We propose a generic mechanism for incentivizing behavior in an arbitrary finite game using payments. Doing so is trivial if the mechanism is allowed to observe all actions taken in the game, as this allows it to simply punish those agents who deviate from the intended strategy. Instead, we consider an abstraction where the mechanism probabilistically infers information about what happened in the game. We show that payment schemes can be used to implement any set of utilities if and only if the mechanism can essentially infer completely what happened. We show that finding an optimal payment scheme for games of perfect information is \textsf{P}-complete, and conjecture it to be \textsf{PPAD}-hard for games of imperfect information. We prove a lower bound on the size of the payments, showing that the payments must be linear in the intended level of security. We demonstrate the applicability of our model to concrete problems in distributed computing, namely decentralized commerce and secure multiparty computation, for which the payments match the lower bound asymptotically.
The problem of scheduling unrelated machines has been studied since the inception of algorithmic mechanism design \cite{NR99}. It is a resource allocation problem that entails assigning $m$ tasks to $n$ machines for execution. Machines are regarded as strategic agents who may lie about their execution costs so as to minimize their allocated workload. To address the situation when monetary payment is not an option to compensate the machines' costs, \citeauthor{DBLP:journals/mst/Koutsoupias14} [2014] devised two \textit{truthful} mechanisms, K and P respectively, that achieve an approximation ratio of $\frac{n+1}{2}$ and $n$, for social cost minimization. In addition, no truthful mechanism can achieve an approximation ratio better than $\frac{n+1}{2}$. Hence, mechanism K is optimal. While approximation ratio provides a strong worst-case guarantee, it also limits us to a comprehensive understanding of mechanism performance on various inputs. This paper investigates these two scheduling mechanisms beyond the worst case. We first show that mechanism K achieves a smaller social cost than mechanism P on every input. That is, mechanism K is pointwise better than mechanism P. Next, for each task $j$, when machines' execution costs $t_i^j$ are independent and identically drawn from a task-specific distribution $F^j(t)$, we show that the average-case approximation ratio of mechanism K converges to a constant. This bound is tight for mechanism K. For a better understanding of this distribution dependent constant, on the one hand, we estimate its value by plugging in a few common distributions; on the other, we show that this converging bound improves a known bound \cite{DBLP:conf/aaai/Zhang18} which only captures the single-task setting. Last, we find that the average-case approximation ratio of mechanism P converges to the same constant.
Emerging distributed cloud architectures, e.g., fog and mobile edge computing, are playing an increasingly important role in the efficient delivery of real-time stream-processing applications such as augmented reality, multiplayer gaming, and industrial automation. While such applications require processed streams to be shared and simultaneously consumed by multiple users/devices, existing technologies lack efficient mechanisms to deal with their inherent multicast nature, leading to unnecessary traffic redundancy and network congestion. In this paper, we establish a unified framework for distributed cloud network control with generalized (mixed-cast) traffic flows that allows optimizing the distributed execution of the required packet processing, forwarding, and replication operations. We first characterize the enlarged multicast network stability region under the new control framework (with respect to its unicast counterpart). We then design a novel queuing system that allows scheduling data packets according to their current destination sets, and leverage Lyapunov drift-plus-penalty theory to develop the first fully decentralized, throughput- and cost-optimal algorithm for multicast cloud network flow control. Numerical experiments validate analytical results and demonstrate the performance gain of the proposed design over existing cloud network control techniques.
Recruitment in large organisations often involves interviewing a large number of candidates. The process is resource intensive and complex. Therefore, it is important to carry it out efficiently and effectively. Planning the selection process consists of several problems, each of which maps to one or the other well-known computing problem. Research that looks at each of these problems in isolation is rich and mature. However, research that takes an integrated view of the problem is not common. In this paper, we take two of the most important aspects of the application processing problem, namely review/interview panel creation and interview scheduling. We have implemented our approach as a prototype system and have used it to automatically plan the interview process of a real-life data set. Our system provides a distinctly better plan than the existing practice, which is predominantly manual. We have explored various algorithmic options and have customised them to solve these panel creation and interview scheduling problems. We have evaluated these design options experimentally on a real data set and have presented our observations. Our prototype and experimental process and results may be a very good starting point for a full-fledged development project for automating application processing process.
