For two matroids ( M _1 ) and ( M _2 ) defined on the same ground set E, the online matroid intersection problem is to design an algorithm that constructs a large common independent set in an online fashion. The algorithm is presented with the ground set elements one-by-one in a uniformly random order. At each step, the algorithm must irrevocably decide whether to pick the element, while always maintaining a common independent set. While the natural greedy algorithm—pick an element whenever possible—is half competitive, nothing better was previously known; even for the special case of online bipartite matching in the edge arrival model. We present the first randomized online algorithm that has a ( 1 2 + ) competitive ratio in expectation, where ( >0 ) is a constant. The expectation is over the random order and the coin tosses of the algorithm. As a corollary, we also obtain the first linear time algorithm that beats half competitiveness for offline matroid intersection.
Goel and Mehta @cite_25 introduced the random vertex-arrival model. In this model, the adversary may choose the worst instance of a graph, but the online vertices arrive in a random order. The greedy algorithm is already @math -competitive for this problem, as the analysis reduces to @cite_7 . Later works @cite_26 @cite_28 showed that the ranking algorithm has a competitive ratio of at least @math , beating the bounds for adversarial vertex arrival model. There is still a gap between known upper and lower bounds, and closing this gap remains an open problem.
@cite_28 @cite_26 @cite_25 @cite_7
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In a seminal paper, Karp, Vazirani, and Vazirani show that a simple ranking algorithm achieves a competitive ratio of 1-1 e for the online bipartite matching problem in the standard adversarial model, where the ratio of 1-1 e is also shown to be optimal. Their result also implies that in the random arrivals model defined by Goel and Mehta, where the online nodes arrive in a random order, a simple greedy algorithm achieves a competitive ratio of 1-1 e. In this paper, we study the ranking algorithm in the random arrivals model, and show that it has a competitive ratio of at least 0.696, beating the 1-1 e ≈ 0.632 barrier in the adversarial model. Our result also extends to the i.i.d. distribution model of , removing the assumption that the distribution is known. Our analysis has two main steps. First, we exploit certain dominance and monotonicity properties of the ranking algorithm to derive a family of factor-revealing linear programs (LPs). In particular, by symmetry of the ranking algorithm in the random arrivals model, we have the monotonicity property on both sides of the bipartite graph, giving good "strength" to the LPs. Second, to obtain a good lower bound on the optimal values of all these LPs and hence on the competitive ratio of the algorithm, we introduce the technique of strongly factor-revealing LPs. In particular, we derive a family of modified LPs with similar strength such that the optimal value of any single one of these new LPs is a lower bound on the competitive ratio of the algorithm. This enables us to leverage the power of computer LP solvers to solve for large instances of the new LPs to establish bounds that would otherwise be difficult to attain by human analysis. We introduce a fully online model of maximum cardinality matching in which all vertices arrive online. On the arrival of a vertex, its incident edges to previously-arrived vertices are revealed. Each vertex has a deadline that is after all its neighbors’ arrivals. If a vertex remains unmatched until its deadline, the algorithm must then irrevocably either match it to an unmatched neighbor, or leave it unmatched. The model generalizes the existing one-sided online model and is motivated by applications including ride-sharing platforms, real-estate agency, etc. We show that the Ranking algorithm by (STOC 1990) is 0.5211-competitive in our fully online model for general graphs. Our analysis brings a novel charging mechanic into the randomized primal dual technique by (SODA 2013), allowing a vertex other than the two endpoints of a matched edge to share the gain. To our knowledge, this is the first analysis of Ranking that beats 0.5 on general graphs in an online matching problem, a first step towards solving the open problem by (STOC 1990) about the optimality of Ranking on general graphs. If the graph is bipartite, we show that the competitive ratio of Ranking is between 0.5541 and 0.5671. Finally, we prove that the fully online model is strictly harder than the previous model as no online algorithm can be 0.6317 We consider the optimal online packet scheduling problem in a single-user energy harvesting wireless communication system, where energy is harvested from natural renewable sources, making future energy arrivals instants and amounts random in nature. The most