Searcharxiv⌕ Search

arXiv subjects

Soheil Behnezhad

Publications and source records attributed to Soheil Behnezhad.

48 records · Page 3Linked to original sources

Stochastic Matching with Few Queries: $(1-\varepsilon)$ Approximation

Suppose that we are given an arbitrary graph $G=(V, E)$ and know that each edge in $E$ is going to be realized independently with some probability $p$. The goal in the stochastic matching problem is to pick a sparse subgraph $Q$ of $G$ such that the realized edges in $Q$, in expectation, include a matching that is approximately as large as the maximum matching among the realized edges of $G$. The maximum degree of $Q$ can depend on $p$, but not on the size of $G$. This problem has been subject to extensive studies over the years and the approximation factor has been improved from $0.5$ to $0.5001$ to $0.6568$ and eventually to $2/3$. In this work, we analyze a natural sampling-based algorithm and show that it can obtain all the way up to $(1-ε)$ approximation, for any constant $ε> 0$. A key and of possible independent interest component of our analysis is an algorithm that constructs a matching on a stochastic graph, which among some other important properties, guarantees that each vertex is matched independently from the vertices that are sufficiently far. This allows us to bypass a previously known barrier towards achieving $(1-ε)$ approximation based on existence of dense Ruzsa-Szemerédi graphs.

cs.DS↗

Fully Dynamic Matching: Beating 2-Approximation in $Δ^ε$ Update Time

In fully dynamic graphs, we know how to maintain a 2-approximation of maximum matching extremely fast, that is, in polylogarithmic update time or better. In a sharp contrast and despite extensive studies, all known algorithms that maintain a $2-Ω(1)$ approximate matching are much slower. Understanding this gap and, in particular, determining the best possible update time for algorithms providing a better-than-2 approximate matching is a major open question. In this paper, we show that for any constant $ε> 0$, there is a randomized algorithm that with high probability maintains a $2-Ω(1)$ approximate maximum matching of a fully-dynamic general graph in worst-case update time $O(Δ^ε+\text{polylog } n)$, where $Δ$ is the maximum degree. Previously, the fastest fully dynamic matching algorithm providing a better-than-2 approximation had $O(m^{1/4})$ update-time [Bernstein and Stein, SODA 2016]. A faster algorithm with update-time $O(n^ε)$ was known, but worked only for maintaining the size (and not the edges) of the matching in bipartite graphs [Bhattacharya, Henzinger, and Nanongkai, STOC 2016].

cs.DS↗

Fully Dynamic Maximal Independent Set with Polylogarithmic Update Time

We present the first algorithm for maintaining a maximal independent set (MIS) of a fully dynamic graph---which undergoes both edge insertions and deletions---in polylogarithmic time. Our algorithm is randomized and, per update, takes $O(\log^2 Δ\cdot \log^2 n)$ expected time. Furthermore, the algorithm can be adjusted to have $O(\log^2 Δ\cdot \log^4 n)$ worst-case update-time with high probability. Here, $n$ denotes the number of vertices and $Δ$ is the maximum degree in the graph. The MIS problem in fully dynamic graphs has attracted significant attention after a breakthrough result of Assadi, Onak, Schieber, and Solomon [STOC'18] who presented an algorithm with $O(m^{3/4})$ update-time (and thus broke the natural $Ω(m)$ barrier) where $m$ denotes the number of edges in the graph. This result was improved in a series of subsequent papers, though, the update-time remained polynomial. In particular, the fastest algorithm prior to our work had $\widetilde{O}(\min\{\sqrt{n}, m^{1/3}\})$ update-time [Assadi et al. SODA'19]. Our algorithm maintains the lexicographically first MIS over a random order of the vertices. As a result, the same algorithm also maintains a 3-approximation of correlation clustering. We also show that a simpler variant of our algorithm can be used to maintain a random-order lexicographically first maximal matching in the same update-time.

