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Marcin Bienkowski

Publications and source records attributed to Marcin Bienkowski.

35 records · Page 2Linked to original sources

Dynamic Balanced Graph Partitioning

This paper initiates the study of the classic balanced graph partitioning problem from an online perspective: Given an arbitrary sequence of pairwise communication requests between $n$ nodes, with patterns that may change over time, the objective is to service these requests efficiently by partitioning the nodes into $\ell$ clusters, each of size $k$, such that frequently communicating nodes are located in the same cluster. The partitioning can be updated dynamically by migrating nodes between clusters. The goal is to devise online algorithms which jointly minimize the amount of inter-cluster communication and migration cost. The problem features interesting connections to other well-known online problems. For example, scenarios with $\ell=2$ generalize online paging, and scenarios with $k=2$ constitute a novel online variant of maximum matching. We present several lower bounds and algorithms for settings both with and without cluster-size augmentation. In particular, we prove that any deterministic online algorithm has a competitive ratio of at least $k$, even with significant augmentation. Our main algorithmic contributions are an $O(k \log{k})$-competitive deterministic algorithm for the general setting with constant augmentation, and a constant competitive algorithm for the maximum matching variant.

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An Optimal Algorithm for Online Multiple Knapsack

In the online multiple knapsack problem, an algorithm faces a stream of items, and each item has to be either rejected or stored irrevocably in one of $n$ bins (knapsacks) of equal size. The gain of an~algorithm is equal to the sum of sizes of accepted items and the goal is to maximize the total gain. So far, for this natural problem, the best solution was the $0.5$-competitive algorithm First Fit (the result holds for any $n \geq 2$). We present the first algorithm that beats this ratio, achieving the competitive ratio of $1/(1+\ln(2))-O(1/n) \approx 0.5906 - O(1/n)$. Our algorithm is deterministic and optimal up to lower-order terms, as the upper bound of $1/(1+\ln(2))$ for randomized solutions was given previously by Cygan et al. [TOCS 2016]. Furthermore, we show that the lower-order term is inevitable for deterministic algorithms, by improving their upper bound to $1/(1+\ln(2))-O(1/n)$.

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Unbounded lower bound for k-server against weak adversaries

We study the resource augmented version of the $k$-server problem, also known as the $k$-server problem against weak adversaries or the $(h,k)$-server problem. In this setting, an online algorithm using $k$ servers is compared to an offline algorithm using $h$ servers, where $h\le k$. For uniform metrics, it has been known since the seminal work of Sleator and Tarjan (1985) that for any $ε>0$, the competitive ratio drops to a constant if $k=(1+ε) \cdot h$. This result was later generalized to weighted stars (Young 1994) and trees of bounded depth (Bansal et al. 2017). The main open problem for this setting is whether a similar phenomenon occurs on general metrics. We resolve this question negatively. With a simple recursive construction, we show that the competitive ratio is at least $Ω(\log \log h)$, even as $k\to\infty$. Our lower bound holds for both deterministic and randomized algorithms. It also disproves the existence of a competitive algorithm for the infinite server problem on general metrics.

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Better Bounds for Online Line Chasing

We study online competitive algorithms for the \emph{line chasing problem} in Euclidean spaces $\reals^d$, where the input consists of an initial point $P_0$ and a sequence of lines $X_1,X_2,...,X_m$, revealed one at a time. At each step $t$, when the line $X_t$ is revealed, the algorithm must determine a point $P_t\in X_t$. An online algorithm is called $c$-competitive if for any input sequence the path $P_0, P_1,...,P_m$ it computes has length at most $c$ times the optimum path. The line chasing problem is a variant of a more general convex body chasing problem, where the sets $X_t$ are arbitrary convex sets. To date, the best competitive ratio for the line chasing problem was $28.1$, even in the plane. We significantly improve this bound, by providing a~$3$-competitive algorithm for any dimension $d$. We also improve the lower bound on the competitive ratio, from $1.412$ to $1.5358$.

