6168494
Approximation algorithms for scheduling on multiple machines
We develop a single rounding algorithm for scheduling on unrelated parallel machines; this algorithm works well with the known linear programming, quadratic programming, and convex programming-relaxations for scheduling to minimize completion time, makespan, and other well-studied objective functions. We obtain the following applications for the general setting of unrelated parallel machines: (i) a bicriteria algorithm for a schedule whose weighted completion-time and makespan simultaneously exhibit the current-best individual approximations for these criteria (3/2 and 2, respectively); (ii) better-than-two approximation guarantees for scheduling under the L/sub p/ norm for all 1 < p < /spl infin/, improving on the 2-approximation algorithms of Azar & Epstein; and (iii) the first constant-factor multicriteria approximation algorithms that handle the weighted completion-time and any given collection of integer L/sub p/ norms. Our algorithm yields a common generalization of rounding theorems due to Karp et al and Shmoys & Tardos; among other applications, this yields an improved approximation for scheduling with resource-dependent processing times studied by Grigoriev et al.
47278894
Equilibria in Topology Control Games for Ad Hoc Networks
We study topology control problems in ad hoc networks where network nodes get to choose their power levels in order to ensure desired connectivity properties. Unlike most other work on this topic, we assume that the network nodes are owned by different entities, whose only goal is to maximize their own utility that they get out of the network without considering the overall performance of the network. Game theory is the appropriate tool to study such selfish nodes: we define several topology control games in which the nodes need to choose power levels in order to connect to other nodes in the network to reach their communication partners while at the same time minimizing their costs. We study Nash equilibria and show that—among the games we define—these can only be guaranteed to exist if each network node is required to be connected to all other nodes (we call this the Strong Connectivity Game). For a variation called Connectivity Game, where each node is only required to be connected (possibly via intermediate nodes) to a given set of nodes, we show that Nash equilibria do not necessarily exist. We further study how to find Nash equilibria with incentive-compatible algorithms and compare the cost of Nash equilibria to the cost of a social optimum, which is a radius assignment that minimizes the total cost in a network where nodes cooperate. We also study variations of the games; one where nodes not only have to be connected, but k-connected, and one that we call the Reachability Game, where nodes have to reach as many other nodes as possible, while keeping costs low. We extend our study of the Strong Connectivity Game and the Connectivity Game to wireless networks with directional antennas and wireline networks, where nodes need to choose neighbors to which they will pay a link. Our work is a first step towards game-theoretic analyses of topology control in wireless and wireline networks.
10751860
Multilevel Diffusion Schemes for Repartitioning of Adaptive Meshes
For a large class of irregular mesh applications, the structure of the mesh changes from one phase of the computation to the next. Eventually, as the mesh evolves, the adapted mesh has to be repartitioned to ensure good load balance. If this new graph is partitioned from scratch, it may lead to an excessive migration of data among processors. In this paper, we present schemes for computing repartitionings of adaptively refined meshes that perform diffusion of vertices in a multilevel framework. These schemes try to minimize vertex movement without significantly compromising the edge-cut. We present heuristics to control the tradeoff between edge-cut and vertex migration costs. We also show that multilevel diffusion produces results with improved edge-cuts over single-level diffusion, and is better able to make use of heuristics to control the tradeoff between edge-cut and vertex migration costs than single-level diffusion.
29516211
Control of Contact Interactions with Acatastatic Nonholonomic Constraints
A robot arm performs many tasks by interacting with objects or other robots in the environment. It is important for the robot arm to be able to exhibit controlled interactions with the objects and other robots. The contact motion between the robot arm and an object can be rolling, sliding, or separation. In this article, we address the problem of maintaining rolling contact between the robot arm and an external moving object. We assume that a nominal model of the motion of the moving object is available. The dynamic system that characterizes the motion of the robot arm and the moving object in this case is acatastatic and nonholonomic. We have designed a nonlinear feedback for the control of such a system that successfully maintains rolling contact. Simulation results are presented to demonstrate the effectiveness of the system.
213611
Covering rectilinear polygons with axis-parallel rectangles
We give an O( log n) factor approximation algorithm for covering a rectilinear polygon with holes using axis-parallel rectangles. This is the first polynomial time approximation algorithm for this problem with an o(log n) approximation factor. 1. Introduction. We consider the problem of covering rectilinear polygons with axis-parallel rectangles. Given a rectilinear polygon P with complexity n (complexity refers to the minimum of the number of vertical edges and the number of horizontal edges in the polygon), this problem requires determining the minimum number of axis-parallel rectangles whose union covers P. The polygon P may have holes in it. Applications. Cheng, Iyengar, and Kashyap (5) showed that this problem has applications to image compression. They claim that representing an image using a rectangle covering of its white pixels gives compression superior to that achieved by quadtrees. It also has applications to printing integrated circuits (9). Hardness. Much effort has gone into determining the computational complexity of this problem. In spite of this, the exact complexity of this problem has remained open for many years and continues to do so. Masek (19) showed that this problem is NP-complete. Later, Culberson and Reckhow (6) used a clever reduction from 3-SAT to show that this is the case even when P has no holes. The next natural question is whether the number of rectangles needed to cover P can be computed approximately. Berman and Dasgupta (2) showed that this problem is MaxSNP-Hard for polygons with holes, ruling out the possibility of a polynomial time approximation scheme. Approximation results. Note that the rectangle covering problem is a special case of the general set covering problem. Therefore, it admits an approximation algorithm with a performance guarantee of O(log n), using the greedy scheme due to Johnson (10) and Lovasz (16). This was the best approximation factor known for the rectangle covering problem until now. Further, it is known that the general set covering problem cannot be approximated any better, modulo constant terms, unless NP = P (17, 18). However, this proof of hardness assumes certain properties about the set system which do not hold for the rectangle covering problem. In this paper, we address the issue of whether the Ω(log n) approximation factor barrier can be broken in polynomial time for the rectangle covering problem. There seem to be only a few examples of nontrivial algorithms breaking this
33192154
Performance measurement of some main memory database recovery algorithms
The performance of two main-memory database system (MDBS) algorithms is studied. M.H. Eich's (Proc. of the Fifth Int. Workshop on Database Machines., Oct. 1987) and T.J. Lehman's (Ph. D. Thesis, Univ. of Wisconsin-Madison, Aug 1986) algorithms are selected for this study. The investigation indicates that the shadow approach, as used by Eich, has some advantages over the update in-place strategy of Lehman. The shadow approach has faster response for normal transactions even though transaction commit is slower compared to update in-place approach. It is concluded that irrespective of the recovery algorithm an efficient load balancing plays an important part in the performance of the system. It is suggested that processors should be allocated to any kind of activity on a demand basis. It is discovered that individual recovery of lockable units as used in Lehman's algorithm is a better choice since it increases the system availability after a system failure. It also allows background recovery to go in parallel to normal transaction processing.<<ETX>>
47057582
Covering Rectilinear Polygons with Axis-Parallel Rectangles
We give an $O(\sqrt{\log n})$ factor approximation algorithm for covering a rectilinear polygon with holes using axis-parallel rectangles. This is the first polynomial time approximation algorithm for this problem with an $o(\log n)$ approximation factor.