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.
On the other hand, for uniformly random edge arrival Konrad, Magniez, and Mathieu @cite_29 gave the first single pass algorithm that obtains a @math -competitive ratio for bipartite matching in the semi-streaming setting. Their algorithm crucially used the ability to revoke earlier decisions. One of the contributions in this paper is to show that a variant of the greedy algorithm, which appears simple in hindsight, achieves a competitive ratio better than half in the more restrictive online model.
@cite_29
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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 present three semi-streaming algorithms for Maximum Bipartite Matching with one and two passes. Our one-pass semi-streaming algorithm is deterministic and returns a matching of size at least 1 2 + 0.005 times the optimal matching size in expectation, assuming that edges arrive one by one in (uniform) random order. Our first two-pass algorithm is randomized and returns a matching of size at least 1 2 + 0.019 times the optimal matching size in expectation (over its internal random coin flips) for any arrival order. These two algorithms apply the simple Greedy matching algorithm several times on carefully chosen subgraphs as a subroutine. Furthermore, we present a two-pass deterministic algorithm for any arrival order returning a matching of size at least 1 2 + 0.019 times the optimal matching size. This algorithm is built on ideas from the computation of semi-matchings. We study the online stochastic matching problem in a form motivated by Internet display advertisement. Recently, gave an algorithm that achieves 0.6702 competitive ratio, thus breaking through the 1-1 e barrier. One of the questions left open in their work is to obtain a better competitive ratio by generalizing their two suggested matchings (TSM) algorithm to d-suggested matchings (d-SM). We show that the best competitive ratio that can be obtained with the static analysis used in the d-SM algorithm is upper bounded by 0.76, even for the special case of d-regular graphs, thus suggesting that a dynamic analysis may be needed to improve the competitive ratio significantly. We make the first step in this direction by showing that the RANDOM algorithm, which assigns an impression to a randomly chosen eligible advertiser, achieves 1 - e-ddd d! = 1-O(1 √d) competitive ratio for d-regular graphs, which converges to 1 as d increases. On the hardness side, we improve the upper bound of 0.989 on the competitive ratio of any online algorithm obtained by to 1-1 (e + e2) ≅ 0.902. Finally, we show how to modify the TSM algorithm to obtain an improved 0.699 approximation for general bipartite graphs. We present an approximation algorithm to find a weighted matching of a graph in the one-pass semi-streaming model. The semi-streaming model forbids random access to the input graph and restricts the memory to @math bits where n denotes the number of the vertices of the input graph. We obtain an approximation ratio of 5.58 while the previously best algorithm achieves a ratio of 5.82. 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 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 study an online assignment problem, motivated by Adwords Allocation, in which queries are to be assigned to bidders with budget constraints. We analyze the performance of the Greedy algorithm (which assigns each query to the highest bidder) in a randomized input model with queries arriving in a random permutation. Our main result is a tight analysis of Greedy in this model showing that it has a competitive ratio of 1 - 1 e for maximizing the value of the assignment. We also consider the more standard i.i.d. model of input, and show that our analysis holds there as well. This is to be contrasted with the worst case analysis of [MSVV05] which shows that Greedy has a ratio of 1 2, and that the optimal algorithm presented there has a ratio of 1 - 1 e. The analysis of Greedy is important in the Adwords setting because it is the natural allocation algorithm for an auction-style process. From a theoretical perspective, our result simplifies and generalizes the classic algorithm of Karp, Vazirani and Vazirani for online bipartite matching. Our results include a new proof to show that the Ranking alforithm of [KVV90] has a ratio of 1 - 1 e in the worst case. It has been recently discovered [KV07] (independent of our results) that one of the crucial lemmas in [KVV90], related to a certain reduction, is incorrect. Our proof is direct, in that it does not go via such a reduction, which also enables us to generalize the analysis to our online assignment problem. 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. 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. 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. 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 present the first deterministic 1+e approximation algorithm for finding a large matching in a bipartite graph in the semi-streaming model which requires only O((1 e)5) passes over the input stream. In this model, the input graph G=(V,E) is given as a stream of its edges in some arbitrary order, and storage of the algorithm is bounded by O(npolylog n) bits, where @math . The only previously known arbitrarily good approximation for general graphs is achieved by the randomized algorithm of McGregor (Proceedings of the International Workshop on Approximation Algorithms for Combinatorial Optimization Problems and Randomization and Computation, Berkeley, CA, USA, pp. 170–181, 2005), which uses Ω((1 e)1 e ) passes. We show that even for bipartite graphs, McGregor’s algorithm needs Ω(1 e) Ω(1 e) passes, thus it is necessarily exponential in the approximation parameter. The design as well as the analysis of our algorithm require the introduction of some new techniques. A novelty of our algorithm is a new deterministic assignment of matching edges to augmenting paths which is responsible for the complexity reduction, and gets rid of randomization. We repeatedly grow an initial matching using augmenting paths up to a length of 2k+1 for k=⌈2 e⌉. We terminate when the number of augmenting paths found in one iteration falls below a certain threshold also depending on k, that guarantees a 1+e approximation. The main challenge is to find those augmenting paths without requiring an excessive number of passes. In each iteration, using multiple passes, we grow a set of alternating paths in parallel, considering each edge as a possible extension as it comes along in the stream. Backtracking is used on paths that fail to grow any further. Crucial are the so-called position limits: when a matching edge is the ith matching edge in a path and it is then removed by backtracking, it will only be inserted into a path again at a position strictly lesser than i. This rule strikes a balance between terminating quickly on the one hand and giving the procedure enough freedom on the other hand. 