cs.DS↗

Massively Parallel Computation via Remote Memory Access

We introduce the Adaptive Massively Parallel Computation (AMPC) model, which is an extension of the Massively Parallel Computation (MPC) model. At a high level, the AMPC model strengthens the MPC model by storing all messages sent within a round in a distributed data store. In the following round, all machines are provided with random read access to the data store, subject to the same constraints on the total amount of communication as in the MPC model. Our model is inspired by the previous empirical studies of distributed graph algorithms using MapReduce and a distributed hash table service. This extension allows us to give new graph algorithms with much lower round complexities compared to the best known solutions in the MPC model. In particular, in the AMPC model we show how to solve maximal independent set in $O(1)$ rounds and connectivity/minimum spanning tree in $O(\log\log_{m/n} n)$ rounds both using $O(n^δ)$ space per machine for constant $δ< 1$. In the same memory regime for MPC, the best known algorithms for these problems require polylog $n$ rounds. Our results imply that the 2-Cycle conjecture, which is widely believed to hold in the MPC model, does not hold in the AMPC model.

cs.DC↗

Massively Parallel Symmetry Breaking on Sparse Graphs: MIS and Maximal Matching

The success of modern parallel paradigms such as MapReduce, Hadoop, or Spark, has attracted a significant attention to the Massively Parallel Computation (MPC) model over the past few years, especially on graph problems. In this work, we consider symmetry breaking problems of maximal independent set (MIS) and maximal matching (MM), which are among the most intensively studied problems in distributed/parallel computing, in MPC. These problems are known to admit efficient MPC algorithms if the space per machine is near-linear in $n$, the number of vertices in the graph. This space requirement however, as observed in the literature, is often significantly larger than we can afford; especially when the input graph is sparse. In a sharp contrast, in the truly sublinear regime of $n^{1-Ω(1)}$ space per machine, all the known algorithms take $\log^{Ω(1)} n$ rounds which is considered inefficient. Motivated by this shortcoming, we parametrize our algorithms by the arboricity $α$ of the input graph, which is a well-received measure of its sparsity. We show that both MIS and MM admit $O(\sqrt{\log α}\cdot\log\log α+ \log^2\log n)$ round algorithms using $O(n^ε)$ space per machine for any constant $ε\in (0, 1)$ and using $\widetilde{O}(m)$ total space. Therefore, for the wide range of sparse graphs with small arboricity---such as minor-free graphs, bounded-genus graphs or bounded treewidth graphs---we get an $O(\log^2 \log n)$ round algorithm which exponentially improves prior algorithms. By known reductions, our results also imply a $(1+ε)$-approximation of maximum cardinality matching, a $(2+ε)$-approximation of maximum weighted matching, and a 2-approximation of minimum vertex cover with essentially the same round complexity and memory requirements.

cs.DC↗

Optimal Strategies of Blotto Games: Beyond Convexity

The Colonel Blotto game, first introduced by Borel in 1921, is a well-studied game theory classic. Two colonels each have a pool of troops that they divide simultaneously among a set of battlefields. The winner of each battlefield is the colonel who puts more troops in it and the overall utility of each colonel is the sum of weights of the battlefields that s/he wins. Over the past century, the Colonel Blotto game has found applications in many different forms of competition from advertisements to politics to sports. Two main objectives have been proposed for this game in the literature: (i) maximizing the guaranteed expected payoff, and (ii) maximizing the probability of obtaining a minimum payoff $u$. The former corresponds to the conventional utility maximization and the latter concerns scenarios such as elections where the candidates' goal is to maximize the probability of getting at least half of the votes (rather than the expected number of votes). In this paper, we consider both of these objectives and show how it is possible to obtain (almost) optimal solutions that have few strategies in their support. One of the main technical challenges in obtaining bounded support strategies for the Colonel Blotto game is that the solution space becomes non-convex. This prevents us from using convex programming techniques in finding optimal strategies which are essentially the main tools that are used in the literature. However, we show through a set of structural results that the solution space can, interestingly, be partitioned into polynomially many disjoint convex polytopes that can be considered independently. Coupled with a number of other combinatorial observations, this leads to polynomial time approximation schemes for both of the aforementioned objectives.

