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Seeun William Umboh

Publications and source records attributed to Seeun William Umboh.

24 records · Page 2Linked to original sources

Tight Bounds for Online Weighted Tree Augmentation

The Weighted Tree Augmentation problem (WTAP) is a fundamental problem in network design. In this paper, we consider this problem in the online setting. We are given an $n$-vertex spanning tree $T$ and an additional set $L$ of edges (called links) with costs. Then, terminal pairs arrive one-by-one and our task is to maintain a low-cost subset of links $F$ such that every terminal pair that has arrived so far is $2$-edge-connected in $T \cup F$. This online problem was first studied by Gupta, Krishnaswamy and Ravi (SICOMP 2012) who used it as a subroutine for the online survivable network design problem. They gave a deterministic $O(\log^2 n)$-competitive algorithm and showed an $Ω(\log n)$ lower bound on the competitive ratio of randomized algorithms. The case when $T$ is a path is also interesting: it is exactly the online interval set cover problem, which also captures as a special case the parking permit problem studied by Meyerson (FOCS 2005). The contribution of this paper is to give tight results for online weighted tree and path augmentation problems. The main result of this work is a deterministic $O(\log n)$-competitive algorithm for online WTAP, which is tight up to constant factors.

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Nested Convex Bodies are Chaseable

In the Convex Body Chasing problem, we are given an initial point $v_0$ in $R^d$ and an online sequence of $n$ convex bodies $F_1, ..., F_n$. When we receive $F_i$, we are required to move inside $F_i$. Our goal is to minimize the total distance travelled. This fundamental online problem was first studied by Friedman and Linial (DCG 1993). They proved an $Ω(\sqrt{d})$ lower bound on the competitive ratio, and conjectured that a competitive ratio depending only on d is possible. However, despite much interest in the problem, the conjecture remains wide open. We consider the setting in which the convex bodies are nested: $F_1 \supset ... \supset F_n$. The nested setting is closely related to extending the online LP framework of Buchbinder and Naor (ESA 2005) to arbitrary linear constraints. Moreover, this setting retains much of the difficulty of the general setting and captures an essential obstacle in resolving Friedman and Linial's conjecture. In this work, we give the first $f(d)$-competitive algorithm for chasing nested convex bodies in $R^d$.

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Online Constrained Forest and Prize-Collecting Network Design

In this paper, we study a very general type of online network design problem, and generalize two different previous algorithms, one for an online network design problem due to Berman and Coulston [4] and one for (offline) general network design problems due to Goemans and Williamson [9]; we give an O(log k)-competitive algorithm, where k is the number of nodes that must be connected. We also consider a further generalization of the problem that allows us to pay penalties in exchange for violating connectivity constraints; we give an online O(log k)-competitive algorithm for this case as well.

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LP-Based Robust Algorithms for Noisy Minor-Free and Bounded Treewidth Graphs

We give a general approach for solving optimization problems on noisy minor free graphs, where a δ-fraction of edges and vertices are adversarially corrupted. The noisy setting was first considered by Magen and Moharrami and they gave a (1 + δ)-estimation algorithm for the independent set problem. Later, Chan and Har-Peled designed a local search algorithm that finds a (1 + O(δ))-approximate independent set. However, nothing was known regarding other problems in the noisy setting. Our main contribution is a general LP-based framework that yields a (1 + O(δlog m log log m))-approximation algorithm for noisy MAX-k-CSPs on m clauses.

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Timing Matters: Online Dynamics in Broadcast Games

A central question in algorithmic game theory is to measure the inefficiency (ratio of costs) of Nash equilibria (NE) with respect to socially optimal solutions. The two established metrics used for this purpose are price of anarchy (POA) and price of stability (POS), which respectively provide upper and lower bounds on this ratio. A deficiency of these metrics, however, is that they are purely existential and shed no light on which of the equilibrium states are reachable in an actual game, i.e., via natural game dynamics. This is particularly striking if these metrics differ significantly, such as in network design games where the exponential gap between the best and worst NE states originally prompted the notion of POS in game theory (Anshelevich et al., FOCS 2002). In this paper, we make progress toward bridging this gap by studying network design games under natural game dynamics. First we show that in a completely decentralized setting, where agents arrive, depart, and make improving moves in an arbitrary order, the inefficiency of NE attained can be polynomially large. This implies that the game designer must have some control over the interleaving of these events in order to force the game to attain efficient NE. We complement our negative result by showing that if the game designer is allowed to execute a sequence of improving moves to create an equilibrium state after every batch of agent arrivals or departures, then the resulting equilibrium states attained by the game are exponentially more efficient, i.e., the ratio of costs compared to the optimum is only logarithmic. Overall, our two results establish that in network games, the efficiency of equilibrium states is dictated by whether agents are allowed to join or leave the game in arbitrary states, an observation that might be useful in analyzing the dynamics of other classes of games with divergent POS and POA bounds.

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LAST but not Least: Online Spanners for Buy-at-Bulk

The online (uniform) buy-at-bulk network design problem asks us to design a network, where the edge-costs exhibit economy-of-scale. Previous approaches to this problem used tree- embeddings, giving us randomized algorithms. Moreover, the optimal results with a logarithmic competitive ratio requires the metric on which the network is being built to be known up-front; the competitive ratios then depend on the size of this metric (which could be much larger than the number of terminals that arrive). We consider the buy-at-bulk problem in the least restrictive model where the metric is not known in advance, but revealed in parts along with the demand points seeking connectivity arriving online. For the single sink buy-at-bulk problem, we give a deterministic online algorithm with competitive ratio that is logarithmic in k, the number of terminals that have arrived, matching the lower bound known even for the online Steiner tree problem. In the oblivious case when the buy-at-bulk function used to compute the edge-costs of the network is not known in advance (but is the same across all edges), we give a deterministic algorithm with competitive ratio polylogarithmic in k, the number of terminals. At the heart of our algorithms are optimal constructions for online Light Approximate Shortest-path Trees (LASTs) and spanners, and their variants. We give constructions that have optimal trade-offs in terms of cost and stretch. We also define and give constructions for a new notion of LASTs where the set of roots (in addition to the points) expands over time. We expect these techniques will find applications in other online network-design problems.

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