general case of arbitrary energy arrivals is considered where neither the future energy arrival instants or amount, nor their distribution is known. The problem considered is to adaptively change the transmission rate according to the causal energy arrival information, such that the time by which all packets are delivered is minimized. We assume that all bits have arrived and are ready at the source before the transmission begins. For a minimization problem, the utility of an online algorithm is tested by finding its competitive ratio or competitiveness that is defined to be the maximum of the ratio of the gain of the online algorithm with the optimal offline algorithm over all input sequences. We derive a lower and upper bound on the competitive ratio of any online algorithm to minimize the total transmission time in an energy harvesting system. The upper bound is obtained using a lazy' transmission policy that chooses its transmission power to minimize the transmission time assuming that no further energy arrivals are going to occur in future. The lazy transmission policy is shown to be strictly two-competitive. We also derive an adversarial lower bound that shows that competitive ratio of any online algorithm is at least 1.325. We consider the online stochastic matching problem proposed by [Feldman J, Mehta A, Mirrokni VS, Muthukrishnan S (2009) Online stochastic matching: Beating 1-1 e. Annual IEEE Sympos. Foundations Comput. Sci. 117--126] as a model of display ad allocation. We are given a bipartite graph; one side of the graph corresponds to a fixed set of bins, and the other side represents the set of possible ball types. At each time step, a ball is sampled independently from the given distribution and it needs to be matched upon its arrival to an empty bin. The goal is to maximize the number of allocations. We present an online algorithm for this problem with a competitive ratio of 0.702. Before our result, algorithms with a competitive ratio better than 1-1 e were known under the assumption that the expected number of arriving balls of each type is integral. A key idea of the algorithm is to collect statistics about the decisions of the optimum offline solution using Monte Carlo sampling and use those statistics to guide the decisions of the online algorithm. We also show that our algorithm achieves a competitive ratio of 0.705 when the rates are integral. On the hardness side, we prove that no online algorithm can have a competitive ratio better than 0.823 under the known distribution model (and henceforth under the permutation model). This improves upon the 5 6 hardness result proved by Goel and Mehta [Goel G, Mehta A (2008) Online budgeted matching in random input models with applications to adwords. ACM-SIAM Symposium Discrete Algorithms 982--991] for the permutation model. In this paper we study the classic online matching problem, introduced in the seminal work of Karp, Vazirani and Vazirani (STOC 1990), in regular graphs. For such graphs, an optimal deterministic algorithm as well as efficient algorithms under stochastic input assumptions were known. In this work, we present a novel randomized algorithm with competitive ratio tending to one on this family of graphs, under adversarial arrival order. Our main contribution is a novel algorithm which achieves competitive ratio [EQUATION] in expectation on d-regular graphs. In contrast, we show that all previously-studied online algorithms have competitive ratio strictly bounded away from one. Moreover, we show the convergence rate of our algorithm's competitive ratio to one is nearly tight, as no algorithm achieves competitive ratio better than [EQUATION]. Finally, we show that our algorithm yields a similar competitive ratio with high probability, as well as guaranteeing each vertex a probability of being matched tending to one. We consider the following scheduling problem. The input is a set of jobs with equal processing times, where each job is specified by its release time and deadline. The goal is to determine a single-processor nonpreemptive schedule that maximizes the number of completed jobs. In the online version, each job arrives at its release time. We give two online algorithms with competitive ratios below @math and show several lower bounds on the competitive ratios. First, we give a barely random @math -competitive algorithm that uses only one random bit. We also show a lower bound of @math on the competitive ratio of barely random algorithms that randomly choose one of two deterministic algorithms. If the two algorithms are selected with equal probability, we can further improve the bound to @math . Second, we give a deterministic @math -competitive algorithm in the model that allows restarts, and we show that in this model the ratio @math is optimal. For randomized algorithms with restarts we show a lower bound of @math . We examine several online matching problems, with