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Slaying Hydrae: Improved Bounds for Generalized k-Server in Uniform Metrics

The generalized $k$-server problem is an extension of the weighted $k$-server problem, which in turn extends the classic $k$-server problem. In the generalized $k$-server problem, each of $k$ servers $s_1, \dots, s_k$ remains in its own metric space $M_i$. A request is a tuple $(r_1,\dots,r_k)$, where $r_i \in M_i$, and to service it, an algorithm needs to move at least one server $s_i$ to the point $r_i$. The objective is to minimize the total distance traveled by all servers. In this paper, we focus on the generalized $k$-server problem for the case where all $M_i$ are uniform metrics. We show an $O(k^2 \cdot \log k)$-competitive randomized algorithm improving over a recent result by Bansal et al. [SODA 2018], who gave an $O(k^3 \cdot \log k)$-competitive algorithm. To this end, we define an abstract online problem, called Hydra game, and we show that a randomized solution of low cost to this game implies a randomized algorithm to the generalized $k$-server problem with low competitive ratio. We also show that no randomized algorithm can achieve competitive ratio lower than $Ω(k)$, thus improving the lower bound of $Ω(k / \log^2 k)$ by Bansal et al.

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Dynamic beats fixed: On phase-based algorithms for file migration

We construct a deterministic 4-competitive algorithm for the online file migration problem, beating the currently best 20-year-old, 4.086-competitive MTLM algorithm by Bartal et al. (SODA 1997). Like MTLM, our algorithm also operates in phases, but it adapts their lengths dynamically depending on the geometry of requests seen so far. The improvement was obtained by carefully analyzing a linear model (factor-revealing LP) of a single phase of the algorithm. We also show that if an online algorithm operates in phases of fixed length and the adversary is able to modify the graph between phases, then the competitive ratio is at least 4.086.

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A Primal-Dual Online Deterministic Algorithm for Matching with Delays

In the Min-cost Perfect Matching with Delays (MPMD) problem, 2 m requests arrive over time at points of a metric space. An online algorithm has to connect these requests in pairs, but a decision to match may be postponed till a more suitable matching pair is found. The goal is to minimize the joint cost of connection and the total waiting time of all requests. We present an O(m)-competitive deterministic algorithm for this problem, improving on an existing bound of O(m^(log(5.5))) = O(m^2.46). Our algorithm also solves (with the same competitive ratio) a bipartite variant of MPMD, where requests are either positive or negative and only requests with different polarities may be matched with each other. Unlike the existing randomized solutions, our approach does not depend on the size of the metric space and does not have to know it in advance.

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Logarithmic price of buffer downscaling on line metrics

We consider the reordering buffer problem on a line consisting of n equidistant points. We show that, for any constant delta, an (offline) algorithm that has a buffer (1-delta) k performs worse by a factor of Omega(log n) than an offline algorithm with buffer k. In particular, this demonstrates that the O(log n)-competitive online algorithm MovingPartition by Gamzu and Segev (ACM Trans. on Algorithms, 6(1), 2009) is essentially optimal against any offline algorithm with a slightly larger buffer.

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Online Tree Caching

We initiate the study of a natural and practically relevant new variant of online caching where the to-be-cached items can have dependencies. We assume that the universe is a tree T and items are tree nodes; we require that if a node v is cached then the whole subtree T(v) rooted at v is cached as well. This theoretical problem finds an immediate application in the context of forwarding table optimization in IP routing and software-defined networks. We present an elegant online deterministic algorithm TC for this problem, and rigorously prove that its competitive ratio is O(height(T) * k_ALG/(k_ALG-k_OPT+1)), where k_ALG and k_OPT denote the cache sizes of an online and the optimal offline algorithm, respectively. The result is optimal up to a factor of O(height(T)).

