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Rob van Stee

Publications and source records attributed to Rob van Stee.

15 recordsLinked to original sources

Forwarding Packets Greedily on the Line

We consider the problem of forwarding packets arriving online with their destinations in a line network. In each time step, each router can forward one packet along the edge to its right, and the packet arrives at the next router one time step later. Packets are forwarded until they reach their destination. The flow time of a packet is the elapsed time between its release and its arrival at its destination. The goal is to minimize the maximum flow time. This problem was introduced by Antoniadis et al. in 2014, with a focus on line networks. They proposed several natural algorithms. For one, they proved that it is not $O(1)$-competitive; for others, they claimed analogous lower bounds, seemingly leaving no natural candidate for an $O(1)$-competitive algorithm. In this paper, we study a natural algorithm not considered in that work. Our algorithm, simply called Greedy, selects packets according to their projected flow time under the assumption that they are not delayed any further. We focus on the special case in which each packet needs to be forwarded by one or two routers; this case captures core difficulties. We show that Greedy achieves a competitive ratio of exactly $2-2^{1-k}$, where $k$ is the number of active routers in the network. We also give the first nontrivial general lower bound, which applies even to randomized algorithms: using the same type of instances as in our lower bound for Greedy, we show that no algorithm can be $(4/3-\varepsilon)$-competitive for any $\varepsilon>0$.

cs.DS

The Buffer Minimization Problem for Scheduling Flow Jobs with Conflicts

We consider the online buffer minimization in multiprocessor systems with conflicts problem (in short, the buffer minimization problem) in the recently introduced flow model. In an online fashion, workloads arrive on some of the $n$ processors and are stored in an input buffer. Processors can run and reduce these workloads, but conflicts between pairs of processors restrict simultaneous task execution. Conflicts are represented by a graph, where vertices correspond to processors and edges indicate conflicting pairs. An online algorithm must decide which processors are run at a time; so provide a valid schedule respecting the conflict constraints. The objective is to minimize the maximal workload observed across all processors during the schedule. Unlike the original model, where workloads arrive as discrete blocks at specific time points, the flow model assumes workloads arrive continuously over intervals or not at all. We present tight bounds for all graphs with four vertices (except the path, which has been solved previously) and for the families of general complete graphs and complete bipartite graphs. We also recover almost tight bounds for complete $k$-partite graphs. For the original model, we narrow the gap for the graph consisting of a triangle and an additional edge to a fourth vertex.

cs.DS

Minimizing the Weighted Makespan with Restarts on a Single Machine

We consider the problem of minimizing the weighted makespan on a single machine with restarts. Restarts are similar to preemptions but weaker: a job can be interrupted, but then it has to be run again from the start instead of resuming at the point of interruption later. The objective is to minimize the weighted makespan, defined as the maximum weighted completion time of jobs. We establish a lower bound of 1.4656 on the competitive ratio achievable by deterministic online algorithms. For the case where all jobs have identical processing times, we design and analyze a deterministic online algorithm that improves the competitive ratio to better than 1.3098. Finally, we prove a lower bound of 1.2344 for this case.

cs.DS

Improved online load balancing with known makespan

We break the barrier of $3/2$ for the problem of online load balancing with known makespan, also known as bin stretching. In this problem, $m$ identical machines and the optimal makespan are given. The load of a machine is the total size of all the jobs assigned to it and the makespan is the maximum load of all the machines. Jobs arrive online and the goal is to assign each job to a machine while staying within a small factor (the competitive ratio) of the optimal makespan. We present an algorithm that maintains a competitive ratio of $139/93<1.495$ for sufficiently large values of $m$, improving the previous bound of $3/2$. The value 3/2 represents a natural bound for this problem: as long as the online bins are of size at least $3/2$ of the offline bin, all items that fit at least two times in an offline bin have two nice properties. They fit three times in an online bin and a single such item can be packed together with an item of any size in an online bin. These properties are now both lost, which means that putting even one job on a wrong machine can leave some job unassigned at the end. It also makes it harder to determine good thresholds for the item types. This was one of the main technical issues in getting below $3/2$. The analysis consists of an intricate mixture of size and weight arguments.