applications to Internet advertising reservation systems. Consider an edge-weighted bipartite graph G, with partite sets L, R. We develop an 8-competitive algorithm for the following secretary problem: Initially given R, and the size of L, the algorithm receives the vertices of L sequentially, in a random order. When a vertex l L is seen, all edges incident to l are revealed, together with their weights. The algorithm must immediately either match l to an available vertex of R, or decide that l will remain unmatched. Dimitrov and Plaxton show a 16-competitive algorithm for the transversal matroid secretary problem, which is the special case with weights on vertices, not edges. (Equivalently, one may assume that for each l L, the weights on all edges incident to l are identical.) We use a similar algorithm, but simplify and improve the analysis to obtain a better competitive ratio for the more general problem. Perhaps of more interest is the fact that our analysis is easily extended to obtain competitive algorithms for similar problems, such as to find disjoint sets of edges in hypergraphs where edges arrive online. We also introduce secretary problems with adversarially chosen groups. Finally, we give a 2e-competitive algorithm for the secretary problem on graphic matroids, where, with edges appearing online, the goal is to find a maximum-weight acyclic subgraph of a given graph. Online matching has received significant attention over the last 15 years due to its close connection to Internet advertising. As the seminal work of Karp, Vazirani, and Vazirani has an optimal (1 - 1 epsilon) competitive ratio in the standard adversarial online model, much effort has gone into developing useful online models that incorporate some stochasticity in the arrival process. One such popular model is the "known I.I.D. model" where different customer-types arrive online from a known distribution. We develop algorithms with improved competitive ratios for some basic variants of this model with integral arrival rates, including: (a) the case of general weighted edges, where we improve the best-known ratio of 0.667 due to [Haeupler, Mirrokni and Zadimoghaddam WINE 2011] to 0.705; and (b) the vertex-weighted case, where we improve the 0.7250 ratio of [Jaillet and Lu Math. Oper. Res 2013] to 0.7299. We also consider two extensions, one is "known I.I.D." with non-integral arrival rate and stochastic rewards; the other is "known I.I.D." b-matching with non-integral arrival rate and stochastic rewards. We present a simple non-adaptive algorithm which works well simultaneously on the two extensions. One of the key ingredients of our improvement is the following (offline) approach to bipartite-matching polytopes with additional constraints. We first add several valid constraints in order to get a good fractional solution f; however, these give us less control over the structure of f. We next remove all these additional constraints and randomly move from f to a feasible point on the matching polytope with all coordinates being from the set 0, 1 k, 2 k,..., 1 for a chosen integer k. The structure of this solution is inspired by [Jaillet and Lu Math. Oper. Res 2013] and is a tractable structure for algorithm design and analysis. The appropriate random move preserves many of the removed constraints (approximately [exactly] with high probability [in expectation]). This underlies some of our improvements, and, we hope, could be of independent interest. We study the online stochastic bipartite matching problem, in a form motivated by display ad allocation on the Internet. In the online, but adversarial case, the celebrated result of Karp, Vazirani and Vazirani gives an approximation ratio of @math , a very familiar bound that holds for many online problems; further, the bound is tight in this case. In the online, stochastic case when nodes are drawn repeatedly from a known distribution, the greedy algorithm matches this approximation ratio, but still, no algorithm is known that beats the @math bound.Our main result is a @math -approximation online algorithm for stochastic bipartite matching, breaking this @math barrier. Furthermore, we show that no online algorithm can produce a @math approximation for an arbitrarily small @math for this problem. Our algorithms are based on computing an optimal offline solution to the expected instance, and using this solution as a guideline in the process of online allocation. We employ a novel application of the idea of the power of two choices from load balancing: we compute two disjoint solutions to the expected instance, and use both of them in the online algorithm in a prescribed preference order. To identify these two disjoint solutions, we solve a max flow problem in a boosted flow graph, and then carefully decompose this maximum flow to two edge-disjoint (near-) matchings. In addition to guiding the online decision making, these two offline