarantees are already known in the literature, this work is new in the following aspects: (1) It presents a rigorous mathematical analysis of the scheme under a general stochastic model of churn and shows the above guarantees; (2) The theoretical analysis is complemented by a simulation-based analysis that validates the asymptotic bounds even in moderately sized networks and also studies performance under changing stable network size; (3) The presented scheme seems especially suitable for maintaining dynamic structures under churn efficiently. In particular, we show that a spanning tree of low diameter can be efficiently maintained in constant time and logarithmic number of messages per insertion or deletion w.h.p. Keywords: P2P Network, DHT Scheme, Churn, Dynamic Spanning Tree, Stochastic Analysis.

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Distributed Symmetry Breaking in Hypergraphs

Fundamental local symmetry breaking problems such as Maximal Independent Set (MIS) and coloring have been recognized as important by the community, and studied extensively in (standard) graphs. In particular, fast (i.e., logarithmic run time) randomized algorithms are well-established for MIS and $Δ+1$-coloring in both the LOCAL and CONGEST distributed computing models. On the other hand, comparatively much less is known on the complexity of distributed symmetry breaking in {\em hypergraphs}. In particular, a key question is whether a fast (randomized) algorithm for MIS exists for hypergraphs. In this paper, we study the distributed complexity of symmetry breaking in hypergraphs by presenting distributed randomized algorithms for a variety of fundamental problems under a natural distributed computing model for hypergraphs. We first show that MIS in hypergraphs (of arbitrary dimension) can be solved in $O(\log^2 n)$ rounds ($n$ is the number of nodes of the hypergraph) in the LOCAL model. We then present a key result of this paper --- an $O(Δ^ε\text{polylog}(n))$-round hypergraph MIS algorithm in the CONGEST model where $Δ$ is the maximum node degree of the hypergraph and $ε> 0$ is any arbitrarily small constant. To demonstrate the usefulness of hypergraph MIS, we present applications of our hypergraph algorithm to solving problems in (standard) graphs. In particular, the hypergraph MIS yields fast distributed algorithms for the {\em balanced minimal dominating set} problem (left open in Harris et al. [ICALP 2013]) and the {\em minimal connected dominating set problem}. We also present distributed algorithms for coloring, maximal matching, and maximal clique in hypergraphs.

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Global Information Sharing under Network Dynamics

We study how to spread $k$ tokens of information to every node on an $n$-node dynamic network, the edges of which are changing at each round. This basic {\em gossip problem} can be completed in $O(n + k)$ rounds in any static network, and determining its complexity in dynamic networks is central to understanding the algorithmic limits and capabilities of various dynamic network models. Our focus is on token-forwarding algorithms, which do not manipulate tokens in any way other than storing, copying and forwarding them. We first consider the {\em strongly adaptive} adversary model where in each round, each node first chooses a token to broadcast to all its neighbors (without knowing who they are), and then an adversary chooses an arbitrary connected communication network for that round with the knowledge of the tokens chosen by each node. We show that $Ω(nk/\log n + n)$ rounds are needed for any randomized (centralized or distributed) token-forwarding algorithm to disseminate the $k$ tokens, thus resolving an open problem raised in~\cite{kuhn+lo:dynamic}. The bound applies to a wide class of initial token distributions, including those in which each token is held by exactly one node and {\em well-mixed} ones in which each node has each token independently with a constant probability. We also show several upper bounds in varying models.

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Distributed Agreement in Dynamic Peer-to-Peer Networks

Motivated by the need for robust and fast distributed computation in highly dynamic Peer-to-Peer (P2P) networks, we study algorithms for the fundamental distributed agreement problem. P2P networks are highly dynamic networks that experience heavy node {\em churn}. Our goal is to design fast algorithms (running in a small number of rounds) that guarantee, despite high node churn rate, that almost all nodes reach a stable agreement. Our main contributions are randomized distributed algorithms that guarantee {\em stable almost-everywhere agreement} with high probability even under high adversarial churn in a polylogarithmic number of rounds: 1. An $O(\log^2 n)$-round ($n$ is the stable network size) randomized algorithm that achieves almost-everywhere agreement with high probability under up to {\em linear} churn {\em per round} (i.e., $εn$, for some small constant $ε> 0$), assuming that the churn is controlled by an oblivious adversary (that has complete knowledge and control of what nodes join and leave and at what time and has unlimited computational power, but is oblivious to the random choices made by the algorithm). Our algorithm requires only polylogarithmic in $n$ bits to be processed and sent (per round) by each node. 2. An $O(\log m\log^3 n)$-round randomized algorithm that achieves almost-everywhere agreement with high probability under up to $ε\sqrt{n}$ churn per round (for some small $ε> 0$), where $m$ is the size of the input value domain, that works even under an adaptive adversary (that also knows the past random choices made by the algorithm). This algorithm requires up to polynomial in $n$ bits (and up to $O(\log m)$ bits) to be processed and sent (per round) by each node.

