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Quanquan C. Liu

Publications and source records attributed to Quanquan C. Liu.

34 records · Page 2Linked to original sources

An Algorithmic Approach to Address Course Enrollment Challenges

Massive surges of enrollments in courses have led to a crisis in several computer science departments - not only is the demand for certain courses extremely high from majors, but the demand from non-majors is also very high. Much of the time, this leads to significant frustration on the part of the students, and getting seats in desired courses is a rather ad-hoc process. One approach is to first collect information from students about which courses they want to take and to develop optimization models for assigning students to available seats in a fair manner. What makes this problem complex is that the courses themselves have time conflicts, and the students have credit caps (an upper bound on the number of courses they would like to enroll in). We model this problem as follows. We have $n$ agents (students), and there are "resources" (these correspond to courses). Each agent is only interested in a subset of the resources (courses of interest), and each resource can only be assigned to a bounded number of agents (available seats). In addition, each resource corresponds to an interval of time, and the objective is to assign non-overlapping resources to agents so as to produce "fair and high utility" schedules. In this model, we provide a number of results under various settings and objective functions. Specifically, in this paper, we consider the following objective functions: total utility, max-min (Santa Claus objective), and envy-freeness. The total utility objective function maximizes the sum of the utilities of all courses assigned to students. The max-min objective maximizes the minimum utility obtained by any student. Finally, envy-freeness ensures that no student envies another student's allocation. Under these settings and objective functions, we show a number of theoretical results. Specifically, we show that the course allocation under [...]

cs.DS↗

A Note on Improved Results for One Round Distributed Clique Listing

In this note, we investigate listing cliques of arbitrary sizes in bandwidth-limited, dynamic networks. The problem of detecting and listing triangles and cliques was originally studied in great detail by Bonne and Censor-Hillel (ICALP 2019). We extend this study to dynamic graphs where more than one update may occur as well as resolve an open question posed by Bonne and Censor-Hillel (2019). Our algorithms and results are based on some simple observations about listing triangles under various settings and we show that we can list larger cliques using such facts. Specifically, we show that our techniques can be used to solve an open problem posed in the original paper: we show that detecting and listing cliques (of any size) can be done using $O(1)$-bandwidth after one round of communication under node insertions and node/edge deletions. We conclude with an extension of our techniques to obtain a small bandwidth $1$-round algorithm for listing cliques when more than one node insertion/deletion and/or edge deletion update occurs at any time.

cs.DS↗

Differential Privacy from Locally Adjustable Graph Algorithms: $k$-Core Decomposition, Low Out-Degree Ordering, and Densest Subgraphs

Differentially private algorithms allow large-scale data analytics while preserving user privacy. Designing such algorithms for graph data is gaining importance with the growth of large networks that model various (sensitive) relationships between individuals. While there exists a rich history of important literature in this space, to the best of our knowledge, no results formalize a relationship between certain parallel and distributed graph algorithms and differentially private graph analysis. In this paper, we define \emph{locally adjustable} graph algorithms and show that algorithms of this type can be transformed into differentially private algorithms. Our formalization is motivated by a set of results that we present in the central and local models of differential privacy for a number of problems, including $k$-core decomposition, low out-degree ordering, and densest subgraphs. First, we design an $\varepsilon$-edge differentially private (DP) algorithm that returns a subset of nodes that induce a subgraph of density at least $\frac{D^*}{1+η} - O\left(\text{poly}(\log n)/\varepsilon\right),$ where $D^*$ is the density of the densest subgraph in the input graph (for any constant $η> 0$). This algorithm achieves a two-fold improvement on the multiplicative approximation factor of the previously best-known private densest subgraph algorithms while maintaining a near-linear runtime. Then, we present an $\varepsilon$-locally edge differentially private (LEDP) algorithm for $k$-core decompositions. Our LEDP algorithm provides approximates the core numbers (for any constant $η> 0$) with $(2+η)$ multiplicative and $O\left(\text{poly}\left(\log n\right)/\varepsilon\right)$ additive error. This is the first differentially private algorithm that outputs private $k$-core decomposition statistics.