We study the distributed minimum spanning tree (MST) problem, a fundamental problem in distributed computing. It is well-known that distributed MST can be solved in $\tilde{O}(D+\sqrt{n})$ rounds in the standard CONGEST model (where $n$ is the network size and $D$ is the network diameter) and this is essentially the best possible round complexity (up to logarithmic factors). However, in resource-constrained networks such as ad hoc wireless and sensor networks, nodes spending so much time can lead to significant spending of resources such as energy. Motivated by the above consideration, we study distributed algorithms for MST under the \emph{sleeping model} [Chatterjee et al., PODC 2020], a model for design and analysis of resource-efficient distributed algorithms. In the sleeping model, a node can be in one of two modes in any round -- \emph{sleeping} or \emph{awake} (unlike the traditional model where nodes are always awake). Only the rounds in which a node is \emph{awake} are counted, while \emph{sleeping} rounds are ignored. A node spends resources only in the awake rounds and hence the main goal is to minimize the \emph{awake complexity} of a distributed algorithm, the worst-case number of rounds any node is awake. We present deterministic and randomized distributed MST algorithms that have an \emph{optimal} awake complexity of $O(\log n)$ time with a matching lower bound. We also show that our randomized awake-optimal algorithm has essentially the best possible round complexity by presenting a lower bound of $\tilde{\Omega}(n)$ on the product of the awake and round complexity of any distributed algorithm (including randomized) that outputs an MST, where $\tilde{\Omega}$ hides a $1/(\text{polylog } n)$ factor.
This paper presents new deterministic and distributed low-diameter decomposition algorithms for weighted graphs. In particular, we show that if one can efficiently compute approximate distances in a parallel or a distributed setting, one can also efficiently compute low-diameter decompositions. This consequently implies solutions to many fundamental distance based problems using a polylogarithmic number of approximate distance computations. Our low-diameter decomposition generalizes and extends the line of work starting from [Rozho\v{n}, Ghaffari STOC 2020] to weighted graphs in a very model-independent manner. Moreover, our clustering results have additional useful properties, including strong-diameter guarantees, separation properties, restricting cluster centers to specified terminals, and more. Applications include: -- The first near-linear work and polylogarithmic depth randomized and deterministic parallel algorithm for low-stretch spanning trees (LSST) with polylogarithmic stretch. Previously, the best parallel LSST algorithm required $m \cdot n^{o(1)}$ work and $n^{o(1)}$ depth and was inherently randomized. No deterministic LSST algorithm with truly sub-quadratic work and sub-linear depth was known. -- The first near-linear work and polylogarithmic depth deterministic algorithm for computing an $\ell_1$-embedding into polylogarithmic dimensional space with polylogarithmic distortion. The best prior deterministic algorithms for $\ell_1$-embeddings either require large polynomial work or are inherently sequential. Even when we apply our techniques to the classical problem of computing a ball-carving with strong-diameter $O(\log^2 n)$ in an unweighted graph, our new clustering algorithm still leads to an improvement in round complexity from $O(\log^{10} n)$ rounds [Chang, Ghaffari PODC 21] to $O(\log^{4} n)$.
We design and implement LEGOStore, an erasure coding (EC) based linearizable data store over geo-distributed public cloud data centers (DCs). For such a data store, the confluence of the following factors opens up opportunities for EC to be latency-competitive with replication: (a) the necessity of communicating with remote DCs to tolerate entire DC failures and implement linearizability; and (b) the emergence of DCs near most large population centers. LEGOStore employs an optimization framework that, for a given object, carefully chooses among replication and EC, as well as among various DC placements to minimize overall costs. To handle workload dynamism, LEGOStore employs a novel agile reconfiguration protocol. Our evaluation using a LEGOStore prototype spanning 9 Google Cloud Platform DCs demonstrates the efficacy of our ideas. We observe cost savings ranging from moderate (5-20\%) to significant (60\%) over baselines representing the state of the art while meeting tail latency SLOs. Our reconfiguration protocol is able to transition key placements in 3 to 4 inter-DC RTTs ($<$ 1s in our experiments), allowing for agile adaptation to dynamic conditions.
