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Taisuke Izumi

Publications and source records attributed to Taisuke Izumi.

35 records · Page 2Linked to original sources

Message Reduction in the Local Model is a Free Lunch

A new \emph{spanner} construction algorithm is presented, working under the \emph{LOCAL} model with unique edge IDs. Given an $n$-node communication graph, a spanner with a constant stretch and $O (n^{1 + \varepsilon})$ edges (for an arbitrarily small constant $\varepsilon > 0$) is constructed in a constant number of rounds sending $O (n^{1 + \varepsilon})$ messages whp. Consequently, we conclude that every $t$-round LOCAL algorithm can be transformed into an $O (t)$-round LOCAL algorithm that sends $O (t \cdot n^{1 + \varepsilon})$ messages whp. This improves upon all previous message-reduction schemes for LOCAL algorithms that incur a $\log^{Ω(1)} n$ blow-up of the round complexity.

cs.DC↗

Low-Congestion Shortcut and Graph Parameters

The concept of low-congestion shortcuts is initiated by Ghaffari and Haeupler [SODA2016] for addressing the design of CONGEST algorithms running fast in restricted network topologies. Specifically, given a specific graph class $X$, an $f$-round algorithm of constructing shortcuts of quality $q$ for any instance in $X$ results in $\tilde{O}(q + f)$-round algorithms of solving several fundamental graph problems such as minimum spanning tree and minimum cut, for $X$. In this paper, we consider the relationship between the quality of low-congestion shortcuts and three major graph parameters, chordality, diameter, and clique-width. The main contribution of the paper is threefold: (1) We show an $O(1)$-round algorithm which constructs a low-congestion shortcut with quality $O(kD)$ for any $k$-chordal graph, and prove that the quality and running time of this construction is nearly optimal up to polylogarithmic factors. (2) We present two algorithms, each of which constructs a low-congestion shortcut with quality $\tilde{O}(n^{1/4})$ in $\tilde{O}(n^{1/4})$ rounds for graphs of $D=3$, and that with quality $\tilde{O}(n^{1/3})$ in $\tilde{O}(n^{1/3})$ rounds for graphs of $D=4$ respectively. These results obviously deduce two MST algorithms running in $\tilde{O}(n^{1/4})$ and $\tilde{O}(n^{1/3})$ rounds for $D=3$ and $4$ respectively, which almost close the long-standing complexity gap of the MST construction in small-diameter graphs originally posed by Lotker et al. [Distributed Computing 2006]. (3) We show that bounding clique-width does not help the construction of good shortcuts by presenting a network topology of clique-width six where the construction of MST is as expensive as the general case.

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Logarithmic Expected-Time Leader Election in Population Protocol Model

In this paper, the leader election problem in the population protocol model is considered. A leader election protocol with logarithmic stabilization time is given. Given a rough knowledge m of the population size n such that m >= \log_2 n and m=O(log n), the proposed protocol guarantees that exactly one leader is elected from n agents within O(log n) parallel time in expectation and the unique leader is kept forever thereafter. The number of states per agent of the protocol is O(log n).

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Quantum Distributed Algorithm for the All-Pairs Shortest Path Problem in the CONGEST-CLIQUE Model

The All-Pairs Shortest Path problem (APSP) is one of the most central problems in distributed computation. In the CONGEST-CLIQUE model, in which $n$ nodes communicate with each other over a fully connected network by exchanging messages of $O(\log n)$ bits in synchronous rounds, the best known general algorithm for APSP uses $\tilde O(n^{1/3})$ rounds. Breaking this barrier is a fundamental challenge in distributed graph algorithms. In this paper we investigate for the first time quantum distributed algorithms in the CONGEST-CLIQUE model, where nodes can exchange messages of $O(\log n)$ quantum bits, and show that this barrier can be broken: we construct a $\tilde O(n^{1/4})$-round quantum distributed algorithm for the APSP over directed graphs with polynomial weights in the CONGEST-CLIQUE model. This speedup in the quantum setting contrasts with the case of the standard CONGEST model, for which Elkin et al. (PODC 2014) showed that quantum communication does not offer significant advantages over classical communication. Our quantum algorithm is based on a relationship discovered by Vassilevska Williams and Williams (JACM 2018) between the APSP and the detection of negative triangles in a graph. The quantum part of our algorithm exploits the framework for quantum distributed search recently developed by Le Gall and Magniez (PODC 2018). Our main technical contribution is a method showing how to implement multiple quantum searches (one for each edge in the graph) in parallel without introducing congestions.