cs.DS

Beating the Harmonic lower bound for online bin packing

In the online bin packing problem, items of sizes in (0,1] arrive online to be packed into bins of size 1. The goal is to minimize the number of used bins. In this paper, we present an online bin packing algorithm with asymptotic competitive ratio of 1.5813. This is the first improvement in fifteen years and reduces the gap to the lower bound by 15%. Within the well-known SuperHarmonic framework, no competitive ratio below 1.58333 can be achieved. We make two crucial changes to that framework. First, some of our algorithm's decisions depend on exact sizes of items, instead of only their types. In particular, for each item with size in (1/3,1/2], we use its exact size to determine if it can be packed together with an item of size greater than 1/2. Second, we add constraints to the linear programs considered by Seiden, in order to better lower bound the optimal solution. These extra constraints are based on marks that we give to items based on how they are packed by our algorithm. We show that for each input, a single weighting function can be constructed to upper bound the competitive ratio on it. We use this idea to simplify the analysis of SuperHarmonic, and show that the algorithm Harmonic++ is in fact 1.58880-competitive (Seiden proved 1.58889), and that 1.5884 can be achieved within the SuperHarmonic framework. Finally, we give a lower bound of 1.5762 for our new framework.

cs.DS

Improved Lower Bounds for Online Hypercube and Rectangle Packing

Packing a given sequence of items into as few bins as possible in an online fashion is a widely studied problem. We improve lower bounds for packing boxes into bins in two or more dimensions, both for general algorithms for squares and rectangles (in two dimensions) and for an important subclass, so-called Harmonic-type algorithms for hypercubes (in two or more dimensions). Lastly, we show that two adaptions of ideas from a one-dimensional packing algorithm to square packing do not help to break the barrier of 2.

cs.DS

A Two-Phase Algorithm for Bin Stretching with Stretching Factor 1.5

Online Bin Stretching is a semi-online variant of bin packing in which the algorithm has to use the same number of bins as an optimal packing, but is allowed to slightly overpack the bins. The goal is to minimize the amount of overpacking, i.e., the maximum size packed into any bin. We give an algorithm for Online Bin Stretching with a stretching factor of 1.5 for any number of bins. We build on previous algorithms and use a two-phase approach. However, our analysis is technically more complicated and uses amortization over the bins with the help of two weight functions.

cs.DS

Online Bin Stretching with Three Bins

Online Bin Stretching is a semi-online variant of bin packing in which the algorithm has to use the same number of bins as an optimal packing, but is allowed to slightly overpack the bins. The goal is to minimize the amount of overpacking, i.e., the maximum size packed into any bin. We give an algorithm for Online Bin Stretching with a stretching factor of $11/8 = 1.375$ for three bins. Additionally, we present a lower bound of $45/33 = 1.\overline{36}$ for Online Bin Stretching on three bins and a lower bound of $19/14$ for four and five bins that were discovered using a computer search.

cs.DS

Online Algorithms with Advice for Bin Packing and Scheduling Problems

We consider the setting of online computation with advice, and study the bin packing problem and a number of scheduling problems. We show that it is possible, for any of these problems, to arbitrarily approach a competitive ratio of $1$ with only a constant number of bits of advice per request. For the bin packing problem, we give an online algorithm with advice that is $(1+\varepsilon)$-competitive and uses $O\left(\frac{1}{\varepsilon}\log \frac{1}{\varepsilon} \right)$ bits of advice per request. For scheduling on $m$ identical machines, with the objective function of any of makespan, machine covering and the minimization of the $\ell_p$ norm, $p >1$, we give similar results. We give online algorithms with advice which are $(1+\varepsilon)$-competitive ($(1/(1-\varepsilon))$-competitive for machine covering) and also use $O\left(\frac{1}{\varepsilon}\log \frac{1}{\varepsilon} \right)$ bits of advice per request. We complement our results by giving a lower bound showing that for any online algorithm with advice to be optimal, for any of the above scheduling problems, a non-constant number (namely, at least $\left(1 - \frac{2m}{n}\right)\log m$, where $n$ is the number of jobs and $m$ is the number of machines) of bits of advice per request is needed.

cs.DS

The Price of Anarchy for Selfish Ring Routing is Two

We analyze the network congestion game with atomic players, asymmetric strategies, and the maximum latency among all players as social cost. This important social cost function is much less understood than the average latency. We show that the price of anarchy is at most two, when the network is a ring and the link latencies are linear. Our bound is tight. This is the first sharp bound for the maximum latency objective.

