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Julien Dallot

Publications and source records attributed to Julien Dallot.

10 recordsLinked to original sources

Resilient Byzantine Agreement with Predictions

This paper studies the Byzantine Agreement problem where the nodes have access to a predictor that flags nodes for suspicion of faulty (Byzantine) behavior. We focus on algorithmic resilience -- the maximum number of faulty nodes an algorithm can tolerate -- and present algorithms and impossibility results whose resilience depend on the accuracy of the predictor. As our first main result, we bring a complete characterization of the consistency--robustness trade-offs in both the non-authenticated and authenticated settings: for $n$ nodes and a parameter $\alpha \in [0, 1]$, we present algorithms that tolerate up to $\alpha \cdot n$ faulty nodes when the predictor is correct (consistency), and up to $\frac{1-\alpha}{2} \cdot n - 1$ faulty nodes when the predictor is arbitrarily wrong (robustness); in the authenticated setting the robustness bound improves to $(1-\alpha) \cdot n - 1$. These trade-offs are exactly tight as we show that one additional faulty node renders the problem impossible. Our second main result characterizes smoothness: the rate at which resilience degrades as the predictor becomes less accurate. We show that resilience linearly decreases in the number of wrong predictions as long as that number stays within a constant fraction of $n$. Concretely, in the non-authenticated setting each additional wrong prediction loses one unit of resilience, whereas in the authenticated setting the decline is halved since two wrong predictions are needed to lose one unit of resilience.

cs.DC

Ranking Opinions with Few States in Population Protocols

Population protocols are a model of distributed computing where $n$ agents, each a simple finite-state machine, interact in pairs to solve a common task against a (adversarial) interaction scheduler. This model was intensively studied in recent years; in particular, the problem of relative majority received much attention: Each agent starts with an input opinion (or color) out of $k$ possibilities, and the goal is for each agent to eventually output the color with the largest support in the population. Before our work, the state complexity (the minimum number of states required per agent) was only known to be between $\Omega(k^2)$ and $O(k^{7})$. Our main contribution is a population protocol that solves the relative majority problem with $k^3$ states. We achieve this result with a new protocol called CIRCLES. While prior approaches in the literature relied on duels of agents to find the majority color -- an approach that proved effective for the case with two colors -- CIRCLES partitions the agents into circular linked lists of decreasing sizes, with the property that no two agents with the same initial color lie in the same circle. We show that CIRCLES always correctly computes the desired structure against the most adversarial of schedulers (weakly fair). We then show that a trivial extension of CIRCLES solves the relative majority problem. We extend our protocol to handle various tie-breaking mechanisms or to support the case where the agents do not share a prior ordering of the colors. Finally, we show that a modification of CIRCLES solves the ranking problem with $2 \cdot k^4$ states, where each agent must output the rank of its initial color in the population.

cs.DC

Online Graph Embedding in Star Graphs

Graph embedding is a fundamental problem of mapping nodes of a guest graph into a host graph while minimizing the distance distortion, with broad applications, including virtual network embeddings into physical topologies, VLSI design, or community detection in social networks. However, in many real-world applications the guest graph changes over time and the embedding can adapt to these changes (e.g. virtual machine migration in network embeddings). Static embeddings are inherently inefficient in comparison to adaptive embeddings, but it remains an unresolved algorithmic challenge to design efficient embedding algorithms that adapt to the demand on-the-fly, i.e., that are online. In this paper, we derive optimal deterministic and randomized online algorithms for the online graph embedding problem in star host graphs. This is an essential building block on the way to design algorithms for more complex host graphs, representing a single node and its neighborhood. We start by presenting a $1.5$-competitive deterministic algorithm and showing that no deterministic algorithm can perform better. Our main contribution is a randomized algorithm that achieves a significantly better competitive ratio of $11/9 \approx 1.222$. Both the deterministic and the randomized algorithms are optimal, which we prove by deriving tight lower bounds for the competitiveness of any algorithm.