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 The design of online algorithms for maximizing the achievable rate in a wireless communication channel between a source and a destination over a fixed number of slots is considered. The source is assumed to be powered by a natural renewable source, and the most general case of arbitrarily varying energy arrivals is considered, where neither the future energy arrival instants or amount nor their distribution is known. The fading coefficients are also assumed to be arbitrarily varying over time, with only causal information available at the source. For a maximization 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 optimal offline algorithm and the gain of the online algorithm over all input sequences. We show that the lower bound on the optimal competitive ratio for maximizing the achievable rate is arbitrarily close to the number of slots. Conversely, we propose a simple strategy that invests available energy uniformly over all remaining slots until the next energy arrival, and show that its competitive ratio is equal to the number of slots, to conclude that it is an optimal online algorithm. We study the maximum weight matching problem in the semi-streaming model, and improve on the currently best one-pass algorithm due to Zelke [Proceedings of the 25th Annual Symposium on Theoretical Aspects of Computer Science, 2008, pp. 669–680] by devising a deterministic approach whose performance guarantee is 4.91+e. In addition, we study preemptive online algorithms, a class of algorithms related to one-pass semi-streaming algorithms, where we are allowed to maintain only a feasible matching in memory at any point in time. We provide a lower bound of 4.967 on the competitive ratio of any such deterministic algorithm, and hence show that future improvements will have to store in memory a set of edges that is not necessarily a feasible matching. We conclude by presenting an empirical study, conducted in order to compare the practical performance of our approach to that of previously suggested algorithms. We present the first polylog-competitive online algorithm for the general multicast admission control and routing problem in the throughput model. The ratio of the number of requests accepted by the optimum offline algorithm to the expected number of requests accepted by our algorithm is O((logn + loglogM)(logn + logM)logn), where M is the number of multicast groups and n is the number of nodes in the graph. We show that this is close to optimum by presenting an Ω(lognlogM) lower bound on this ratio for any randomized online algorithm against an oblivious adversary, when M is much larger than the link capacities. Our lower bound applies even in the restricted case where the link capacities are much larger than bandwidth requested by a single multicast. We also present a simple proof showing that it is impossible to be competitive against an adaptive online adversary.As in the previous online routing algorithms, our algorithm uses edge-costs when deciding on which is the best path to use. In contrast to the previous competitive algorithms in the throughput model, our cost is not a direct function of the edge load. The new cost definition allows us to decouple the effects of routing and admission decisions of different multicast groups. In this article, we study the problem of online market clearing where there is one commodity in the market being bought and sold by multiple buyers and sellers whose bids arrive and expire at different times. The auctioneer is faced with an online clearing problem of deciding which buy and sell bids to match without knowing what bids will arrive in the future. For maximizing profit, we present a (randomized) online algorithm with a competitive ratio of ln(pmax − pmin) p 1, when bids are in a range [pmin, pmax], which we show is the best possible. A simpler algorithm has a ratio twice this, and can be used even if expiration times are not known. For maximizing the number of trades, we present a simple greedy algorithm that achieves a factor of 2 competitive ratio if no money-losing trades are allowed. We also show that if the online algorithm is allowed to subsidize matches---match money-losing pairs if it has already collected enough money from previous pairs to pay for them---then it can actually be 1-competitive with respect to the optimal offline algorithm that is not allowed subsidy. That is, for maximizing the number of trades, the ability to subsidize is at least as valuable as knowing the future. We also consider objectives of maximizing buy or sell volume and social welfare. We present all of these results as corollaries of theorems on online matching in an incomplete interval graph.We also consider the issue of incentive compatibility, and develop a nearly optimal incentive-compatible algorithm for maximizing social welfare. For maximizing profit, we show that no incentive-compatible algorithm can achieve a sublinear competitive ratio, even if only one buy bid and one sell bid are alive at a time. However, we provide an algorithm that, under certain mild assumptions on the bids, performs nearly as well as the best fixed pair of buy and sell prices, a weaker but still natural performance measure. This latter result uses online learning methods, and we also show how such methods can be used to improve our “optimal” algorithms to a broader notion of optimality. Finally, we show how some of our results can be generalized to settings in which the buyers and sellers themselves have online bidding strategies, rather than just each having individual bids. 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 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 online variants of weighted bipartite matching on graphs and hypergraphs. In our model for online matching, the vertices on the right-hand side of a bipartite graph are given in advance and the vertices on the left-hand side arrive online in random order. Whenever a vertex arrives, its adjacent edges with the corresponding weights are revealed and the online algorithm has to decide which of these edges should be included in the matching. The studied matching problems have applications, e.g., in online ad auctions and combinatorial auctions where the right-hand side vertices correspond to items and the left-hand side vertices to bidders.