cs.DS↗

Massively Parallel Algorithms for Small Subgraph Counting

Over the last two decades, frameworks for distributed-memory parallel computation, such as MapReduce, Hadoop, Spark and Dryad, have gained significant popularity with the growing prevalence of large network datasets. The Massively Parallel Computation (MPC) model is the de-facto standard for studying graph algorithms in these frameworks theoretically. Subgraph counting is one such fundamental problem in analyzing massive graphs, with the main algorithmic challenges centering on designing methods which are both scalable and accurate. Given a graph $G=(V, E)$ with $n$ vertices, $m$ edges and $T$ triangles, our first result is an algorithm that outputs a $(1+\varepsilon)$-approximation to $T$, with asymptotically \emph{optimal round and total space complexity} provided any $S \geq \max{(\sqrt m, n^2/m)}$ space per machine and assuming $T=Ω(\sqrt{m/n})$. Our result gives a quadratic improvement on the bound on $T$ over previous works. We also provide a simple extension of our result to counting \emph{any} subgraph of $k$ size for constant $k \geq 1$. Our second result is an $O_{\varepsilon}(\log \log n)$-round algorithm for exactly counting the number of triangles, whose total space usage is parametrized by the \emph{arboricity} $α$ of the input graph. We extend this result to exactly counting $k$-cliques for any constant $k$. Finally, we prove that a recent result of Bera, Pashanasangi and Seshadhri (ITCS 2020) for exactly counting all subgraphs of size at most $5$ can be implemented in the MPC model in total space.

cs.DS↗

Scheduling with Communication Delay in Near-Linear Time

We consider the problem of efficiently scheduling jobs with precedence constraints on a set of identical machines in the presence of a uniform communication delay. Such precedence-constrained jobs can be modeled as a directed acyclic graph, $G = (V, E)$. In this setting, if two precedence-constrained jobs $u$ and $v$, with $v$ dependent on $u$ ($u \prec v$), are scheduled on different machines, then $v$ must start at least $ρ$ time units after $u$ completes. The scheduling objective is to minimize makespan, i.e. the total time from when the first job starts to when the last job finishes. The focus of this paper is to provide an efficient approximation algorithm with near-linear running time. We build on the algorithm of Lepere and Rapine [STACS 2002] for this problem to give an $O\left(\frac{\ln ρ}{\ln \ln ρ} \right)$-approximation algorithm that runs in $\tilde{O}(|V| + |E|)$ time.

cs.DS↗

Near-Optimal Distributed Implementations of Dynamic Algorithms for Symmetry-Breaking Problems

The field of dynamic graph algorithms aims at achieving a thorough understanding of real-world networks whose topology evolves with time. Traditionally, the focus has been on the classic sequential, centralized setting where the main quality measure of an algorithm is its update time, i.e. the time needed to restore the solution after each update. While real-life networks are very often distributed across multiple machines, the fundamental question of finding efficient dynamic, distributed graph algorithms received little attention to date. The goal in this setting is to optimize both the round and message complexities incurred per update step, ideally achieving a message complexity that matches the centralized update time in $O(1)$ (perhaps amortized) rounds. Toward initiating a systematic study of dynamic, distributed algorithms, we study some of the most central symmetry-breaking problems: maximal independent set (MIS), maximal matching/(approx-) maximum cardinality matching (MM/MCM), and $(Δ+ 1)$-vertex coloring. This paper focuses on dynamic, distributed algorithms that are deterministic, and in particular -- robust against an adaptive adversary. Most of our focus is on our MIS algorithm, which achieves $O\left(m^{2/3}\log^2 n\right)$ amortized messages in $O\left(\log^2 n\right)$ amortized rounds in the Congest model. Notably, the amortized message complexity of our algorithm matches the amortized update time of the best-known deterministic centralized MIS algorithm by Gupta and Khan [SOSA'21] up to a polylog $n$ factor. The previous best deterministic distributed MIS algorithm, by Assadi et al. [STOC'18], uses $O(m^{3/4})$ amortized messages in $O(1)$ amortized rounds, i.e., we achieve a polynomial improvement in the message complexity by a polylog $n$ increase to the round complexity; moreover, the algorithm of Assadi et al. makes an implicit assumption that the [...]