cs.DS

Competitive Transaction Admission in PCNs: Online Knapsack with Positive and Negative Items

Payment channel networks (PCNs) are a promising approach to making cryptocurrency transactions faster and more scalable. At their core, PCNs bypass the blockchain by routing transactions through intermediary channels. However, a channel can forward a transaction only if it has the necessary funds: the problem of keeping the channels balanced is a current bottleneck for the PCN's transaction throughput. This paper considers the problem of maximizing the number of transactions accepted by a channel in a PCN. Previous works either considered the associated optimization problem with all transactions known in advance or developed heuristics tested on particular transaction datasets. This work, however, considers the problem in its purely online form where the transactions are arbitrary and revealed one after the other. We show that the problem can be modeled as a new online knapsack variant where the items (transaction proposals) can be either positive or negative depending on the direction of the transaction. The main contribution of this paper is a deterministic online algorithm that is $O(\log B)$-competitive, where $B$ is the knapsack capacity (maximum allowed channel balance). We complement this result with an asymptotically matching lower bound of $\Omega(\log B)$ which holds for any randomized algorithm, demonstrating our algorithm's optimality.

cs.DS

Online Algorithms with Unreliable Guidance

This paper introduces online algorithms with unreliable guidance (OAG), a model for ML-augmented online decision-making that cleanly separates the predictive and algorithmic components, thus offering a single, well-defined analysis framework that depends only on the problem at hand. Formulated through the lens of request-answer games, the OAG model brings multiple concepts (predictions from the answer space, guide, anytime competitiveness) which enable learning-augmented algorithms to be analyzed independently of predictor-specific choices - such as prediction semantics, error functions, or probing strategies - that would otherwise restrict the algorithm's generality and applicability. The clean framework of the OAG model allows to build the first generic compiler, the drop-or-trust-blindly (DTB) compiler, that turns almost any standard, prediction-free online algorithm into a learning-augmented one. Although simple, we show that the DTB compiler produces new learning-augmented algorithms with strong consistency-robustness guarantees for three classic online problems: we achieve new trade-offs for bipartite matching with adversarial arrival order, and obtain optimal solutions for caching and uniform metrical task systems.

cs.AI

The Harmonic Policy for Online Buffer Sharing is (2 + ln n)-Competitive: A Simple Proof

The problem of online buffer sharing is expressed as follows. A switch with $n$ output ports receives a stream of incoming packets. When an incoming packet is accepted by the switch, it is stored in a shared buffer of capacity $B$ common to all packets and awaits its transmission through its corresponding output port determined by its destination. Each output port transmits one packet per time unit. The problem is to find an algorithm for the switch to accept or reject a packet upon its arrival in order to maximize the total number of transmitted packets. Building on the work of Kesselman et al. (STOC 2001) on split buffer sharing, Kesselman and Mansour (TCS 2004) considered the problem of online buffer sharing which models most deployed internet switches. In their work, they presented the Harmonic policy and proved that it is $(2 + \ln n)$-competitive, which is the best known competitive ratio for this problem. The Harmonic policy unfortunately saw less practical relevance as it performs $n$ threshold checks per packets which is deemed costly in practice, especially on network switches processing multiple terabits of packets per second. While the Harmonic policy is elegant, the original proof is also rather complex and involves a lengthy matching routine along with multiple intermediary results. This note presents a simplified Harmonic policy, both in terms of implementation and proof. First, we show that the Harmonic policy can be implemented with a constant number of threshold checks per packet, matching the widely deployed \emph{Dynamic Threshold} policy. Second, we present a simple proof that shows the Harmonic policy is $(2 + \ln n)$-competitive. In contrast to the original proof, the current proof is direct and relies on a 3-partitioning of the packets.