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Triangle Finding and Listing in CONGEST Networks

Triangle-free graphs play a central role in graph theory, and triangle detection (or triangle finding) as well as triangle enumeration (triangle listing) play central roles in the field of graph algorithms. In distributed computing, algorithms with sublinear round complexity for triangle finding and listing have recently been developed in the powerful CONGEST clique model, where communication is allowed between any two nodes of the network. In this paper we present the first algorithms with sublinear complexity for triangle finding and triangle listing in the standard CONGEST model, where the communication topology is the same as the topology of the network. More precisely, we give randomized algorithms for triangle finding and listing with round complexity $O(n^{2/3}(\log n)^{2/3})$ and $O(n^{3/4}\log n)$, respectively, where $n$ denotes the number of nodes of the network. We also show a lower bound $Ω(n^{1/3}/\log n)$ on the round complexity of triangle listing, which also holds for the CONGEST clique model.

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Population Protocols with Faulty Interactions: the Impact of a Leader

We consider the problem of simulating traditional population protocols under weaker models of communication, which include one-way interactions (as opposed to two-way interactions) and omission faults (i.e., failure by an agent to read its partner's state during an interaction), which in turn may be detectable or undetectable. We focus on the impact of a leader, and we give a complete characterization of the models in which the presence of a unique leader in the system allows the construction of simulators: when simulations are possible, we give explicit protocols; when they are not, we give proofs of impossibility. Specifically, if each agent has only a finite amount of memory, the simulation is possible only if there are no omission faults. If agents have an unbounded amount of memory, the simulation is possible as long as omissions are detectable. If an upper bound on the number of omissions involving the leader is known, the simulation is always possible, except in the one-way model in which one side is unable to detect the interaction.

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On the Power of Weaker Pairwise Interaction: Fault-Tolerant Simulation of Population Protocols

In this paper we investigate the computational power of Population Protocols (PP) under some unreliable and/or weaker interaction models. More precisely, we focus on two features related to the power of interactions: omission failures and one-way communications. An omission failure, a notion that this paper introduces for the first time in the context of PP, is the loss by one or both parties of the information transmitted in an interaction. The failure may or may not be detected by either party. On the other hand, in one-way models, communication happens only in one direction: only one of the two agents can change its state depending on both agents' states, and the other agent may or may not be aware of the interaction. These notions can be combined, obtaining one-way protocols with (possibly detectable) omission failures. A general question is what additional power is necessary and sufficient to completely overcome the weakness of one-way protocols and enable them to simulate two-way protocols, with and without omission failures. As a basic feature, a simulator needs to implement an atomic communication of states between two agents; this task is further complicated by the anonymity of the agents, their lack of knowledge of the system, and the limited amount of memory that they may have. We provide the first answers to these questions by presenting and analyzing several simulators, i.e., wrapper protocols converting any protocol for the standard two-way model into one running on a weaker one.

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Bounds on Asymptotic Rate of Capacitive Crosstalk Avoidance Codes for On-chip Buses

In order to prevent the capacitive crosstalk in on-chip buses, several types of capacitive crosstalk avoidance codes have been devised. These codes are designed to prohibit transition patterns prone to the capacity crosstalk from any consecutive two words transmitted to on-chip buses. This paper provides a rigorous analysis on the asymptotic rate of (p,q)-transition free word sequences under the assumption that coding is based on a pair of a stateful encoder and a stateless decoder. The symbols p and q represent k-bit transition patterns that should not be appeared in any consecutive two words at the same adjacent k-bit positions. It is proved that the maximum rate of the sequences equals to the subgraph domatic number of (p,q)-transition free graph. Based on the theoretical results on the subgraph domatic partition problem, a pair of lower and upper bounds on the asymptotic rate is derived. We also present that the asymptotic rate 0.8325 is achievable for the (10,01)-transition free word sequences.

cs.IT↗

Improving Lower Bound on Opaque Set for Equilateral Triangle

An opaque set (or a barrier) for $U \subseteq \mathbb{R}^2$ is a set $B$ of finite-length curves such that any line intersecting $U$ also intersects $B$. In this paper, we consider the lower bound for the shortest barrier when $U$ is the unit equilateral triangle. The known best lower bound for triangles is the classic one by Jones [Jones,1964], which exhibits that the length of the shortest barrier for any convex polygon is at least the half of its perimeter. That is, for the unit equilateral triangle, it must be at least $3/2$. Very recently, this lower bounds are improved for convex $k$-gons for any $k\geq 4$ [Kawamura et al. 2014], but the case of triangles still lack the bound better than Jones' one. The main result of this paper is to fill this missing piece: We give the lower bound of $3/2 + 5 \cdot 10^{-13}$ for the unit-size equilateral triangle. The proof is based on two new ideas, angle-restricted barriers and a weighted sum of projection-cover conditions, which may be of independently interest.