cs.DS↗

The Power of Random Symmetry-Breaking in Nakamoto Consensus

Nakamoto consensus underlies the security of many of the world's largest cryptocurrencies, such as Bitcoin and Ethereum. Common lore is that Nakamoto consensus only achieves consistency and liveness under a regime where the difficulty of its underlying mining puzzle is very high, negatively impacting overall throughput and latency. In this work, we study Nakamoto consensus under a wide range of puzzle difficulties, including very easy puzzles. We first analyze an adversary-free setting and show that, surprisingly, the common prefix of the blockchain grows quickly even with easy puzzles. In a setting with adversaries, we provide a small backwards-compatible change to Nakamoto consensus to achieve consistency and liveness with easy puzzles. Our insight relies on a careful choice of \emph{symmetry-breaking strategy}, which was significantly underestimated in prior work. We introduce a new method -- \emph{coalescing random walks} -- to analyzing the correctness of Nakamoto consensus under the uniformly-at-random symmetry-breaking strategy. This method is more powerful than existing analysis methods that focus on bounding the number of {\it convergence opportunities}.

cs.DC↗

Parallel Batch-Dynamic $k$-Clique Counting

In this paper, we study new batch-dynamic algorithms for the $k$-clique counting problem, which are dynamic algorithms where the updates are batches of edge insertions and deletions. We study this problem in the parallel setting, where the goal is to obtain algorithms with low (polylogarithmic) depth. Our first result is a new parallel batch-dynamic triangle counting algorithm with $O(Δ\sqrt{Δ+m})$ amortized work and $O(\log^* (Δ+m))$ depth with high probability, and $O(Δ+m)$ space for a batch of $Δ$ edge insertions or deletions. Our second result is an algebraic algorithm based on parallel fast matrix multiplication. Assuming that a parallel fast matrix multiplication algorithm exists with parallel matrix multiplication constant $ω_p$, the same algorithm solves dynamic $k$-clique counting with $O\left(\min\left(Δm^{\frac{(2k - 1)ω_p}{3(ω_p + 1)}}, (Δ+m)^{\frac{2(k + 1)ω_p}{3(ω_p + 1)}}\right)\right)$ amortized work and $O(\log (Δ+m))$ depth with high probability, and $O\left((Δ+m)^{\frac{2(k + 1)ω_p}{3(ω_p + 1)}}\right)$ space. Using a recently developed parallel $k$-clique counting algorithm, we also obtain a simple batch-dynamic algorithm for $k$-clique counting on graphs with arboricity $α$ running in $O(Δ(m+Δ)α^{k-4})$ expected work and $O(\log^{k-2} n)$ depth with high probability, and $O(m + Δ)$ space. Finally, we present a multicore CPU implementation of our parallel batch-dynamic triangle counting algorithm. On a 72-core machine with two-way hyper-threading, our implementation achieves 36.54--74.73x parallel speedup, and in certain cases achieves significant speedups over existing parallel algorithms for the problem, which are not theoretically-efficient.

cs.DS↗

Tatamibari is NP-complete

In the Nikoli pencil-and-paper game Tatamibari, a puzzle consists of an $m \times n$ grid of cells, where each cell possibly contains a clue among +, -, |. The goal is to partition the grid into disjoint rectangles, where every rectangle contains exactly one clue, rectangles containing + are square, rectangles containing - are strictly longer horizontally than vertically, rectangles containing | are strictly longer vertically than horizontally, and no four rectangles share a corner. We prove this puzzle NP-complete, establishing a Nikoli gap of 16 years. Along the way, we introduce a gadget framework for proving hardness of similar puzzles involving area coverage, and show that it applies to an existing NP-hardness proof for Spiral Galaxies. We also present a mathematical puzzle font for Tatamibari.

cs.CC↗

A Lower Bound for Byzantine Agreement and Consensus for Adaptive Adversaries using VDFs