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A Match in Time Saves Nine: Deterministic Online Matching With Delays

We consider the problem of online Min-cost Perfect Matching with Delays (MPMD) introduced by Emek et al. (STOC 2016). In this problem, an even number of requests appear in a metric space at different times and the goal of an online algorithm is to match them in pairs. In contrast to traditional online matching problems, in MPMD all requests appear online and an algorithm can match any pair of requests, but such decision may be delayed (e.g., to find a better match). The cost is the sum of matching distances and the introduced delays. We present the first deterministic online algorithm for this problem. Its competitive ratio is $O(m^{\log_2 5.5})$ $ = O(m^{2.46})$, where $2 m$ is the number of requests. This is polynomial in the number of metric space points if all requests are given at different points. In particular, the bound does not depend on other parameters of the metric, such as its aspect ratio. Unlike previous (randomized) solutions for the MPMD problem, our algorithm does not need to know the metric space in advance.

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Online Algorithms for Multi-Level Aggregation

In the Multi-Level Aggregation Problem (MLAP), requests arrive at the nodes of an edge-weighted tree T, and have to be served eventually. A service is defined as a subtree X of T that contains its root. This subtree X serves all requests that are pending in the nodes of X, and the cost of this service is equal to the total weight of X. Each request also incurs waiting cost between its arrival and service times. The objective is to minimize the total waiting cost of all requests plus the total cost of all service subtrees. MLAP is a generalization of some well-studied optimization problems; for example, for trees of depth 1, MLAP is equivalent to the TCP Acknowledgment Problem, while for trees of depth 2, it is equivalent to the Joint Replenishment Problem. Aggregation problem for trees of arbitrary depth arise in multicasting, sensor networks, communication in organization hierarchies, and in supply-chain management. The instances of MLAP associated with these applications are naturally online, in the sense that aggregation decisions need to be made without information about future requests. Constant-competitive online algorithms are known for MLAP with one or two levels. However, it has been open whether there exist constant competitive online algorithms for trees of depth more than 2. Addressing this open problem, we give the first constant competitive online algorithm for networks of arbitrary (fixed) number of levels. The competitive ratio is O(D^4 2^D), where D is the depth of T. The algorithm works for arbitrary waiting cost functions, including the variant with deadlines. We also show several additional lower and upper bound results for some special cases of MLAP, including the Single-Phase variant and the case when the tree is a path.

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Approximation Algorithms for the Joint Replenishment Problem with Deadlines

The Joint Replenishment Problem (JRP) is a fundamental optimization problem in supply-chain management, concerned with optimizing the flow of goods from a supplier to retailers. Over time, in response to demands at the retailers, the supplier ships orders, via a warehouse, to the retailers. The objective is to schedule these orders to minimize the sum of ordering costs and retailers' waiting costs. We study the approximability of JRP-D, the version of JRP with deadlines, where instead of waiting costs the retailers impose strict deadlines. We study the integrality gap of the standard linear-program (LP) relaxation, giving a lower bound of 1.207, a stronger, computer-assisted lower bound of 1.245, as well as an upper bound and approximation ratio of 1.574. The best previous upper bound and approximation ratio was 1.667; no lower bound was previously published. For the special case when all demand periods are of equal length we give an upper bound of 1.5, a lower bound of 1.2, and show APX-hardness.

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Better Approximation Bounds for the Joint Replenishment Problem

The Joint Replenishment Problem (JRP) deals with optimizing shipments of goods from a supplier to retailers through a shared warehouse. Each shipment involves transporting goods from the supplier to the warehouse, at a fixed cost C, followed by a redistribution of these goods from the warehouse to the retailers that ordered them, where transporting goods to a retailer $ρ$ has a fixed cost $c_ρ$. In addition, retailers incur waiting costs for each order. The objective is to minimize the overall cost of satisfying all orders, namely the sum of all shipping and waiting costs. JRP has been well studied in Operations Research and, more recently, in the area of approximation algorithms. For arbitrary waiting cost functions, the best known approximation ratio is 1.8. This ratio can be reduced to 1.574 for the JRP-D model, where there is no cost for waiting but orders have deadlines. As for hardness results, it is known that the problem is APX-hard and that the natural linear program for JRP has integrality gap at least 1.245. Both results hold even for JRP-D. In the online scenario, the best lower and upper bounds on the competitive ratio are 2.64 and 3, respectively. The lower bound of 2.64 applies even to the restricted version of JRP, denoted JRP-L, where the waiting cost function is linear. We provide several new approximation results for JRP. In the offline case, we give an algorithm with ratio 1.791, breaking the barrier of 1.8. In the online case, we show a lower bound of 2.754 on the competitive ratio for JRP-L (and thus JRP as well), improving the previous bound of 2.64. We also study the online version of JRP-D, for which we prove that the optimal competitive ratio is 2.

