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Paul G. Spirakis

Publications and source records attributed to Paul G. Spirakis.

66 records · Page 4Linked to original sources

Naming and Counting in Anonymous Unknown Dynamic Networks

In this work, we study the fundamental naming and counting problems (and some variations) in networks that are anonymous, unknown, and possibly dynamic. In counting, nodes must determine the size of the network n and in naming they must end up with unique identities. By anonymous we mean that all nodes begin from identical states apart possibly from a unique leader node and by unknown that nodes have no a priori knowledge of the network (apart from some minimal knowledge when necessary) including ignorance of n. Network dynamicity is modeled by the 1-interval connectivity model, in which communication is synchronous and a worst-case adversary chooses the edges of every round subject to the condition that each instance is connected. We first focus on static networks with broadcast where we prove that, without a leader, counting is impossible to solve and that naming is impossible to solve even with a leader and even if nodes know n. These impossibilities carry over to dynamic networks as well. We also show that a unique leader suffices in order to solve counting in linear time. Then we focus on dynamic networks with broadcast. We conjecture that dynamicity renders nontrivial computation impossible. In view of this, we let the nodes know an upper bound on the maximum degree that will ever appear and show that in this case the nodes can obtain an upper bound on n. Finally, we replace broadcast with one-to-each, in which a node may send a different message to each of its neighbors. Interestingly, this natural variation is proved to be computationally equivalent to a full-knowledge model, in which unique names exist and the size of the network is known.

cs.DC↗

On the Hardness of Network Design for Bottleneck Routing Games

In routing games, the network performance at equilibrium can be significantly improved if we remove some edges from the network. This counterintuitive fact, widely known as Braess's paradox, gives rise to the (selfish) network design problem, where we seek to recognize routing games suffering from the paradox, and to improve the equilibrium performance by edge removal. In this work, we investigate the computational complexity and the approximability of the network design problem for non-atomic bottleneck routing games, where the individual cost of each player is the bottleneck cost of her path, and the social cost is the bottleneck cost of the network. We first show that bottleneck routing games do not suffer from Braess's paradox either if the network is series-parallel, or if we consider only subpath-optimal Nash flows. On the negative side, we prove that even for games with strictly increasing linear latencies, it is NP-hard not only to recognize instances suffering from the paradox, but also to distinguish between instances for which the Price of Anarchy (PoA) can decrease to 1 and instances for which the PoA is as large as Ω(n^{0.121}) and cannot improve by edge removal. Thus, the network design problem for such games is NP-hard to approximate within a factor of O(n^{0.121-\eps}), for any constant \eps > 0. On the positive side, we show how to compute an almost optimal subnetwork w.r.t. the bottleneck cost of its worst Nash flow, when the worst Nash flow in the best subnetwork routes a non-negligible amount of flow on all used edges. The running time is determined by the total number of paths, and is quasipolynomial when the number of paths is quasipolynomial.

cs.GT↗

Natural Models for Evolution on Networks

Evolutionary dynamics have been traditionally studied in the context of homogeneous populations, mainly described my the Moran process. Recently, this approach has been generalized in \cite{LHN} by arranging individuals on the nodes of a network. Undirected networks seem to have a smoother behavior than directed ones, and thus it is more challenging to find suppressors/amplifiers of selection. In this paper we present the first class of undirected graphs which act as suppressors of selection, by achieving a fixation probability that is at most one half of that of the complete graph, as the number of vertices increases. Moreover, we provide some generic upper and lower bounds for the fixation probability of general undirected graphs. As our main contribution, we introduce the natural alternative of the model proposed in \cite{LHN}, where all individuals interact simultaneously and the result is a compromise between aggressive and non-aggressive individuals. That is, the behavior of the individuals in our new model and in the model of \cite{LHN} can be interpreted as an "aggregation" vs. an "all-or-nothing" strategy, respectively. We prove that our new model of mutual influences admits a \emph{potential function}, which guarantees the convergence of the system for any graph topology and any initial fitness vector of the individuals. Furthermore, we prove fast convergence to the stable state for the case of the complete graph, as well as we provide almost tight bounds on the limit fitness of the individuals. Apart from being important on its own, this new evolutionary model appears to be useful also in the abstract modeling of control mechanisms over invading populations in networks. We demonstrate this by introducing and analyzing two alternative control approaches, for which we bound the time needed to stabilize to the "healthy" state of the system.

cs.DM↗

Causality, Influence, and Computation in Possibly Disconnected Dynamic Networks

In this work, we study the propagation of influence and computation in dynamic distributed systems. We focus on broadcasting models under a worst-case dynamicity assumption which have received much attention recently. We drop for the first time in worst-case dynamic networks the common instantaneous connectivity assumption and require a minimal temporal connectivity. Our temporal connectivity constraint only requires that another causal influence occurs within every time-window of some given length. We establish that there are dynamic graphs with always disconnected instances with equivalent temporal connectivity to those with always connected instances. We present a termination criterion and also establish the computational equivalence with instantaneous connectivity networks. We then consider another model of dynamic networks in which each node has an underlying communication neighborhood and the requirement is that each node covers its local neighborhood within any time-window of some given length. We discuss several properties and provide a protocol for counting, that is for determining the number of nodes in the network.