Large scale cryptocurrencies require the participation of millions of participants and support economic activity of billions of dollars, which has led to new lines of work in binary Byzantine Agreement (BBA) and consensus. The new work aims to achieve communication-efficiency---given such a large $n$, not everyone can speak during the protocol. Several protocols have achieved consensus with communication-efficiency, even under an adaptive adversary, but they require additional strong assumptions---proof-of-work, memory-erasure, etc. All of these protocols use multicast: every honest replica multicasts messages to all other replicas. Under this model, we provide a new communication-efficient consensus protocol using Verifiable Delay Functions (VDFs) that is secure against adaptive adversaries and does not require the same strong assumptions present in other protocols. A natural question is whether we can extend the synchronous protocols to the partially synchronous setting---in this work, we show that using multicast, we cannot. Furthermore, we cannot achieve always safe communication-efficient protocols (that maintain safety with probability 1) even in the synchronous setting against a static adversary when honest replicas only choose to multicast its messages. Considering these impossibility results, we describe a new communication-efficient BBA protocol in a modified partially synchronous network model which is secure against adaptive adversaries with high probability.

cs.DC↗

Fully Dynamic $(Δ+1)$-Coloring in Constant Update Time

The problem of (vertex) $(Δ+1)$-coloring a graph of maximum degree $Δ$ has been extremely well-studied over the years in various settings and models. Surprisingly, for the dynamic setting, almost nothing was known until recently. In SODA'18, Bhattacharya, Chakrabarty, Henzinger and Nanongkai devised a randomized data structure for maintaining a $(Δ+1)$-coloring with $O(\log Δ)$ expected amortized update time. In this paper, we present a $(Δ+1)$-coloring data structure that achieves a constant amortized update time and show that this time bound holds not only in expectation but also with high probability.

cs.DS↗

Structural Rounding: Approximation Algorithms for Graphs Near an Algorithmically Tractable Class

We develop a new framework for generalizing approximation algorithms from the structural graph algorithm literature so that they apply to graphs somewhat close to that class (a scenario we expect is common when working with real-world networks) while still guaranteeing approximation ratios. The idea is to $\textit{edit}$ a given graph via vertex- or edge-deletions to put the graph into an algorithmically tractable class, apply known approximation algorithms for that class, and then $\textit{lift}$ the solution to apply to the original graph. We give a general characterization of when an optimization problem is amenable to this approach, and show that it includes many well-studied graph problems, such as Independent Set, Vertex Cover, Feedback Vertex Set, Minimum Maximal Matching, Chromatic Number, ($\ell$-)Dominating Set, Edge ($\ell$-)Dominating Set, and Connected Dominating Set. To enable this framework, we develop new editing algorithms that find the approximately-fewest edits required to bring a given graph into one of several important graph classes (in some cases, also approximating the target parameter of the family). For bounded degeneracy, we obtain a bicriteria $(4,4)$-approximation which also extends to a smoother bicriteria trade-off. For bounded treewidth, we obtain a bicriteria $(O(\log^{1.5} n), O(\sqrt{\log w}))$-approximation, and for bounded pathwidth, we obtain a bicriteria $(O(\log^{1.5} n), O(\sqrt{\log w} \cdot \log n))$-approximation. For treedepth $2$ (also related to bounded expansion), we obtain a $4$-approximation. We also prove complementary hardness-of-approximation results assuming $\mathrm{P} \neq \mathrm{NP}$: in particular, these problems are all log-factor inapproximable, except the last which is not approximable below some constant factor ($2$ assuming UGC).

