12832200
A unified proof of minimum time complexity for reaching consensus and uniform consensus - an oracle-based approach
In this paper, we offer new proofs to two lower bound results in distributed computing: a minimum of f+1 and f+2 rounds for reaching consensus and uniform consensus respectively when at most f fail-stop faults can happen. Here the computation model is synchronous message passing. Both proofs are based on a novel oracle argument. These two induction proofs are unified in the following sense: the induction steps are the same and only the initial step (f=0) needs to be proved separately. The techniques used in the proof offer new insights into the lower bound results in distributed computing.
47532017
On fundamental tradeoffs between delay bounds and computational complexity in packet scheduling algorithms
We clarify, extend, and solve a long-standing open problem concerning the computational complexity for packet scheduling algorithms to achieve tight end-to-end delay bounds. We first focus on the difference between the time a packet finishes service in a scheduling algorithm and its virtual finish time under a GPS (General Processor Sharing) scheduler, called GPS-relative delay. We prove that, under a slightly restrictive but reasonable computational model, the lower bound computational complexity of any scheduling algorithm that guarantees O(1) GPS-relative delay bound is /spl Omega/(logn). We also discover that, surprisingly, the complexity lower bound remains the same even if the delay bound is relaxed to O(n/sup a/) for 0<a<1. This implies that the delay-complexity tradeoff curve is flat in the "interval" [O(1),O(n)). We later conditionally extend both complexity results (for O(1) or O(n/sup a/) delay) to a much stronger computational model, the linear decision tree. Finally, we show that the same complexity lower bounds are conditionally applicable to guaranteeing tight end-to-end delay bounds, if the delay bounds are provided through the Latency Rate (LR) framework.
10184291
Efficient and scalable query routing for unstructured peer-to-peer networks
Searching for content in peer-to-peer networks is an interesting and challenging problem. Queries in Gnutella-like unstructured systems that use flooding or random walk to search must visit O(n) nodes in a network of size n, thus consuming significant amounts of bandwidth. In this paper, we propose a query routing protocol that allows low bandwidth consumption during query forwarding using a low cost mechanism to create and maintain information about nearby objects. To achieve this, our protocol maintains a lightweight probabilistic routing table at each node that suggests the location of each object in the network. Following the corresponding routing table entries, a query can reach the destination in a small number of hops with high probability. However, maintaining routing tables in a large and highly dynamic network requires non-traditional mechanisms. We design a novel data structure called an exponentially decaying bloom filter (EDBF) that encodes such probabilistic routing tables in a highly compressed manner, and allows for efficient aggregation and propagation. The search primitives provided by our system can be used to search for single keys or multiple keywords with equal ease. Analytical modeling of our design predicts significant improvements in search efficiency, verified through extensive simulations in which we observed an order of magnitude reduction in query path length over previous proposals.
905381
On the computational complexity of maintaining GPS clock in packet scheduling
Packet scheduling is an important mechanism to provide QoS guarantees in data networks. A scheduling algorithm generally consists of two functions: one estimates how the GPS (general processor sharing) clock progresses with respect to the real time; the other decides the order of serving packets based on an estimation of their GPS start/finish times. In this work, we answer important open questions concerning the computational complexity of performing the first function. We systematically study the complexity of computing the GPS virtual start/finish times of the packets, which has long been believed to be /spl Omega/(n) per packet but has never been either proved or refuted. We also answer several other related questions such as "whether the complexity can be lower if the only thing that needs to be computed is the relative order of the GPS finish times of the packets rather than their exact values?".
16814075
On algebraic construction of Gallager and circulant low-density parity-check codes
This correspondence presents three algebraic methods for constructing low-density parity-check (LDPC) codes. These methods are based on the structural properties of finite geometries. The first method gives a class of Gallager codes and a class of complementary Gallager codes. The second method results in two classes of circulant-LDPC codes, one in cyclic form and the other in quasi-cyclic form. The third method is a two-step hybrid method. Codes in these classes have a wide range of rates and minimum distances, and they perform well with iterative decoding.
195710562
On fundamental tradeoffs between delay bounds and computational complexity in packet scheduling algorithms
In this work, we clarify, extend and solve an open problem concerning the computational complexity for packet scheduling algorithms to achieve tight end-to-end delay bounds. We first focus on the difference between the time a packet finishes service in a scheduling algorithm and its virtual finish time under a GPS (General Processor Sharing) scheduler, called GPS-relative delay. We prove that, under a slightly restrictive but reasonable computational model, the lower bound computational complexity of any scheduling algorithm that guarantees O(1) GPS-relative delay bound is Ω (log 2 n) (widely believed as a "folklore theorem" but never proved). We also discover that, surprisingly, the complexity lower bound remains the same even if the delay bound is relaxed to O(na) for 0‹a⋵1. This implies that the delay-complexity tradeoff curve is "flat" in the "interval" [O(1), O(n)). We later extend both complexity results (for O(1) or O(na) delay) to a much stronger computational model. Finally, we show that the same complexity lower bounds are conditionally applicable to guaranteeing tight end-to-end delay bounds. This is done by untangling the relationship between the GPS-relative delay bound and the end-to-end delay bound.