cs.GT↗

Stochastic Matching with Few Queries: New Algorithms and Tools

We consider the following stochastic matching problem on both weighted and unweighted graphs: A graph $G(V, E)$ along with a parameter $p \in (0, 1)$ is given in the input. Each edge of $G$ is realized independently with probability $p$. The goal is to select a degree bounded (dependent only on $p$) subgraph $H$ of $G$ such that the expected size/weight of maximum realized matching of $H$ is close to that of $G$. This model of stochastic matching has attracted significant attention over the recent years due to its various applications. The most fundamental open question is the best approximation factor achievable for such algorithms that, in the literature, are referred to as non-adaptive algorithms. Prior work has identified breaking (near) half-approximation as a barrier for both weighted and unweighted graphs. Our main results are as follows: -- We analyze a simple and clean algorithm and show that for unweighted graphs, it finds an (almost) $4\sqrt{2}-5$ ($\approx 0.6568$) approximation by querying $O(\frac{\log (1/p)}{p})$ edges per vertex. This improves over the state-of-the-art $0.5001$ approximate algorithm of Assadi et al. [EC'17]. -- We show that the same algorithm achieves a $0.501$ approximation for weighted graphs by querying $O(\frac{\log (1/p)}{p})$ edges per vertex. This is the first algorithm to break $0.5$ approximation barrier for weighted graphs. It also improves the per-vertex queries of the state-of-the-art by Yamaguchi and Maehara [SODA'18] and Behnezhad and Reyhani [EC'18]. Our algorithms are fundamentally different from prior works, yet are very simple and natural. For the analysis, we introduce a number of procedures that construct heavy fractional matchings. We consider the new algorithms and our analytical tools to be the main contributions of this paper.

cs.DS↗

Massively Parallel Dynamic Programming on Trees

Dynamic programming is a powerful technique that is, unfortunately, often inherently sequential. That is, there exists no unified method to parallelize algorithms that use dynamic programming. In this paper, we attempt to address this issue in the Massively Parallel Computations (MPC) model which is a popular abstraction of MapReduce-like paradigms. Our main result is an algorithmic framework to adapt a large family of dynamic programs defined over trees. We introduce two classes of graph problems that admit dynamic programming solutions on trees. We refer to them as "(polylog)-expressible" and "linear-expressible" problems. We show that both classes can be parallelized in $O(\log n)$ rounds using a sublinear number of machines and a sublinear memory per machine. To achieve this result, we introduce a series of techniques that can be plugged together. To illustrate the generality of our framework, we implement in $O(\log n)$ rounds of MPC, the dynamic programming solution of graph problems such as minimum bisection, $k$-spanning tree, maximum independent set, longest path, etc., when the input graph is a tree.

cs.DS↗

Almost Optimal Stochastic Weighted Matching With Few Queries

We consider the {\em stochastic matching} problem. An edge-weighted general (i.e., not necessarily bipartite) graph $G(V, E)$ is given in the input, where each edge in $E$ is {\em realized} independently with probability $p$; the realization is initially unknown, however, we are able to {\em query} the edges to determine whether they are realized. The goal is to query only a small number of edges to find a {\em realized matching} that is sufficiently close to the maximum matching among all realized edges. This problem has received a considerable attention during the past decade due to its numerous real-world applications in kidney-exchange, matchmaking services, online labor markets, and advertisements. Our main result is an {\em adaptive} algorithm that for any arbitrarily small $ε> 0$, finds a $(1-ε)$-approximation in expectation, by querying only $O(1)$ edges per vertex. We further show that our approach leads to a $(1/2-ε)$-approximate {\em non-adaptive} algorithm that also queries only $O(1)$ edges per vertex. Prior to our work, no nontrivial approximation was known for weighted graphs using a constant per-vertex budget. The state-of-the-art adaptive (resp. non-adaptive) algorithm of Maehara and Yamaguchi [SODA 2018] achieves a $(1-ε)$-approximation (resp. $(1/2-ε)$-approximation) by querying up to $O(w\log{n})$ edges per vertex where $w$ denotes the maximum integer edge-weight. Our result is a substantial improvement over this bound and has an appealing message: No matter what the structure of the input graph is, one can get arbitrarily close to the optimum solution by querying only a constant number of edges per vertex. To obtain our results, we introduce novel properties of a generalization of {\em augmenting paths} to weighted matchings that may be of independent interest.