solutions are used to characterize an upper bound for the optimum in any scenario. This is done by identifying a cut whose value we can bound under the arrival distribution. At the end, we discuss extensions of our results to more general bipartite allocations that are important in a display ad application. We study the following vertex-weighted online bipartite matching problem: G(U, V, E) is a bipartite graph. The vertices in U have weights and are known ahead of time, while the vertices in V arrive online in an arbitrary order and have to be matched upon arrival. The goal is to maximize the sum of weights of the matched vertices in U. When all the weights are equal, this reduces to the classic online bipartite matching problem for which Karp, Vazirani and Vazirani gave an optimal (1−1 e)-competitive algorithm in their seminal work [10]. Our main result is an optimal (1−1 e)-competitive randomized algorithm for general vertex weights. We use random perturbations of weights by appropriately chosen multiplicative factors. Our solution constitutes the first known generalization of the algorithm in [10] in this model and provides new insights into the role of randomization in online allocation problems. It also effectively solves the problem of online budgeted allocations [14] in the case when an agent makes the same bid for any desired item, even if the bid is comparable to his budget - complementing the results of [14, 3] which apply when the bids are much smaller than the budgets. We study a basic buffer management problem that arises in network switches. Consider @math input ports, each of which is equipped with a buffer (queue) of limited capacity. Data packets arrive online and can be stored in the buffers if space permits; otherwise packet loss occurs. In each time step the switch can transmit one packet from one of the buffers to the output port. The goal is to maximize the number of transmitted packets. Simple arguments show that any work-conserving algorithm, which serves any nonempty buffer, is 2-competitive. Azar and Richter recently presented a randomized online algorithm and gave lower bounds for deterministic and randomized strategies. In practice, greedy algorithms are very important because they are fast, use little extra memory, and reduce packet loss by always serving a longest queue. In this paper we first settle the competitive performance of the entire family of greedy strategies. We prove that greedy algorithms are not better than 2-competitive no matter how ties are broken. Our lower bound proof uses a new recursive construction for building adversarial buffer configurations that may be of independent interest. We also give improved lower bounds for deterministic and randomized online algorithms. In this paper we present the first deterministic online algorithm that is better than 2-competitive. We develop a modified greedy algorithm, called semigreedy, and prove that it achieves a competitive ratio of @math . The new algorithm is simple, fast, and uses little extra memory. Only when the risk of packet loss is low does it not serve the longest queue. Additionally we study scenarios when an online algorithm is granted additional resources. We consider resource augmentation with respect to memory and speed; i.e., an online algorithm may be given larger buffers or higher transmission rates. We analyze greedy and other online strategies. In this paper, we consider a popular randomized broadcasting algorithm called push-algorithm defined as follows. Initially, one vertex of a graph G=(V,E) owns a piece of information which is spread iteratively to all other vertices: in each timestep t=1,2,… every informed vertex chooses a neighbor uniformly at random and informs it. The question is how many time steps are required until all vertices become informed (with high probability). For various graph classes, involved methods have been developed in order to show an upper bound of @math on the runtime of the push-algorithm, where N is the number of vertices and @math denotes the diameter of G. However, no asymptotically tight bound on the runtime based on the mixing time of random walks has been established. In this work we fill this gap by deriving an upper bound of @math , where @math denotes the mixing time of a certain random walk on G. After that we prove upper bounds that are based on certain edge expansion properties of G. However, for hypercubes neither the bound based on the mixing time nor the bounds based on edge expansion properties are tight. That is why we develop a general way to combine these two approaches by which we can deduce that the runtime of the push-algorithm is Θ(log N) on every Hamming graph. We consider the problem of inferring the most likely social network given connectivity constraints imposed by observations of outbreaks within the network. Given a set of vertices (or agents) V and constraints (or observations) Si ⊆ V we seek to find a minimum log-likelihood cost (or maximum likelihood) set of edges (or connections) E such that each Si induces a connected subgraph of (V, E). For the offline version of the problem, we prove an Ω(log(n)) hardness of approximation result for uniform cost networks and give an algorithm that almost matches this bound, even for arbitrary costs. Then we consider the online problem, where the constraints are satisfied as they arrive. We give an O(n log(n))-competitive algorithm for the arbitrary cost online problem, which has an Ω(n)-competitive lower bound.We look at the uniform cost case as well and give an O(n2 3 log2 3(n))-competitive algorithm against an oblivious adversary, as well as an Ω(√n)-competitive lower bound against an adaptive adversary. We examine cases when the underlying network graph is known to be a star or a path, and prove matching upper and lower bounds of Θ(log(n)) on the competitive ratio for them. Submodular function maximization has been studied extensively in recent years under various constraints and models. The problem plays a major role in various disciplines. We study a natural online variant of this problem in which elements arrive one-by-one and the algorithm has to maintain a solution obeying certain constraints at all times. Upon arrival of an element, the algorithm has to decide whether to accept the element into its solution and may preempt previously chosen elements. The goal is to maximize a submodular function over the set of elements in the solution. We study two special cases of this general problem and derive upper and lower bounds on the competitive ratio. Specifically, we design a @math -competitive algorithm for the unconstrained case in which the algorithm may hold any subset of the elements, and constant competitive ratio algorithms for the case where the algorithm may hold at most @math elements in its solution. In the online minimum-cost metric matching problem, we are given an instance of a metric space with k servers, and must match arriving requests to as-yet-unmatched servers to minimize the total distance from the requests to their assigned servers. We study this problem for the line metric and for doubling metrics in general. We give O(logk)-competitive randomized algorithms, which reduces the gap between the current O(log2k)-competitive randomized algorithms and the constant-competitive lower bounds known for these settings. We first analyze the "harmonic" algorithm for the line, that for each request chooses one of its two closest servers with probability inversely proportional to the distance to that server; this is O(logk)-competitive, with suitable guess-and-double steps to ensure that the metric has aspect ratio polynomial in k. The second algorithm embeds the metric into a random HST, and picks a server randomly from among the closest available servers in the HST, with the selection based upon how the servers are distributed within the tree. This algorithm is O(1)-competitive for HSTs obtained from embedding doubling metrics, and hence gives a randomized O(logk)-competitive algorithm for doubling metrics. This paper investigates a zero-sum game played on a weighted connected graph @math between two players, the tree player and the edge player. At each play, the tree player chooses a spanning tree @math and the edge player chooses an edge @math . The payoff to the edge player is @math , defined as follows: If @math lies in the tree @math then @math ; if @math does not lie in the tree then @math , where @math is the weight of edge @math and @math is the weight of the unique cycle formed when edge @math is added to the tree @math . The main result is that the value of the game on any @math -vertex graph is bounded above by @math . It is conjectured that the value of the game is @math . The game arises in connection with the @math -server problem on a road network; i.e., a metric space that can be represented as a multigraph @math in which each edge @math represents a road of length @math . It is shown that, if the value of the game on @math is @math , then there is a randomized strategy that achieves a competitive ratio of @math against any oblivious adversary. Thus, on any @math -vertex road network, there is a randomized algorithm for the @math -server problem that is @math competitive against oblivious adversaries. At the heart of the analysis of the game is an algorithm that provides an approximate solution for the simple network design problem. Specifically, for any @math -vertex weighted, connected multigraph, the algorithm constructs a spanning tree @math such that the average, over all edges @math , of @math is less than or equal to @math . This result has potential application to the design of communication networks. It also improves substantially known estimates concerning the existence of a sparse basis for the cycle space of a graph. In this paper, we study online