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Can Quantum Communication Speed Up Distributed Computation?

The focus of this paper is on {\em quantum distributed} computation, where we investigate whether quantum communication can help in {\em speeding up} distributed network algorithms. Our main result is that for certain fundamental network problems such as minimum spanning tree, minimum cut, and shortest paths, quantum communication {\em does not} help in substantially speeding up distributed algorithms for these problems compared to the classical setting. In order to obtain this result, we extend the technique of Das Sarma et al. [SICOMP 2012] to obtain a uniform approach to prove non-trivial lower bounds for quantum distributed algorithms for several graph optimization (both exact and approximate versions) as well as verification problems, some of which are new even in the classical setting, e.g. tight randomized lower bounds for Hamiltonian cycle and spanning tree verification, answering an open problem of Das Sarma et al., and a lower bound in terms of the weight aspect ratio, matching the upper bounds of Elkin [STOC 2004]. Our approach introduces the {\em Server model} and {\em Quantum Simulation Theorem} which together provide a connection between distributed algorithms and communication complexity. The Server model is the standard two-party communication complexity model augmented with additional power; yet, most of the hardness in the two-party model is carried over to this new model. The Quantum Simulation Theorem carries this hardness further to quantum distributed computing. Our techniques, except the proof of the hardness in the Server model, require very little knowledge in quantum computing, and this can help overcoming a usual impediment in proving bounds on quantum distributed algorithms.

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DEX: Self-healing Expanders

We present a fully-distributed self-healing algorithm DEX, that maintains a constant degree expander network in a dynamic setting. To the best of our knowledge, our algorithm provides the first efficient distributed construction of expanders --- whose expansion properties hold {\em deterministically} --- that works even under an all-powerful adaptive adversary that controls the dynamic changes to the network (the adversary has unlimited computational power and knowledge of the entire network state, can decide which nodes join and leave and at what time, and knows the past random choices made by the algorithm). Previous distributed expander constructions typically provide only {\em probabilistic} guarantees on the network expansion which {\em rapidly degrade} in a dynamic setting; in particular, the expansion properties can degrade even more rapidly under {\em adversarial} insertions and deletions. Our algorithm provides efficient maintenance and incurs a low overhead per insertion/deletion by an adaptive adversary: only $O(\log n)$ rounds and $O(\log n)$ messages are needed with high probability ($n$ is the number of nodes currently in the network). The algorithm requires only a constant number of topology changes. Moreover, our algorithm allows for an efficient implementation and maintenance of a distributed hash table (DHT) on top of DEX, with only a constant additional overhead. Our results are a step towards implementing efficient self-healing networks that have \emph{guaranteed} properties (constant bounded degree and expansion) despite dynamic changes.

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Distributed Computation of Sparse Cuts

Finding sparse cuts is an important tool in analyzing large-scale distributed networks such as the Internet and Peer-to-Peer networks, as well as large-scale graphs such as the web graph, online social communities, and VLSI circuits. In distributed communication networks, they are useful for topology maintenance and for designing better search and routing algorithms. In this paper, we focus on developing fast distributed algorithms for computing sparse cuts in networks. Given an undirected $n$-node network $G$ with conductance $ϕ$, the goal is to find a cut set whose conductance is close to $ϕ$. We present two distributed algorithms that find a cut set with sparsity $\tilde O(\sqrtϕ)$ ($\tilde{O}$ hides $\polylog{n}$ factors). Both our algorithms work in the CONGEST distributed computing model and output a cut of conductance at most $\tilde O(\sqrtϕ)$ with high probability, in $\tilde O(\frac{1}{b}(\frac{1}ϕ + n))$ rounds, where $b$ is balance of the cut of given conductance. In particular, to find a sparse cut of constant balance, our algorithms take $\tilde O(\frac{1}ϕ + n)$ rounds. Our algorithms can also be used to output a {\em local} cluster, i.e., a subset of vertices near a given source node, and whose conductance is within a quadratic factor of the best possible cluster around the specified node. Both our distributed algorithm can work without knowledge of the optimal $ϕ$ value and hence can be used to find approximate conductance values both globally and with respect to a given source node. We also give a lower bound on the time needed for any distributed algorithm to compute any non-trivial sparse cut --- any distributed approximation algorithm (for any non-trivial approximation ratio) for computing sparsest cut will take $\tilde Ω(\sqrt{n} + D)$ rounds, where $D$ is the diameter of the graph.

