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Proceedings of the 2014 ACM symposium on Principles of distributed computing最新文献

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Anonymous networks: randomization = 2-hop coloring 匿名网络:随机化= 2跳着色
Pub Date : 2014-07-15 DOI: 10.1145/2611462.2611478
Y. Emek, Christoph Pfister, J. Seidel, Roger Wattenhofer
This paper considers the computational power of anonymous message passing algorithms (henceforth, anonymous algorithms), i.e., distributed algorithms operating in a network of unidentified nodes. We prove that every problem that can be solved (and verified) by a randomized anonymous algorithm can also be solved by a deterministic anonymous algorithm provided that the latter is equipped with a 2-hop coloring of the input graph. Since the problem of 2-hop coloring a given graph (i.e., ensuring that two nodes with distance at most 2 have different colors) can by itself be solved by a randomized anonymous algorithm, it follows that with the exception of a few mock cases, the execution of every randomized anonymous algorithm can be decoupled into a generic preprocessing randomized stage that computes a 2-hop coloring, followed by a problem-specific deterministic stage. The main ingredient of our proof is a novel simulation method that relies on some surprising connections between 2-hop colorings and an extensively used graph lifting technique.
本文考虑匿名消息传递算法(以下简称匿名算法)的计算能力,即在未识别节点网络中运行的分布式算法。我们证明了每个可以被随机匿名算法解决(和验证)的问题也可以被确定性匿名算法解决,前提是后者配备了输入图的2跳着色。由于给定图的2跳着色问题(即,确保距离最多为2的两个节点具有不同的颜色)本身可以通过随机匿名算法解决,因此,除了少数模拟情况外,每个随机匿名算法的执行可以解耦到计算2跳着色的通用预处理随机阶段,然后是特定于问题的确定性阶段。我们证明的主要成分是一种新的模拟方法,它依赖于2跳着色和广泛使用的图提升技术之间的一些令人惊讶的联系。
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引用次数: 32
Session details: Session 2 会话详情:会话2
M. Raynal
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引用次数: 0
Distributed computing building blocks for rational agents 理性代理的分布式计算构建块
Pub Date : 2014-07-15 DOI: 10.1145/2611462.2611481
Y. Afek, Yehonatan Ginzberg, Shir Landau Feibish, Moshe Sulamy
Following [4] we extend and generalize the game-theoretic model of distributed computing, identifying different utility functions that encompass different potential preferences of players in a distributed system. A good distributed algorithm in the game-theoretic context is one that prohibits the agents (processors with interests) from deviating from the protocol; any deviation would result in the agent losing, i.e., reducing its utility at the end of the algorithm. We distinguish between different utility functions in the context of distributed algorithms, e.g., utilities based on communication preference, solution preference, and output preference. Given these preferences we construct two basic building blocks for game theoretic distributed algorithms, a wake-up building block resilient to any preference and in particular to the communication preference (to which previous wake-up solutions were not resilient), and a knowledge sharing building block that is resilient to any and in particular to solution and output preferences. Using the building blocks we present several new algorithms for consensus, and renaming as well as a modular presentation of the leader election algorithm of [4].
接下来[4],我们扩展和推广了分布式计算的博弈论模型,确定了包含分布式系统中参与者不同潜在偏好的不同效用函数。在博弈论背景下,一个好的分布式算法是一个禁止代理(有利益的处理器)偏离协议的算法;任何偏差都会导致代理丢失,即在算法结束时降低其效用。我们在分布式算法的背景下区分了不同的效用函数,例如,基于通信偏好、解决方案偏好和输出偏好的效用。鉴于这些偏好,我们构建了博弈论分布式算法的两个基本构建块,一个唤醒构建块对任何偏好都有弹性,特别是对通信偏好(以前的唤醒解决方案没有弹性),以及一个知识共享构建块,它对任何,特别是对解决方案和输出偏好都有弹性。使用构建块,我们提出了几种新的共识算法和重命名算法,以及[4]的领导者选举算法的模块化表示。
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引用次数: 27
Asynchronous convex hull consensus in the presence of crash faults 存在碰撞故障时的异步凸壳共识
Pub Date : 2014-07-15 DOI: 10.1145/2611462.2611470
Lewis Tseng, N. Vaidya
This paper defines a new consensus problem, convex hull consensus. The input at each process is a d-dimensional vector of reals (or, equivalently, a point in the d-dimensional Euclidean space), and the output at each process is a convex polytope contained within the convex hull of the inputs at the fault-free processes. We explore the convex hull consensus problem under crash faults with incorrect inputs, and present an asynchronous approximate convex hull consensus algorithm with optimal fault tolerance that reaches consensus on an optimal output polytope. Convex hull consensus can be used to solve other related problems. For instance, a solution for convex hull consensus trivially yields a solution for vector (multidimensional) consensus. More importantly, convex hull consensus can potentially be used to solve other more interesting problems, such as function optimization.