cs.DS

A Learning-Augmented Overlay Network

This paper studies the integration of machine-learned advice in overlay networks in order to adapt their topology to the incoming demand. Such demand-aware systems have recently received much attention, for example in the context of data structures (Fu et al. in ICLR 2025, Zeynali et al. in ICML 2024). We in this paper extend this vision to overlay networks where requests are not to individual keys in a data structure but occur between communication pairs, and where algorithms have to be distributed. In this setting, we present an algorithm that adapts the topology (and the routing paths) of the overlay network to minimize the hop distance travelled by bit, that is, distance times demand. In a distributed manner, each node receives an (untrusted) prediction of the future demand to help him choose its set of neighbors and its forwarding table. This paper focuses on optimizing the well-known skip list networks (SLNs) for their simplicity. We start by introducing continuous skip list networks (C-SLNs) which are a generalization of SLNs specifically designed to tolerate predictive errors. We then present our learning-augmented algorithm, called LASLiN, and prove that its performance is (i) similar to the best possible SLN in case of good predictions ($O(1)$-consistency) and (ii) at most a logarithmic factor away from a standard overlay network in case of arbitrarily wrong predictions ($O(\log^2 n)$-robustness, where $n$ is the number of nodes in the network). Finally, we demonstrate the resilience of LASLiN against predictive errors (ie, its smoothness) using various error types on both synthetic and real demands.

cs.DC

Brief Announcement: Minimizing Energy Solves Relative Majority with a Cubic Number of States in Population Protocols

This paper revisits a fundamental distributed computing problem in the population protocol model. Provided $n$ agents each starting with an input color in $[k]$, the relative majority problem asks to find the predominant color. In the population protocol model, at each time step, a scheduler selects two agents that first learn each other's states and then update their states based on what they learned. We present the \textsc{Circles} protocol that solves the relative majority problem with $k^3$ states. It is always-correct under weakly fair scheduling. Not only does it improve upon the best known upper bound of $O(k^7)$, but it also shows a strikingly simpler design inspired by energy minimization in chemical settings.

cs.DC

Learning Minimum Linear Arrangement of Cliques and Lines

In the well-known Minimum Linear Arrangement problem (MinLA), the goal is to arrange the nodes of an undirected graph into a permutation so that the total stretch of the edges is minimized. This paper studies an online (learning) variant of MinLA where the graph is not given at the beginning, but rather revealed piece-by-piece. The algorithm starts in a fixed initial permutation, and after a piece of the graph is revealed, the algorithm must update its current permutation to be a MinLA of the subgraph revealed so far. The objective is to minimize the total number of swaps of adjacent nodes as the algorithm updates the permutation. The main result of this paper is an online randomized algorithm that solves this online variant for the restricted cases where the revealed graph is either a collection of cliques or a collection of lines. We show that the algorithm is $8 \ln n$-competitive, where $n$ is the number of nodes of the graph. We complement this result by constructing an asymptotically matching lower bound of $\Omega(\ln n)$.

cs.DS

Dependency-Aware Online Caching

We consider a variant of the online caching problem where the items exhibit dependencies among each other: an item can reside in the cache only if all its dependent items are also in the cache. The dependency relations can form any directed acyclic graph. These requirements arise e.g., in systems such as CacheFlow (SOSR 2016) that cache forwarding rules for packet classification in IP-based communication networks. First, we present an optimal randomized online caching algorithm which accounts for dependencies among the items. Our randomized algorithm is $O( \log k)$-competitive, where $k$ is the size of the cache, meaning that our algorithm never incurs the cost of $O(\log k)$ times higher than even an optimal algorithm that knows the future input sequence. Second, we consider the bypassing model, where requests can be served at a fixed price without fetching the item and its dependencies into the cache -- a variant of caching with dependencies introduced by Bienkowski et al. at SPAA 2017. For this setting, we give an $O( \sqrt{k \cdot \log k})$-competitive algorithm, which significantly improves the best known competitiveness. We conduct a small case study, to find out that our algorithm incurs on average 2x lower cost.

cs.DS