cs.DS↗

Semi-MapReduce Meets Congested Clique

Graph problems are troublesome when it comes to MapReduce. Typically, to be able to design algorithms that make use of the advantages of MapReduce, assumptions beyond what the model imposes, such as the density of the input graph, are required. In a recent shift, a simple and robust model of MapReduce for graph problems, where the space per machine is set to be O(|V|), has attracted considerable attention. We term this model semi-MapReduce, or in short, semiMPC, and focus on its computational power. We show through a set of simulation methods that semiMPC is, perhaps surprisingly, equivalent to the congested clique model of distributed computing. However, semiMPC, in addition to round complexity, incorporates another practically important dimension to optimize: the number of machines. Furthermore, we show that algorithms in other distributed computing models, such as CONGEST, can be simulated to run in the same number of rounds of semiMPC while also using an optimal number of machines. We later show the implications of these simulation methods by obtaining improved algorithms for these models using the recent algorithms that have been developed.

cs.DC↗

A Polynomial Time Algorithm for Spatio-Temporal Security Games

An ever-important issue is protecting infrastructure and other valuable targets from a range of threats from vandalism to theft to piracy to terrorism. The "defender" can rarely afford the needed resources for a 100% protection. Thus, the key question is, how to provide the best protection using the limited available resources. We study a practically important class of security games that is played out in space and time, with targets and "patrols" moving on a real line. A central open question here is whether the Nash equilibrium (i.e., the minimax strategy of the defender) can be computed in polynomial time. We resolve this question in the affirmative. Our algorithm runs in time polynomial in the input size, and only polylogarithmic in the number of possible patrol locations (M). Further, we provide a continuous extension in which patrol locations can take arbitrary real values. Prior work obtained polynomial-time algorithms only under a substantial assumption, e.g., a constant number of rounds. Further, all these algorithms have running times polynomial in M, which can be very large.

cs.GT↗

Faster and Simpler Algorithm for Optimal Strategies of Blotto Game

In the Colonel Blotto game, which was initially introduced by Borel in 1921, two colonels simultaneously distribute their troops across different battlefields. The winner of each battlefield is determined independently by a winner-take-all rule. The ultimate payoff of each colonel is the number of battlefields he wins. This game is commonly used for analyzing a wide range of applications such as the U.S presidential election, innovative technology competitions, advertisements, etc. There have been persistent efforts for finding the optimal strategies for the Colonel Blotto game. After almost a century Ahmadinejad, Dehghani, Hajiaghayi, Lucier, Mahini, and Seddighin provided a poly-time algorithm for finding the optimal strategies. They first model the problem by a Linear Program (LP) and use Ellipsoid method to solve it. However, despite the theoretical importance of their algorithm, it is highly impractical. In general, even Simplex method (despite its exponential running-time) performs better than Ellipsoid method in practice. In this paper, we provide the first polynomial-size LP formulation of the optimal strategies for the Colonel Blotto game. We use linear extension techniques. Roughly speaking, we project the strategy space polytope to a higher dimensional space, which results in a lower number of facets for the polytope. We use this polynomial-size LP to provide a novel, simpler and significantly faster algorithm for finding the optimal strategies for the Colonel Blotto game. We further show this representation is asymptotically tight in terms of the number of constraints. We also extend our approach to multi-dimensional Colonel Blotto games, and implement our algorithm to observe interesting properties of Colonel Blotto; for example, we observe the behavior of players in the discrete model is very similar to the previously studied continuous model.

cs.GT↗