algorithms when the input is not chosen adversarially, but consists of draws from some given probability distribution. While this model has been studied for online problems like paging and k-server, it is not known how to beat the Φ(log n) bound for online Steiner tree if at each time instant, the demand vertex is a uniformly random vertex from the graph. For the online Steiner tree problem, we show that if each demand vertex is an independent draw from some probability distribution π: V → [0, 1], a variant of the natural greedy algorithm achieves Eω[A(ω)] Eω[OPT (ω)] = O(1); moreover, this result can be extended to some other subadditive problems. Both assumptions that the input sequence consists of independent draws from π, and that π is known to the algorithm are both essential; we show (almost) logarithmic lower bounds if either assumption is violated. Moreover, we give preliminary results on extending the Steiner tree results above to the related "expected ratio" measure Eω[ω(ω) OPT (ω)]. Finally, we use these ideas to give an average-case analysis of the Universal TSP problem. We consider an online facility location problem where clients arrive over time and their demands have to be served by opening facilities and assigning the clients to opened facilities. When opening a facility we must choose one of K different lease types to use. A lease type k has a certain lease length lk. Opening a facility i using lease type k causes a cost of @math and ensures that i is open for the next lk time steps. In addition to costs for opening facilities, we have to take connection costs cij into account when assigning a client j to facility i. We develop and analyze the first online algorithm for this problem that has a time-independent competitive factor. This variant of the online facility location problem was introduced by [7] and is strongly related to both the online facility problem by [5] and the parking permit problem by [6]. Nagarajan and Williamson gave a 3-approximation algorithm for the offline problem and an O (Klogn)-competitive algorithm for the online variant. Here, n denotes the total number of clients arriving over time. We extend their result by removing the dependency on n (and thereby on the time). In general, our algorithm is @math -competitive. Here @math denotes the maximum lease length. Moreover, we prove that it is @math -competitive for many "natural" cases. Such cases include, for example, situations where the number of clients arriving in each time step does not vary too much, or is non-increasing, or is polynomially bounded in @math . In the Prophet Secretary problem, samples from a known set of probability distributions arrive one by one in a uniformly random order, and an algorithm must irrevocably pick one of the samples as soon as it arrives. The goal is to maximize the expected value of the sample picked relative to the expected maximum of the distributions. This is one of the most simple and fundamental problems in online decision making that models the process selling one item to a sequence of costumers. For a closely related problem called the Prophet Inequality where the order of the random variables is adversarial, it is known that one can achieve in expectation 1 2 of the expected maximum, and no better ratio is possible. For the Prophet Secretary problem, that is, when the variables arrive in a random order, (2015) showed that one can actually get 1-1 e of the maximum. The 1-1 e bound was recently extended to more general settings by (2018). Given these results, one might be tempted to believe that 1-1 e is the correct bound. We show that this is not the case by providing an algorithm for the Prophet Secretary problem that beats the 1-1 e bound and achieves 1-1 e+1 400 times the expected maximum. We also prove a hardness result on the performance of algorithms under a natural restriction which we call deterministic distribution-insensitivity. We consider variants of the online stochastic bipartite matching problem motivated by Internet advertising display applications, as introduced in [Feldman J, Mehta A, Mirrokni VS, Muthukrishnan S (2009) Online stochastic matching: Beating 1 − 1 e. FOCS '09: Proc. 50th Annual IEEE Sympos. Foundations Comput. Sci. (IEEE, Washington, DC), 117–126]. In this setting, advertisers express specific interests into requests for impressions of different types. Advertisers are fixed and known in advance, whereas requests for impressions come online. The task is to assign each request to an interested advertiser (or to discard it) immediately upon its arrival. In the adversarial online model, the ranking algorithm of [Karp RM, Vazirani UV, Varirani VV (1990) An optimal algorithm for online bipartite matching. STOC '90: Proc. 22nd Annual ACM Sympos. Theory Comput. (ACM, New York), 352–358] provides a best possible randomized algorithm with competitive ratio 1 − 1 e ≈ 0.632. In the stochastic ...