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Yonggang Jiang

Publications and source records attributed to Yonggang Jiang.

22 records · Page 2Linked to original sources

Perfect Simulation of Las Vegas Algorithms via Local Computation

The notion of Las Vegas algorithms was introduced by Babai (1979) and can be defined in two ways: * In Babai's original definition, a randomized algorithm is called Las Vegas if it has a finitely bounded running time and certifiable random failure. * Another definition widely accepted today is that Las Vegas algorithms refer to zero-error randomized algorithms with random running times. The equivalence between the two definitions is straightforward. Specifically, for randomized algorithms with certifiable failures, repeatedly running the algorithm until no failure is encountered allows for faithful simulation of the correct output when it executes successfully. We show that a similar perfect simulation can also be achieved in distributed local computation. Specifically, in the LOCAL model, with polylogarithmic overhead in time complexity, any Las Vegas algorithm with finitely bounded running time and locally certifiable failures can be converted to a zero-error Las Vegas algorithm. This transformed algorithm faithfully reproduces the correct output of the original algorithm in successful executions.

cs.DS↗

Finding a Small Vertex Cut on Distributed Networks

We present an algorithm for distributed networks to efficiently find a small vertex cut in the CONGEST model. Given a positive integer $κ$, our algorithm can, with high probability, either find $κ$ vertices whose removal disconnects the network or return that such $κ$ vertices do not exist. Our algorithm takes $κ^3\cdot \tilde{O}(D+\sqrt{n})$ rounds, where $n$ is the number of vertices in the network and $D$ denotes the network's diameter. This implies $\tilde{O}(D+\sqrt{n})$ round complexity whenever $κ=\text{polylog}(n)$. Prior to our result, a bound of $\tilde{O}(D)$ is known only when $κ=1,2$ [Parter, Petruschka DISC'22]. For $κ\geq 3$, this bound can be obtained only by an $O(\log n)$-approximation algorithm [Censor-Hillel, Ghaffari, Kuhn PODC'14], and the only known exact algorithm takes $O\left((κΔD)^{O(κ)}\right)$ rounds, where $Δ$ is the maximum degree [Parter DISC'19]. Our result answers an open problem by Nanongkai, Saranurak, and Yingchareonthawornchai [STOC'19].

cs.DS↗

Robust and Optimal Contention Resolution without Collision Detection

We consider the classical contention resolution problem where nodes arrive over time, each with a message to send. In each synchronous slot, each node can send or remain idle. If in a slot one node sends alone, it succeeds; otherwise, if multiple nodes send simultaneously, messages collide and none succeeds. Nodes can differentiate collision and silence only if collision detection is available. Ideally, a contention resolution algorithm should satisfy three criteria: low time complexity (or high throughput); low energy complexity, meaning each node does not make too many broadcast attempts; strong robustness, meaning the algorithm can maintain good performance even if slots can be jammed. Previous work has shown, with collision detection, there are "perfect" contention resolution algorithms satisfying all three criteria. On the other hand, without collision detection, it was not until 2020 that an algorithm was discovered which can achieve optimal time complexity and low energy cost, assuming there is no jamming. More recently, the trade-off between throughput and robustness was studied. However, an intriguing and important question remains unknown: without collision detection, are there robust algorithms achieving both low total time complexity and low per-node energy cost? In this paper, we answer the above question affirmatively. Specifically, we develop a new randomized algorithm for robust contention resolution without collision detection. Lower bounds show that it has both optimal time and energy complexity. If all nodes start execution simultaneously, we design another algorithm that is even faster, with similar energy complexity as the first algorithm. The separation on time complexity suggests for robust contention resolution without collision detection, ``batch'' instances (nodes start simultaneously) are inherently easier than ``scattered'' ones (nodes arrive over time).

cs.DC↗

Tight Trade-off in Contention Resolution without Collision Detection

In this paper, we consider contention resolution on a multiple-access communication channel. In this problem, a set of nodes arrive over time, each with a message it intends to send. In each time slot, each node may attempt to broadcast its message or remain idle. If a single node broadcasts in a slot, the message is received by all nodes; otherwise, if multiple nodes broadcast simultaneously, a collision occurs and none succeeds. If collision detection is available, nodes can differentiate collision and silence (i.e., no nodes broadcast). Performance of contention resolution algorithms is often measured by throughput -- the number of successful transmissions within a period of time; whereas robustness is often measured by jamming resistance -- a jammed slot always generates a collision. Previous work has shown, with collision detection, optimal constant throughput can be attained, even if a constant fraction of all slots are jammed. The situation when collision detection is not available, however, remains unclear. In a recent breakthrough paper [Bender et al., STOC '20], a crucial case is resolved: constant throughput is possible without collision detection, but only if there is no jamming. Nonetheless, the exact trade-off between the best possible throughput and the severity of jamming remains unknown. In this paper, we address this open question. Specifically, for any level of jamming ranging from none to constant fraction, we prove an upper bound on the best possible throughput, along with an algorithm attaining that bound. An immediate and interesting implication of our result is, when a constant fraction of all slots are jammed, which is the worst-case scenario, there still exists an algorithm achieving a decent throughput: $Θ(t/\log{t})$ messages could be successfully transmitted within $t$ slots.

cs.DC↗