6260724
Finding an optimal path without growing the tree
For problems on computing an optimal path as well as its length in a certain setting, the "standard" approach for finding an actual optimal path is by building (or "growing") a single-source optimal path tree. In this paper, we study a class of optimal path problems with the following phenomenon: The space complexity of the algorithms for reporting the lengths of single-source optimal paths for these problems is asymptotically smaller than the space complexity of the "standard" tree-growing algorithms for finding actual optimal paths. We present a general and efficient algorithmic paradigm for finding an actual optimal path for such problems without having to grow a single-source optimal path tree. Our paradigm is based on the "marriage-before-conquer" strategy, the prune-and-search technique, and a new data structure called clipped trees. The paradigm enables us to compute an actual path for a number of optimal path problems and dynamic programming problems in computational geometry, graph theory, and combinatorial optimization. Our algorithmic solutions improve the space bounds (in certain cases, the time bounds as well) of the previously best known algorithms, and settle some open problems. Our techniques are likely to be applicable to other problems.
9688726
Motion Editing in 3D Video Database
As the next generation of media, 3D video is attracting increased attention. 3D video is a sequence of three dimensional mesh models, captured and generated for a real dynamic object. In this paper, we present a simple framework of motion editing in 3D video database to re-use 3D video data. Our system is composed of two modules. In the first module, a motion database is automatically set up from original 3D video sequences off-line by analyzing the feature vectors of each frame. It is observed that our original 3D video sequences have a two-level temporal structure. A fine-to-coarse method is proposed to extract such a structure. 3D video is segmented into the fine-level structure by a three reference frame strategy and then is clustered into the coarse-level structure. In the second module, users can synthesize the motions to edit a new 3D video sequence online. A cost function is optimized to transit between two motions with the users' requirements. All the algorithms in the system are based on the analysis in feature vector space and the edited 3D video sequence is played using OpenGL.
29728094
Graph Bandwidth of Weighted Caterpillars
Graph bandwidth minimization (GBM) is a classical and challenging problem in graph algorithms and combinatorial optimization. Most of existing researches on this problem have focused on unweighted graphs. In this paper, we study the bandwidth minimization problem of weighted caterpillars, and propose several algorithms for solving various types of caterpillars and general graphs. More specifically, we show that the GBM problem on caterpillars with hair-length at most 2 and the GBM problem on star-shape caterpillars are NP-complete, and give a lower bound of the graph bandwidth for general weighted graphs. For caterpillars with hair-length at most 1, we present an O(n log n log(nwmax))-time algorithm to compute an optimal bandwidth layout, where n is the total number of vertices in the graph and wmax is the maximum wedge weight. For caterpillars with hair-length at most k, we give a k-approximation algorithm. For arbitrary caterpillars and general graphs, we give a heuristic algorithm and some experimental results. Experiments show that the solutions obtained by our heuristic algorithm are roughly within a factor of c log(n) of the lower bound for a small number c, which is consistent with the inapproximability results of this problem (i.e., no constant approximation for the GBM problem unless P = NP). © 2006 Published by Elsevier B.V.
14580037
An architectural framework for providing reliability and security support
This paper explores hardware-implemented error-detection and security mechanisms embedded as modules in a hardware-level framework called the reliability and security engine (RSE), which is implemented as an integral part of a modern microprocessor. The RSE interacts with the processor through an input/output interface. The CHECK instruction, a special extension of the instruction set architecture of the processor, is the interface of the application with the RSE. The detection mechanisms described here in detail are: (I) the memory layout randomization (MLR) module, which randomizes the memory layout of a process in order to foil attackers who assume a fixed system layout, (2) the data dependency tracking (DDT) module, which tracks the dependencies among threads of a process and maintains checkpoints of shared memory pages in order to rollback the threads when an offending (potentially malicious) thread is terminated, and (3) the instruction checker module (ICM), which checks an instruction for its validity or the control-flow of the program just as the instruction enters the pipeline for execution. Performance simulations for the studied modules indicate low overhead of the proposed solutions.
2254306
An efficient direct approach for computing shortest rectilinear paths among obstacles in a two-layer interconnection model
In this paper, we present a direct approach for routing a shortest rectilinear path between two points among a set of rectilinear obstacles in a two-layer interconnection model that is used for VLSI routing applications. The previously best known direct approach for this problem takes O(nlog^2n) time and O(nlogn) space, where n is the total number of obstacle edges. By using integer data structures and an implicit graph representation scheme (i.e., a generalization of the distance table method), we improve the time bound to O(nlog^3^/^2n) while still maintaining the O(nlogn) space bound. Comparing with the indirect approach for this problem, our algorithm is simpler to implement and is probably faster for a quite large range of input sizes.