cs.GT

A unified approach to truthful scheduling on related machines

We present a unified framework for designing deterministic monotone polynomial time approximation schemes (PTAS's) for a wide class of scheduling problems on uniformly related machines. This class includes (among others) minimizing the makespan, maximizing the minimum load, and minimizing the l_p norm of the machine loads vector. Previously, this kind of result was only known for the makespan objective. Monotone algorithms have the property that an increase in the speed of a machine cannot decrease the amount of work assigned to it. The key idea of our novel method is to show that for goal functions that are sufficiently well-behaved functions of the machine loads, it is possible to compute in polynomial time a highly structured nearly optimal schedule. Monotone approximation schemes have an important role in the emerging area of algorithmic mechanism design. In the game-theoretical setting of these scheduling problems there is a social goal, which is one of the objective functions that we study. Each machine is controlled by a selfish single-parameter agent, where its private information is its cost of processing a unit sized job, which is also the inverse of the speed of its machine. Each agent wishes to maximize its own profit, defined as the payment it receives from the mechanism minus its cost for processing all jobs assigned to it, and places a bid which corresponds to its private information. For each one of the problems, we show that we can calculate payments that guarantee truthfulness in an efficient manner. Thus, there exists a dominant strategy where agents report their true speeds, and we show the existence of a truthful mechanism which can be implemented in polynomial time, where the social goal is approximated within a factor of 1+epsilon for every epsilon>0.

cs.DS

The Sorting Buffer Problem is NP-hard

We consider the offline sorting buffer problem. The input is a sequence of items of different types. All items must be processed one by one by a server. The server is equipped with a random-access buffer of limited capacity which can be used to rearrange items. The problem is to design a scheduling strategy that decides upon the order in which items from the buffer are sent to the server. Each type change incurs unit cost, and thus, the cost minimizing objective is to minimize the total number of type changes for serving the entire sequence. This problem is motivated by various applications in manufacturing processes and computer science, and it has attracted significant attention in the last few years. The main focus has been on online competitive algorithms. Surprisingly little is known on the basic offline problem. In this paper, we show that the sorting buffer problem with uniform cost is NP-hard and, thus, close one of the most fundamental questions for the offline problem. On the positive side, we give an O(1)-approximation algorithm when the scheduler is given a buffer only slightly larger than double the original size. We also give a dynamic programming algorithm for the special case of buffer size two that solves the problem exactly in linear time, improving on the standard DP which runs in cubic time.

cs.DS

An Absolute 2-Approximation Algorithm for Two-Dimensional Bin Packing

We consider the problem of packing rectangles into bins that are unit squares, where the goal is to minimize the number of bins used. All rectangles have to be packed non-overlapping and orthogonal, i.e., axis-parallel. We present an algorithm for this problem with an absolute worst-case ratio of 2, which is optimal provided P != NP.

cs.DS

Improved results for a memory allocation problem

We consider a memory allocation problem that can be modeled as a version of bin packing where items may be split, but each bin may contain at most two (parts of) items. A 3/2-approximation algorithm and an NP-hardness proof for this problem was given by Chung et al. We give a simpler 3/2-approximation algorithm for it which is in fact an online algorithm. This algorithm also has good performance for the more general case where each bin may contain at most k parts of items. We show that this general case is also strongly NP-hard. Additionally, we give an efficient 7/5-approximation algorithm.

cs.DS

Covering selfish machines

We consider the machine covering problem for selfish related machines. For a constant number of machines, m, we show a monotone polynomial time approximation scheme (PTAS) with running time that is linear in the number of jobs. It uses a new technique for reducing the number of jobs while remaining close to the optimal solution. We also present an FPTAS for the classical machine covering problem (the previous best result was a PTAS) and use this to give a monotone FPTAS. Additionally, we give a monotone approximation algorithm with approximation ratio \min(m,(2+\eps)s_1/s_m) where \eps>0 can be chosen arbitrarily small and s_i is the (real) speed of machine i. Finally we give improved results for two machines. Our paper presents the first results for this problem in the context of selfish machines.

cs.GT