cs.DC↗

On the Fixation Probability of Superstars

The Moran process models the spread of genetic mutations through a population. A mutant with relative fitness $r$ is introduced into a population and the system evolves, either reaching fixation (in which every individual is a mutant) or extinction (in which none is). In a widely cited paper (Nature, 2005), Lieberman, Hauert and Nowak generalize the model to populations on the vertices of graphs. They describe a class of graphs (called "superstars"), with a parameter $k$. Superstars are designed to have an increasing fixation probability as $k$ increases. They state that the probability of fixation tends to $1-r^{-k}$ as graphs get larger but we show that this claim is untrue as stated. Specifically, for $k=5$, we show that the true fixation probability (in the limit, as graphs get larger) is at most $1-1/j(r)$ where $j(r)=Θ(r^4)$, contrary to the claimed result. We do believe that the qualitative claim of Lieberman et al.\ --- that the fixation probability of superstars tends to 1 as $k$ increases --- is correct, and that it can probably be proved along the lines of their sketch. We were able to run larger computer simulations than the ones presented in their paper. However, simulations on graphs of around 40,000 vertices do not support their claim. Perhaps these graphs are too small to exhibit the limiting behaviour.

cs.CE↗

Elliptic Curve Based Zero Knowledge Proofs and Their Applicability on Resource Constrained Devices

Elliptic Curve Cryptography (ECC) is an attractive alternative to conventional public key cryptography, such as RSA. ECC is an ideal candidate for implementation on constrained devices where the major computational resources i.e. speed, memory are limited and low-power wireless communication protocols are employed. That is because it attains the same security levels with traditional cryptosystems using smaller parameter sizes. Moreover, in several application areas such as person identification and eVoting, it is frequently required of entities to prove knowledge of some fact without revealing this knowledge. Such proofs of knowledge are called Zero Knowledge Interactive Proofs (ZKIP) and involve interactions between two communicating parties, the Prover and the Verifier. In a ZKIP, the Prover demonstrates the possesion of some information (e.g. authentication information) to the Verifier without disclosing it. In this paper, we focus on the application of ZKIP protocols on resource constrained devices. We study well-established ZKIP protocols based on the discrete logarithm problem and we transform them under the ECC setting. Then, we implement the proposed protocols on Wiselib, a generic and open source algorithmic library. Finally, we present a thorough evaluation of the protocols on two popular hardware platforms equipped with low end microcontrollers (Jennic JN5139, TI MSP430) and 802.15.4 RF transceivers, in terms of code size, execution time, message size and energy requirements. To the best of our knowledge, this is the first attempt of implementing and evaluating ZKIP protocols with emphasis on low-end devices. This work's results can be used from developers who wish to achieve certain levels of security and privacy in their applications.

cs.CR↗

Passively Mobile Communicating Machines that Use Restricted Space

We propose a new theoretical model for passively mobile Wireless Sensor Networks, called PM, standing for Passively mobile Machines. The main modification w.r.t. the Population Protocol model is that agents now, instead of being automata, are Turing Machines. We provide general definitions for unbounded memories, but we are mainly interested in computations upper-bounded by plausible space limitations. However, we prove that our results hold for more general cases. We focus on complete communication graphs and define the complexity classes PMSPACE(f(n)) parametrically, consisting of all predicates that are stably computable by some PM protocol that uses O(f(n)) memory on each agent. We provide a protocol that generates unique ids from scratch only by using O(log n) memory, and use it to provide an exact characterization for the classes PMSPACE(f(n)) when f(n)=Ω(log n): they are precisely the classes of all symmetric predicates in NSPACE(nf(n)). In this way, we provide a space hierarchy for the PM model when the memory bounds are Ω(log n). Finally, we explore the computability of the PM model when the protocols use o(loglog n) space per machine and prove that SEMILINEAR=PMSPACE(f(n)) when f(n)=o(loglog n), where SEMILINEAR denotes the class of the semilinear predicates. In fact, we prove that this bound acts as a threshold, so that SEMILINEAR is a proper subset of PMSPACE(f(n)) when f(n)=O(loglog n).

