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Isaac Grosof

Publications and source records attributed to Isaac Grosof.

22 records · Page 2Linked to original sources

Load Balancing Guardrails: Keeping Your Heavy Traffic on the Road to Low Response Times

Load balancing systems, comprising a central dispatcher and a scheduling policy at each server, are widely used in practice, and their response time has been extensively studied in the theoretical literature. While much is known about the scenario where the scheduling at the servers is First-Come-First-Served (FCFS), to minimize mean response time we must use Shortest-Remaining-Processing-Time (SRPT) scheduling at the servers. Much less is known about dispatching polices when SRPT scheduling is used. Unfortunately, traditional dispatching policies that are used in practice in systems with FCFS servers often have poor performance in systems with SRPT servers. In this paper, we devise a simple fix that can be applied to any dispatching policy. This fix, called guardrails, ensures that the dispatching policy yields optimal mean response time under heavy traffic when used in a system with SRPT servers. Any dispatching policy, when augmented with guardrails, becomes heavy-traffic optimal. Our results yield the first analytical bounds on mean response time for load balancing systems with SRPT scheduling at the servers.

cs.PF

Computational Complexity of Motion Planning of a Robot through Simple Gadgets

We initiate a general theory for analyzing the complexity of motion planning of a single robot through a graph of "gadgets", each with their own state, set of locations, and allowed traversals between locations that can depend on and change the state. This type of setup is common to many robot motion planning hardness proofs. We characterize the complexity for a natural simple case: each gadget connects up to four locations in a perfect matching (but each direction can be traversable or not in the current state), has one or two states, every gadget traversal is immediately undoable, and that gadget locations are connected by an always-traversable forest, possibly restricted to avoid crossings in the plane. Specifically, we show that any single nontrivial four-location two-state gadget type is enough for motion planning to become PSPACE-complete, while any set of simpler gadgets (effectively two-location or one-state) has a polynomial-time motion planning algorithm. As a sample application, our results show that motion planning games with "spinners" are PSPACE-complete, establishing a new hard aspect of Zelda: Oracle of Seasons.

cs.CC

SRPT for Multiserver Systems

The Shortest Remaining Processing Time (SRPT) scheduling policy and its variants have been extensively studied in both theoretical and practical settings. While beautiful results are known for single-server SRPT, much less is known for multiserver SRPT. In particular, stochastic analysis of the M/G/k under multiserver SRPT is entirely open. Intuition suggests that multiserver SRPT should be optimal or near-optimal for minimizing mean response time. However, the only known analysis of multiserver SRPT is in the worst-case adversarial setting, where SRPT can be far from optimal. In this paper, we give the first stochastic analysis bounding mean response time of the M/G/k under multiserver SRPT. Using our response time bound, we show that multiserver SRPT has asymptotically optimal mean response time in the heavy-traffic limit. The key to our bounds is a strategic combination of stochastic and worst-case techniques. Beyond SRPT, we prove similar response time bounds and optimality results for several other multiserver scheduling policies.

cs.PF

Push-Pull Block Puzzles are Hard

This paper proves that push-pull block puzzles in 3D are PSPACE-complete to solve, and push-pull block puzzles in 2D with thin walls are NP-hard to solve, settling an open question by Zubaran and Ritt. Push-pull block puzzles are a type of recreational motion planning problem, similar to Sokoban, that involve moving a `robot' on a square grid with $1 \times 1$ obstacles. The obstacles cannot be traversed by the robot, but some can be pushed and pulled by the robot into adjacent squares. Thin walls prevent movement between two adjacent squares. This work follows in a long line of algorithms and complexity work on similar problems. The 2D push-pull block puzzle shows up in the video games Pukoban as well as The Legend of Zelda: A Link to the Past, giving another proof of hardness for the latter. This variant of block-pushing puzzles is of particular interest because of its connections to reversibility, since any action (e.g., push or pull) can be inverted by another valid action (e.g., pull or push).

cs.CC