cs.CC↗

Static-Memory-Hard Functions and Nonlinear Space-Time Tradeoffs via Pebbling

Pebble games were originally formulated to study time-space tradeoffs in computation, modeled by games played on directed acyclic graphs (DAGs). Close connections between pebbling and cryptography have been known for decades. A series of recent research starting with (Alwen and Serbinenko, STOC 2015) has deepened our understanding of the notion of memory-hardness in cryptography --- a useful property of hash functions for deterring large-scale password-cracking attacks --- and has shown memory-hardness to have intricate connections with the theory of graph pebbling. In this work, we improve upon two main limitations of existing models of memory-hardness. First, existing measures of memory-hardness only account for dynamic (i.e., runtime) memory usage, and do not consider static memory usage. We propose a new definition of static-memory-hard function (SHF) which takes into account static memory usage and allows the formalization of larger memory requirements for efficient functions, than in the dynamic setting (where memory usage is inherently bounded by runtime). We then give two SHF constructions based on pebbling; to prove static-memory-hardness, we define a new pebble game ("black-magic pebble game"), and new graph constructions with optimal complexity under our proposed measure. Secondly, existing memory-hardness models implicitly consider linear tradeoffs between the costs of time and space. We propose a new model to capture nonlinear time-space trade-offs and prove that nonlinear tradeoffs can in fact cause adversaries to employ different strategies from linear tradeoffs. Finally, as an additional contribution of independent interest, we present the first asymptotically tight graph construction that achieves the best possible space complexity up to $\log{\log{n}}$-factors for an existing memory-hardness measure called cumulative complexity in the sequential pebbling model.

cs.CR↗

Fine-Grained I/O Complexity via Reductions: New lower bounds, faster algorithms, and a time hierarchy

This paper initiates the study of I/O algorithms (minimizing cache misses) from the perspective of fine-grained complexity (conditional polynomial lower bounds). Specifically, we aim to answer why sparse graph problems are so hard, and why the Longest Common Subsequence problem gets a savings of a factor of the size of cache times the length of a cache line, but no more. We take the reductions and techniques from complexity and fine-grained complexity and apply them to the I/O model to generate new (conditional) lower bounds as well as faster algorithms. We also prove the existence of a time hierarchy for the I/O model, which motivates the fine-grained reductions. Using fine-grained reductions, we give an algorithm for distinguishing 2 vs. 3 diameter and radius that runs in $O(|E|^2/(MB))$ cache misses, which for sparse graphs improves over the previous $O(|V|^2/B)$ running time. We give new reductions from radius and diameter to Wiener index and median. We show meaningful reductions between problems that have linear-time solutions in the RAM model. The reductions use low I/O complexity (typically $O(n/B)$), and thus help to finely capture the relationship between "I/O linear time" $Θ(n/B)$ and RAM linear time $Θ(n)$. We generate new I/O assumptions based on the difficulty of improving sparse graph problem running times in the I/O model. We create conjectures that the current best known algorithms for Single Source Shortest Paths (SSSP), diameter, and radius are optimal. From these I/O-model assumptions, we show that many of the known reductions in the word-RAM model can naturally extend to hold in the I/O model as well (e.g., a lower bound on the I/O complexity of Longest Common Subsequence that matches the best known running time). Finally, we prove an analog of the Time Hierarchy Theorem in the I/O model.

cs.DS↗

Upward Partitioned Book Embeddings

We analyze a directed variation of the book embedding problem when the page partition is prespecified and the nodes on the spine must be in topological order (upward book embedding). Given a directed acyclic graph and a partition of its edges into $k$ pages, can we linearly order the vertices such that the drawing is upward (a topological sort) and each page avoids crossings? We prove that the problem is NP-complete for $k\ge 3$, and for $k\ge 4$ even in the special case when each page is a matching. By contrast, the problem can be solved in linear time for $k=2$ pages when pages are restricted to matchings. The problem comes from Jack Edmonds (1997), motivated as a generalization of the map folding problem from computational origami.

cs.CG↗

Inapproximability of the Standard Pebble Game and Hard to Pebble Graphs

Pebble games are single-player games on DAGs involving placing and moving pebbles on nodes of the graph according to a certain set of rules. The goal is to pebble a set of target nodes using a minimum number of pebbles. In this paper, we present a possibly simpler proof of the result in [CLNV15] and strengthen the result to show that it is PSPACE-hard to determine the minimum number of pebbles to an additive $n^{1/3-ε}$ term for all $ε> 0$, which improves upon the currently known additive constant hardness of approximation [CLNV15] in the standard pebble game. We also introduce a family of explicit, constant indegree graphs with $n$ nodes where there exists a graph in the family such that using constant $k$ pebbles requires $Ω(n^k)$ moves to pebble in both the standard and black-white pebble games. This independently answers an open question summarized in [Nor15] of whether a family of DAGs exists that meets the upper bound of $O(n^k)$ moves using constant $k$ pebbles with a different construction than that presented in [AdRNV17].

cs.CC↗