Given a matrix $A$ and vector $b$ with polynomial entries in $d$ real variables $\delta=(\delta_1,\ldots,\delta_d)$ we consider the following notion of feasibility: the pair $(A,b)$ is locally feasible if there exists an open neighborhood $U$ of $0$ such that for every $\delta\in U$ there exists $x$ satisfying $A(\delta)x\ge b(\delta)$ entry-wise. For $d=1$ we construct a polynomial time algorithm for deciding local feasibility. For $d \ge 2$ we show local feasibility is NP-hard. As an application (which was the primary motivation for this work) we give a computer-assisted proof of ergodicity of the following elementary 1D cellular automaton: given the current state $\eta_t \in \{0,1\}^{\mathbb{Z}}$ the next state $\eta_{t+1}(n)$ at each vertex $n\in \mathbb{Z}$ is obtained by $\eta_{t+1}(n)= \text{NAND}\big(\text{BSC}_\delta(\eta_t(n-1)), \text{BSC}_\delta(\eta_t(n))\big)$. Here the binary symmetric channel $\text{BSC}_\delta$ takes a bit as input and flips it with probability $\delta$ (and leaves it unchanged with probability $1-\delta$). We also consider the problem of broadcasting information on the 2D-grid of noisy binary-symmetric channels $\text{BSC}_\delta$, where each node may apply an arbitrary processing function to its input bits. We prove that there exists $\delta_0'>0$ such that for all noise levels $0<\delta<\delta_0'$ it is impossible to broadcast information for any processing function, as conjectured in Makur, Mossel, Polyanskiy (ISIT 2021).
The lossless compression of a single source $X^n$ was recently shown to be achievable with a notion of strong locality; any $X_i$ can be decoded from a {\emph{constant}} number of compressed bits, with a vanishing in $n$ probability of error. In contrast with the single source setup, we show that for two separately encoded sources $(X^n,Y^n)$, lossless compression and strong locality is generally not possible. More precisely, we show that for the class of "confusable" sources strong locality cannot be achieved whenever one of the sources is compressed below its entropy. In this case, irrespectively of $n$, the probability of error of decoding any $(X_i,Y_i)$ is lower bounded by $2^{-O(d_{\mathrm{loc}})}$, where $d_{\mathrm{loc}}$ denotes the number of compressed bits accessed by the local decoder. Conversely, if the source is not confusable, strong locality is possible even if one of the sources is compressed below its entropy. Results extend to any number of sources.
Task graphs provide a simple way to describe scientific workflows (sets of tasks with dependencies) that can be executed on both HPC clusters and in the cloud. An important aspect of executing such graphs is the used scheduling algorithm. Many scheduling heuristics have been proposed in existing works; nevertheless, they are often tested in oversimplified environments. We provide an extensible simulation environment designed for prototyping and benchmarking task schedulers, which contains implementations of various scheduling algorithms and is open-sourced, in order to be fully reproducible. We use this environment to perform a comprehensive analysis of workflow scheduling algorithms with a focus on quantifying the effect of scheduling challenges that have so far been mostly neglected, such as delays between scheduler invocations or partially unknown task durations. Our results indicate that network models used by many previous works might produce results that are off by an order of magnitude in comparison to a more realistic model. Additionally, we show that certain implementation details of scheduling algorithms which are often neglected can have a large effect on the scheduler's performance, and they should thus be described in great detail to enable proper evaluation.
The aim of this work is to develop a fully-distributed algorithmic framework for training graph convolutional networks (GCNs). The proposed method is able to exploit the meaningful relational structure of the input data, which are collected by a set of agents that communicate over a sparse network topology. After formulating the centralized GCN training problem, we first show how to make inference in a distributed scenario where the underlying data graph is split among different agents. Then, we propose a distributed gradient descent procedure to solve the GCN training problem. The resulting model distributes computation along three lines: during inference, during back-propagation, and during optimization. Convergence to stationary solutions of the GCN training problem is also established under mild conditions. Finally, we propose an optimization criterion to design the communication topology between agents in order to match with the graph describing data relationships. A wide set of numerical results validate our proposal. To the best of our knowledge, this is the first work combining graph convolutional neural networks with distributed optimization.