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Sublinear Bounds for Randomized Leader Election

This paper concerns {\em randomized} leader election in synchronous distributed networks. A distributed leader election algorithm is presented for complete $n$-node networks that runs in O(1) rounds and (with high probability) uses only $O(\sqrt{n}\log^{3/2} n)$ messages to elect a unique leader (with high probability). When considering the "explicit" variant of leader election where eventually every node knows the identity of the leader, our algorithm yields the asymptotically optimal bounds of O(1) rounds and O(n) messages. This algorithm is then extended to one solving leader election on any connected non-bipartite $n$-node graph $G$ in $O(τ(G))$ time and $O(τ(G)\sqrt{n}\log^{3/2} n)$ messages, where $τ(G)$ is the mixing time of a random walk on $G$. The above result implies highly efficient (sublinear running time and messages) leader election algorithms for networks with small mixing times, such as expanders and hypercubes. In contrast, previous leader election algorithms had at least linear message complexity even in complete graphs. Moreover, super-linear message lower bounds are known for time-efficient {\em deterministic} leader election algorithms. Finally, we present an almost matching lower bound for randomized leader election, showing that $Ω(\sqrt n)$ messages are needed for any leader election algorithm that succeeds with probability at least $1/e + \eps$, for any small constant $\eps > 0$. We view our results as a step towards understanding the randomized complexity ofleader election in distributed networks.

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Storage and Search in Dynamic Peer-to-Peer Networks

We study robust and efficient distributed algorithms for searching, storing, and maintaining data in dynamic Peer-to-Peer (P2P) networks. P2P networks are highly dynamic networks that experience heavy node churn (i.e., nodes join and leave the network continuously over time). Our goal is to guarantee, despite high node churn rate, that a large number of nodes in the network can store, retrieve, and maintain a large number of data items. Our main contributions are fast randomized distributed algorithms that guarantee the above with high probability (whp) even under high adversarial churn: 1. A randomized distributed search algorithm that (whp) guarantees that searches from as many as $n - o(n)$ nodes ($n$ is the stable network size) succeed in ${O}(\log n)$-rounds despite ${O}(n/\log^{1+δ} n)$ churn, for any small constant $δ> 0$, per round. We assume that the churn is controlled by an oblivious adversary (that has complete knowledge and control of what nodes join and leave and at what time, but is oblivious to the random choices made by the algorithm). 2. A storage and maintenance algorithm that guarantees (whp) data items can be efficiently stored (with only $Θ(\log{n})$ copies of each data item) and maintained in a dynamic P2P network with churn rate up to ${O}(n/\log^{1+δ} n)$ per round. Our search algorithm together with our storage and maintenance algorithm guarantees that as many as $n - o(n)$ nodes can efficiently store, maintain, and search even under ${O}(n/\log^{1+δ} n)$ churn per round. Our algorithms require only polylogarithmic in $n$ bits to be processed and sent (per round) by each node. To the best of our knowledge, our algorithms are the first-known, fully-distributed storage and search algorithms that provably work under highly dynamic settings (i.e., high churn rates per step).

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Distributed Random Walks

Performing random walks in networks is a fundamental primitive that has found applications in many areas of computer science, including distributed computing. In this paper, we focus on the problem of sampling random walks efficiently in a distributed network and its applications. Given bandwidth constraints, the goal is to minimize the number of rounds required to obtain random walk samples. All previous algorithms that compute a random walk sample of length $\ell$ as a subroutine always do so naively, i.e., in $O(\ell)$ rounds. The main contribution of this paper is a fast distributed algorithm for performing random walks. We present a sublinear time distributed algorithm for performing random walks whose time complexity is sublinear in the length of the walk. Our algorithm performs a random walk of length $\ell$ in $\tilde{O}(\sqrt{\ell D})$ rounds ($\tilde{O}$ hides $\polylog{n}$ factors where $n$ is the number of nodes in the network) with high probability on an undirected network, where $D$ is the diameter of the network. For small diameter graphs, this is a significant improvement over the naive $O(\ell)$ bound. Furthermore, our algorithm is optimal within a poly-logarithmic factor as there exists a matching lower bound [Nanongkai et al. PODC 2011]. We further extend our algorithms to efficiently perform $k$ independent random walks in $\tilde{O}(\sqrt{k\ell D} + k)$ rounds. We also show that our algorithm can be applied to speedup the more general Metropolis-Hastings sampling. Our random walk algorithms can be used to speed up distributed algorithms in applications that use random walks as a subroutine, such as computing a random spanning tree and estimating mixing time and related parameters. Our algorithm is fully decentralized and can serve as a building block in the design of topologically-aware networks.