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An Optimal Lower Bound for Buffer Management in Multi-Queue Switches

In the online packet buffering problem (also known as the unweighted FIFO variant of buffer management), we focus on a single network packet switching device with several input ports and one output port. This device forwards unit-size, unit-value packets from input ports to the output port. Buffers attached to input ports may accumulate incoming packets for later transmission; if they cannot accommodate all incoming packets, their excess is lost. A packet buffering algorithm has to choose from which buffers to transmit packets in order to minimize the number of lost packets and thus maximize the throughput. We present a tight lower bound of e/(e-1) ~ 1.582 on the competitive ratio of the throughput maximization, which holds even for fractional or randomized algorithms. This improves the previously best known lower bound of 1.4659 and matches the performance of the algorithm Random Schedule. Our result contradicts the claimed performance of the algorithm Random Permutation; we point out a flaw in its original analysis.

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Online Strategies for Intra and Inter Provider Service Migration in Virtual Networks

Network virtualization allows one to build dynamic distributed systems in which resources can be dynamically allocated at locations where they are most useful. In order to fully exploit the benefits of this new technology, protocols need to be devised which react efficiently to changes in the demand. This paper argues that the field of online algorithms and competitive analysis provides useful tools to deal with and reason about the uncertainty in the request dynamics, and to design algorithms with provable performance guarantees. As a case study, we describe a system (e.g., a gaming application) where network virtualization is used to support thin client applications for mobile devices to improve their QoS. By decoupling the service from the underlying resource infrastructure, it can be migrated closer to the current client locations while taking into account migration cost. This paper identifies the major cost factors in such a system, and formalizes the corresponding optimization problem. Both randomized and deterministic, gravity center based online algorithms are presented which achieve a good tradeoff between improved QoS and migration cost in the worst-case, both for service migration within an infrastructure provider as well as for networks supporting cross-provider migration. The paper reports on our simulation results and also presents an explicit construction of an optimal offline algorithm which allows, e.g., to evaluate the competitive ratio empirically.

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Dynamic sharing of a multiple access channel

In this paper we consider the mutual exclusion problem on a multiple access channel. Mutual exclusion is one of the fundamental problems in distributed computing. In the classic version of this problem, n processes perform a concurrent program which occasionally triggers some of them to use shared resources, such as memory, communication channel, device, etc. The goal is to design a distributed algorithm to control entries and exits to/from the shared resource in such a way that in any time there is at most one process accessing it. We consider both the classic and a slightly weaker version of mutual exclusion, called ep-mutual-exclusion, where for each period of a process staying in the critical section the probability that there is some other process in the critical section is at most ep. We show that there are channel settings, where the classic mutual exclusion is not feasible even for randomized algorithms, while ep-mutual-exclusion is. In more relaxed channel settings, we prove an exponential gap between the makespan complexity of the classic mutual exclusion problem and its weaker ep-exclusion version. We also show how to guarantee fairness of mutual exclusion algorithms, i.e., that each process that wants to enter the critical section will eventually succeed.

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Generalized Whac-a-Mole

We consider online competitive algorithms for the problem of collecting weighted items from a dynamic set S, when items are added to or deleted from S over time. The objective is to maximize the total weight of collected items. We study the general version, as well as variants with various restrictions, including the following: the uniform case, when all items have the same weight, the decremental sets, when all items are present at the beginning and only deletion operations are allowed, and dynamic queues, where the dynamic set is ordered and only its prefixes can be deleted (with no restriction on insertions). The dynamic queue case is a generalization of bounded-delay packet scheduling (also referred to as buffer management). We present several upper and lower bounds on the competitive ratio for these variants.

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