cs.CC↗

Passively Mobile Communicating Logarithmic Space Machines

We propose a new theoretical model for passively mobile Wireless Sensor Networks. We call it the PALOMA model, standing for PAssively mobile LOgarithmic space MAchines. The main modification w.r.t. the Population Protocol model is that agents now, instead of being automata, are Turing Machines whose memory is logarithmic in the population size n. Note that the new model is still easily implementable with current technology. We focus on complete communication graphs. We define the complexity class PLM, consisting of all symmetric predicates on input assignments that are stably computable by the PALOMA model. We assume that the agents are initially identical. Surprisingly, it turns out that the PALOMA model can assign unique consecutive ids to the agents and inform them of the population size! This allows us to give a direct simulation of a Deterministic Turing Machine of O(nlogn) space, thus, establishing that any symmetric predicate in SPACE(nlogn) also belongs to PLM. We next prove that the PALOMA model can simulate the Community Protocol model, thus, improving the previous lower bound to all symmetric predicates in NSPACE(nlogn). Going one step further, we generalize the simulation of the deterministic TM to prove that the PALOMA model can simulate a Nondeterministic TM of O(nlogn) space. Although providing the same lower bound, the important remark here is that the bound is now obtained in a direct manner, in the sense that it does not depend on the simulation of a TM by a Pointer Machine. Finally, by showing that a Nondeterministic TM of O(nlogn) space decides any language stably computable by the PALOMA model, we end up with an exact characterization for PLM: it is precisely the class of all symmetric predicates in NSPACE(nlogn).

cs.DC↗

A Graph Spectral Approach for Computing Approximate Nash Equilibria

We present a new methodology for computing approximate Nash equilibria for two-person non-cooperative games based upon certain extensions and specializations of an existing optimization approach previously used for the derivation of fixed approximations for this problem. In particular, the general two-person problem is reduced to an indefinite quadratic programming problem of special structure involving the $n \times n$ adjacency matrix of an induced simple graph specified by the input data of the game, where $n$ is the number of players' strategies. Using this methodology and exploiting certain properties of the positive part of the spectrum of the induced graph, we show that for any $\varepsilon > 0$ there is an algorithm to compute an $\varepsilon$-approximate Nash equilibrium in time $n^{ξ(m)/\varepsilon}$, where, $ξ(m) = \sum_{i=1}^m λ_i / n$ and $λ_1, λ_2, >..., λ_m$ are the positive eigenvalues of the adjacency matrix of the graph. For classes of games for which $ξ(m)$ is a constant, there is a PTAS. Based on the best upper bound derived for $ξ(m)$ so far, the worst case complexity of the method is bounded by the subexponential $n^{\sqrt{m}/\varepsilon}$.

cs.GT↗

The Dynamics of Probabilistic Population Protocols

We study here the dynamics (and stability) of Probabilistic Population Protocols, via the differential equations approach. We provide a quite general model and we show that it includes the model of Angluin et. al. in the case of very large populations. For the general model we give a sufficient condition for stability that can be checked in polynomial time. We also study two interesting subcases: (a) protocols whose specifications (in our terms) are configuration independent. We show that they are always stable and that their eventual subpopulation percentages are actually a Markov Chain stationary distribution. (b) protocols that have dynamics resembling virus spread. We show that their dynamics are actually similar to the well-known Replicator Dynamics of Evolutionary Games. We also provide a sufficient condition for stability in this case.

cs.DC↗

Energy and Time Efficient Scheduling of Tasks with Dependencies on Asymmetric Multiprocessors

In this work we study the problem of scheduling tasks with dependencies in multiprocessor architectures where processors have different speeds. We present the preemptive algorithm "Save-Energy" that given a schedule of tasks it post processes it to improve the energy efficiency without any deterioration of the makespan. In terms of time efficiency, we show that preemptive scheduling in an asymmetric system can achieve the same or better optimal makespan than in a symmetric system. Motivited by real multiprocessor systems, we investigate architectures that exhibit limited asymmetry: there are two essentially different speeds. Interestingly, this special case has not been studied in the field of parallel computing and scheduling theory; only the general case was studied where processors have $K$ essentially different speeds. We present the non-preemptive algorithm ``Remnants'' that achieves almost optimal makespan. We provide a refined analysis of a recent scheduling method. Based on this analysis, we specialize the scheduling policy and provide an algorithm of $(3 + o(1))$ expected approximation factor. Note that this improves the previous best factor (6 for two speeds). We believe that our work will convince researchers to revisit this well studied scheduling problem for these simple, yet realistic, asymmetric multiprocessor architectures.

cs.DC↗

Random sampling of colourings of sparse random graphs with a constant number of colours

In this work we present a simple and efficient algorithm which, with high probability, provides an almost uniform sample from the set of proper k-colourings on an instance of a sparse random graph G(n,d/n), where k=k(d) is a sufficiently large constant. Our algorithm is not based on the Markov Chain Monte Carlo method (M.C.M.C.). Instead, we provide a novel proof of correctness of our Algorithm that is based on interesting "spatial mixing" properties of colourings of G(n,d/n). Our result improves upon previous results (based on M.C.M.C.) that required a number of colours growing unboundedly with n.

cs.DM↗