We consider the problem of counting the population size in the population model. In this model, we are given a distributed system of n identical agents which interact in pairs with the goal to solve a common task. In each time step, the two interacting agents are selected uniformly at random. In this paper, we consider so-called uniform protocols, where the actions of two agents upon an interaction may not depend on the population size n. We present two population protocols to count the size of the population: protocol Approximate, which computes with high probability either log n or log n , and protocol CountExact, which computes the exact population size in optimal O(n log n) interactions, usingÕ(n) states. Both protocols can also be converted to stable protocols that give a correct result with probability 1 by using an additional multiplicative factor of O(log n) states.
We investigate weighted straight skeletons from a geometric, graph-theoretical, and combinatorial point of view. We start with a thorough definition and shed light on some ambiguity issues in the procedural definition. We investigate the geometry, combinatorics, and topology of faces and the roof model, and we discuss in which cases a weighted straight skeleton is connected. Finally, we show that the weighted straight skeleton of even a simple polygon may be non-planar and may contain cycles, and we discuss under which restrictions on the weights and/or the input polygon the weighted straight skeleton still behaves similar to its unweighted counterpart. In particular, we obtain a non-procedural description and a linear-time construction algorithm for the straight skeleton of strictly convex polygons with arbitrary weights.
Population protocols are a model for distributed computing that is focused on simplicity and robustness. A system of n identical agents (finite state machines) performs a global task like electing a unique leader or determining the majority opinion when each agent has one of two opinions. Agents communicate in pairwise interactions with randomly assigned communication partners. Quality is measured in two ways: the number of interactions to complete the task and the number of states per agent. We present protocols for the majority problem that allow for a trade-off between these two measures. Compared to the only other trade-off result (Alistarh et al. in Proceedings of the 2015 ACM symposium on principles of distributed computing, Donostia-San Sebastián, 2015), we improve the number of interactions by almost a linear factor. Furthermore, our protocols can be made uniform (working correctly without any information on the population size n), yielding the first uniform majority protocols that stabilize in a subquadratic number of interactions.
Information dissemination is a fundamental problem in parallel and distributed computing. In its simplest variant, known as the broadcasting problem, a single message has to be spread among all nodes of a graph. A prominent communication protocol for this problem is based on the so-called random phone call model (Karp et al., FOCS 2000). In each step, every node opens a communication channel to a randomly chosen neighbor, which can then be used for bi-directional communication. In recent years, several efficient algorithms have been developed to solve the broadcasting problem in this model.Motivated by replicated databases and peer-to-peer networks, Berenbrink et al., ICALP 2010, considered the so-called gossiping problem in the random phone call model. There, each node starts with its own message and all messages have to be disseminated to all nodes in the network. They showed that any O(log n)-time algorithm in complete graphs requires Ω(log n) message transmissions per node to complete gossiping, with high probability, while it is known that in the case of broadcasting the average number of message transmissions per node is O(log log n). Furthermore, they explored different possibilities on how to reduce the communication overhead of randomized gossiping in complete graphs.It is known that the O(n log log n) bound on the number of message transmissions produced by randomized broadcasting in complete graphs cannot be achieved in sparse graphs even if they have best expansion and connectivity properties. In this paper, we analyze whether a similar influence of the graph density also holds w.r.t. the performance of gossiping. We study analytically and empirically the communication overhead generated by gossiping algorithms w.r.t. the random phone call model in random graphs and also consider simple modifications of the random phone call model in these graphs. Our results indicate that, unlike in broadcasting, there seems to be no significant difference between the performance of randomized gossiping in complete graphs and sparse random graphs. Furthermore, our simulations illustrate that by tuning the parameters of our algorithms, we can significantly reduce the communication overhead compared to the traditional push-pull approach in the graphs we consider.
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