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Bitwise MAP Algorithm for Group Testing based on Holographic Transformation

In this paper, an exact bitwise MAP (Maximum A Posteriori) estimation algorithm for group testing problems is presented. We assume a simplest non-adaptive group testing scenario including N-objects with binary status and M-disjunctive tests. If a group contains a positive object, the test result for the group is assumed to be one; otherwise, the test result becomes zero. Our inference problem is to evaluate the posterior probabilities of the objects from the observation of M-test results and from our knowledge on the prior probabilities for objects. The heart of the algorithm is the dual expression of the posterior values. The derivation of the dual expression can be naturally described based on a holographic transformation to the normal factor graph (NFG) representing the inference problem.

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A New Direction for Counting Perfect Matchings

In this paper, we present a new exact algorithm for counting perfect matchings, which relies on neither inclusion-exclusion principle nor tree-decompositions. For any bipartite graph of $2n$ nodes and $Δn$ edges such that $Δ\geq 3$, our algorithm runs with $O^{\ast}(2^{(1 - 1/O(Δ\log Δ))n})$ time and exponential space. Compared to the previous algorithms, it achieves a better time bound in the sense that the performance degradation to the increase of $Δ$ is quite slower. The main idea of our algorithm is a new reduction to the problem of computing the cut-weight distribution of the input graph. The primary ingredient of this reduction is MacWilliams Identity derived from elementary coding theory. The whole of our algorithm is designed by combining that reduction with a non-trivial fast algorithm computing the cut-weight distribution. To the best of our knowledge, the approach posed in this paper is new and may be of independent interest.

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The Gathering Problem for Two Oblivious Robots with Unreliable Compasses

Anonymous mobile robots are often classified into synchronous, semi-synchronous and asynchronous robots when discussing the pattern formation problem. For semi-synchronous robots, all patterns formable with memory are also formable without memory, with the single exception of forming a point (i.e., the gathering) by two robots. However, the gathering problem for two semi-synchronous robots without memory is trivially solvable when their local coordinate systems are consistent, and the impossibility proof essentially uses the inconsistencies in their coordinate systems. Motivated by this, this paper investigates the magnitude of consistency between the local coordinate systems necessary and sufficient to solve the gathering problem for two oblivious robots under semi-synchronous and asynchronous models. To discuss the magnitude of consistency, we assume that each robot is equipped with an unreliable compass, the bearings of which may deviate from an absolute reference direction, and that the local coordinate system of each robot is determined by its compass. We consider two families of unreliable compasses, namely,static compasses with constant bearings, and dynamic compasses the bearings of which can change arbitrarily. For each of the combinations of robot and compass models, we establish the condition on deviation ϕthat allows an algorithm to solve the gathering problem, where the deviation is measured by the largest angle formed between the x-axis of a compass and the reference direction of the global coordinate system: ϕ< π/2 for semi-synchronous and asynchronous robots with static compasses, ϕ< π/4 for semi-synchronous robots with dynamic compasses, and ϕ< π/6 for asynchronous robots with dynamic compasses. Except for asynchronous robots with dynamic compasses, these sufficient conditions are also necessary.

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On the Approximability and Hardness of Minimum Topic Connected Overlay and Its Special Instances

In the context of designing a scalable overlay network to support decentralized topic-based pub/sub communication, the Minimum Topic-Connected Overlay problem (Min-TCO in short) has been investigated: Given a set of t topics and a collection of n users together with the lists of topics they are interested in, the aim is to connect these users to a network by a minimum number of edges such that every graph induced by users interested in a common topic is connected. It is known that Min-TCO is NP-hard and approximable within O(log t) in polynomial time. In this paper, we further investigate the problem and some of its special instances. We give various hardness results for instances where the number of topics in which an user is interested in is bounded by a constant, and also for the instances where the number of users interested in a common topic is constant. For the latter case, we present a first constant approximation algorithm. We also present some polynomial-time algorithms for very restricted instances of Min-TCO.