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A Fast Distributed Approximation Algorithm for Minimum Spanning Trees in the SINR Model

A fundamental problem in wireless networks is the \emph{minimum spanning tree} (MST) problem: given a set $V$ of wireless nodes, compute a spanning tree $T$, so that the total cost of $T$ is minimized. In recent years, there has been a lot of interest in the physical interference model based on SINR constraints. Distributed algorithms are especially challenging in the SINR model, because of the non-locality of the model. In this paper, we develop a fast distributed approximation algorithm for MST construction in an SINR based distributed computing model. For an $n$-node network, our algorithm's running time is $O(D\log{n}+μ\log{n})$ and produces a spanning tree whose cost is within $O(\log n)$ times the optimal (MST cost), where $D$ denotes the diameter of the disk graph obtained by using the maximum possible transmission range, and $μ=\log{\frac{d_{max}}{d_{min}}}$ denotes the "distance diversity" w.r.t. the largest and smallest distances between two nodes. (When $\frac{d_{max}}{d_{min}}$ is $n$-polynomial, $μ= O(\log n)$.) Our algorithm's running time is essentially optimal (upto a logarithmic factor), since computing {\em any} spanning tree takes $Ω(D)$ time; thus our algorithm produces a low cost spanning tree in time only a logarithmic factor more than the time to compute a spanning tree. The distributed scheduling complexity of the spanning tree resulted from our algorithm is $O(μ\log n)$. Our algorithmic design techniques can be useful in designing efficient distributed algorithms for related "global" problems in wireless networks in the SINR model.

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Fast Distributed Computation in Dynamic Networks via Random Walks

The paper investigates efficient distributed computation in dynamic networks in which the network topology changes (arbitrarily) from round to round. Our first contribution is a rigorous framework for design and analysis of distributed random walk algorithms in dynamic networks. We then develop a fast distributed random walk based algorithm that runs in $\tilde{O}(\sqrt{τΦ})$ rounds (with high probability), where $τ$ is the dynamic mixing time and $Φ$ is the dynamic diameter of the network respectively, and returns a sample close to a suitably defined stationary distribution of the dynamic network. We also apply our fast random walk algorithm to devise fast distributed algorithms for two key problems, namely, information dissemination and decentralized computation of spectral properties in a dynamic network. Our next contribution is a fast distributed algorithm for the fundamental problem of information dissemination (also called as gossip) in a dynamic network. In gossip, or more generally, $k$-gossip, there are $k$ pieces of information (or tokens) that are initially present in some nodes and the problem is to disseminate the $k$ tokens to all nodes. We present a random-walk based algorithm that runs in $\tilde{O}(\min\{n^{1/3}k^{2/3}(τΦ)^{1/3}, nk\})$ rounds (with high probability). To the best of our knowledge, this is the first $o(nk)$-time fully-distributed token forwarding algorithm that improves over the previous-best $O(nk)$ round distributed algorithm [Kuhn et al., STOC 2010], although in an oblivious adversary model. Our final contribution is a simple and fast distributed algorithm for estimating the dynamic mixing time and related spectral properties of the underlying dynamic network.

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Discovery through Gossip

We study randomized gossip-based processes in dynamic networks that are motivated by discovery processes in large-scale distributed networks like peer-to-peer or social networks. A well-studied problem in peer-to-peer networks is the resource discovery problem. There, the goal for nodes (hosts with IP addresses) is to discover the IP addresses of all other hosts. In social networks, nodes (people) discover new nodes through exchanging contacts with their neighbors (friends). In both cases the discovery of new nodes changes the underlying network - new edges are added to the network - and the process continues in the changed network. Rigorously analyzing such dynamic (stochastic) processes with a continuously self-changing topology remains a challenging problem with obvious applications. This paper studies and analyzes two natural gossip-based discovery processes. In the push process, each node repeatedly chooses two random neighbors and puts them in contact (i.e., "pushes" their mutual information to each other). In the pull discovery process, each node repeatedly requests or "pulls" a random contact from a random neighbor. Both processes are lightweight, local, and naturally robust due to their randomization. Our main result is an almost-tight analysis of the time taken for these two randomized processes to converge. We show that in any undirected n-node graph both processes take O(n log^2 n) rounds to connect every node to all other nodes with high probability, whereas Omega(n log n) is a lower bound. In the directed case we give an O(n^2 log n) upper bound and an Omega(n^2) lower bound for strongly connected directed graphs. A key technical challenge that we overcome is the analysis of a randomized process that itself results in a constantly changing network which leads to complicated dependencies in every round.

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