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Minimum Certificate Dispersal with Tree Structures

Given an n-vertex graph G=(V,E) and a set R \subseteq {{x,y} | x,y \in V} of requests, we consider to assign a set of edges to each vertex in G so that for every request {u, v} in R the union of the edge sets assigned to u and v contains a path from u to v. The Minimum Certificate Dispersal Problem (MCD) is defined as one to find an assignment that minimizes the sum of the cardinality of the edge set assigned to each vertex. This problem has been shown to be LOGAPX-complete for the most general setting, and APX-hard and 2-approximable in polynomial time for dense request sets, where R forms a clique. In this paper, we investigate the complexity of MCD with sparse (tree) structures. We first show that MCD is APX-hard when R is a tree, even a star. We then explore the problem from the viewpoint of the maximum degree Δof the tree: MCD for tree request set with constant Δis solvable in polynomial time, while that with Δ=Ω(n) is 2.56-approximable in polynomial time but hard to approximate within 1.01 unless P=NP. As for the structure of G itself, we show that the problem can be solved in polynomial time if G is a tree.

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The BG-simulation for Byzantine Mobile Robots

This paper investigates the task solvability of mobile robot systems subject to Byzantine faults. We first consider the gathering problem, which requires all robots to meet in finite time at a non-predefined location. It is known that the solvability of Byzantine gathering strongly depends on a number of system attributes, such as synchrony, the number of Byzantine robots, scheduling strategy, obliviousness, orientation of local coordinate systems and so on. However, the complete characterization of the attributes making Byzantine gathering solvable still remains open. In this paper, we show strong impossibility results of Byzantine gathering. Namely, we prove that Byzantine gathering is impossible even if we assume one Byzantine fault, an atomic execution system, the n-bounded centralized scheduler, non-oblivious robots, instantaneous movements and a common orientation of local coordinate systems (where n denote the number of correct robots). Those hypotheses are much weaker than used in previous work, inducing a much stronger impossibility result. At the core of our impossibility result is a reduction from the distributed consensus problem in asynchronous shared-memory systems. In more details, we newly construct a generic reduction scheme based on the distributed BG-simulation. Interestingly, because of its versatility, we can easily extend our impossibility result for general pattern formation problems.

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Emergent velocity agreement in robot networks

In this paper we propose and prove correct a new self-stabilizing velocity agreement (flocking) algorithm for oblivious and asynchronous robot networks. Our algorithm allows a flock of uniform robots to follow a flock head emergent during the computation whatever its direction in plane. Robots are asynchronous, oblivious and do not share a common coordinate system. Our solution includes three modules architectured as follows: creation of a common coordinate system that also allows the emergence of a flock-head, setting up the flock pattern and moving the flock. The novelty of our approach steams in identifying the necessary conditions on the flock pattern placement and the velocity of the flock-head (rotation, translation or speed) that allow the flock to both follow the exact same head and to preserve the flock pattern. Additionally, our system is self-healing and self-stabilizing. In the event of the head leave (the leading robot disappears or is damaged and cannot be recognized by the other robots) the flock agrees on another head and follows the trajectory of the new head. Also, robots are oblivious (they do not recall the result of their previous computations) and we make no assumption on their initial position. The step complexity of our solution is O(n).

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Physical expander in Virtual Tree Overlay

In this paper, we propose a new construction of constantdegree expanders motivated by their application in P2P overlay networks and in particular in the design of robust trees overlay. Our key result can be stated as follows. Consider a complete binary tree T and construct a random pairing Π between leaf nodes and internal nodes. We prove that the graph GΠobtained from T by contracting all pairs (leaf-internal nodes) achieves a constant node expansion with high probability. The use of our result in improving the robustness of tree overlays is straightforward. That is, if each physical node participating to the overlay manages a random pair that couples one virtual internal node and one virtual leaf node then the physical-node layer exhibits a constant expansion with high probability. We encompass the difficulty of obtaining this random tree virtualization by proposing a local, selforganizing and churn resilient uniformly-random pairing algorithm with O(log2 n) running time. Our algorithm has the merit to not modify the original tree virtual overlay (we just control the mapping between physical nodes and virtual nodes). Therefore, our scheme is general and can be applied to a large number of tree overlay implementations. We validate its performances in dynamic environments via extensive simulations.

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