本文定义了一个新的共识问题——凸包共识。每个过程的输入是一个实数的d维向量(或者,等价地,d维欧几里德空间中的一个点),每个过程的输出是一个凸多面体,包含在无故障过程的输入的凸包中。研究了输入不正确的崩溃故障下的凸壳共识问题,提出了一种具有最优容错的异步近似凸壳共识算法,该算法在最优输出多面体上达成共识。凸包共识可用于解决其他相关问题。例如,凸壳共识的解决方案通常会产生向量(多维)共识的解决方案。更重要的是,凸壳共识可以潜在地用于解决其他更有趣的问题,例如函数优化。
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引用次数: 17
Brief announcement: concurrency-aware linearizability 简短声明:并发感知线性化
Pub Date : 2014-07-15 DOI: 10.1145/2611462.2611513
Nir Hemed, N. Rinetzky
Linearizabilty allows to describe the behaviour of concurrent objects using sequential specifications. Unfortunately, as we show in this paper, sequential specifications cannot be used for concurrent objects whose observable behaviour in the presence of concurrent operations should be different than their behaviour in the sequential setting. As a result, such concurrency-aware objects do not have formal specifications, which, in turn, precludes formal verification. In this paper we present Concurrency Aware Linearizability (CAL), a new correctness condition which allows to formally specify the behaviour of a certain class of concurrency-aware objects. Technically, CAL is formalized as a strict extension of linearizability, where concurrency-aware specifications are used instead of sequential ones. We believe that CAL can be used as a basis for modular formal verification techniques for concurrency-aware objects.
线性性允许使用顺序规范描述并发对象的行为。不幸的是,正如我们在本文中所展示的那样,顺序规范不能用于并发对象,这些对象在并发操作存在时的可观察行为应该不同于它们在顺序设置中的行为。因此,这样的并发感知对象没有正式的规范,这反过来又排除了正式的验证。本文提出了一种新的正确性条件——并发感知线性化(CAL),它允许形式化地指定某类并发感知对象的行为。从技术上讲,CAL被形式化为线性性的严格扩展,其中使用并发感知规范而不是顺序规范。我们相信CAL可以作为并发感知对象的模块化形式化验证技术的基础。
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引用次数: 9
Session details: Session 6 会话详情:会话6
Alexander Schvartsman
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引用次数: 0
Distributing the setup in universally composable multi-party computation 将设置分布在普遍可组合的多方计算中
Pub Date : 2014-07-15 DOI: 10.1145/2611462.2611480
Jonathan Katz, A. Kiayias, Hong-Sheng Zhou, Vassilis Zikas
Universally composable (UC) protocols retain their security properties even when run concurrently alongside arbitrary other protocols. Unfortunately, it is known that UC multiparty computation (for general functionalities, and without assuming honest majority) is impossible without some form of setup. To circumvent this impossibility, various complete setup assumptions have been proposed. With only a few exceptions, past work has viewed these setup assumptions as being implemented by some ideal, incorruptible entity. Any such entity is thus a single point of failure, and security fails catastrophically in case the setup entity is subverted by an adversary. We propose here a clean, general, and generic approach for distributing trust among m arbitrary setups, by modeling potential corruption of setups within the UC framework, where such corruption might be fail-stop, passive, or arbitrary and is in addition to possible corruption of the parties themselves. We show several feasibility and impossibility results in this model, for different specifications of the corruptible sets. For example, we show that given m complete setups, up to t of which might be actively corrupted in an adaptive manner, general multiparty computation with no honest majority is possible if and only if t < m/2.
通用可组合(UC)协议即使在与任意其他协议并发运行时也保持其安全属性。不幸的是,众所周知,如果没有某种形式的设置,UC多方计算(对于一般功能,并且不假设诚实多数)是不可能的。为了规避这种不可能性,提出了各种完整的设置假设。除了少数例外,过去的工作将这些设定假设视为由一些理想的、不可破坏的实体实现的。因此,任何这样的实体都是单点故障,如果设置实体被攻击者破坏,安全性就会灾难性地失败。我们在这里提出了一种简洁、通用和通用的方法,通过对UC框架内设置的潜在腐败进行建模,在任意设置之间分配信任,其中这种腐败可能是故障停止、被动或任意的,并且除了双方本身可能存在的腐败之外。对于不同规格的可腐蚀集,给出了该模型的可行性和不可行性结果。例如,我们表明给定m个完整的设置,其中最多t可能以自适应方式主动损坏,当且仅当t < m/2时,没有诚实多数的一般多方计算是可能的。
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引用次数: 4
On the power of the congested clique model 在拥挤的小集团模式的力量
Pub Date : 2014-07-15 DOI: 10.1145/2611462.2611493
Andrew Drucker, F. Kuhn, R. Oshman
We study the computation power of the congested clique, a model of distributed computation where n players communicate with each other over a complete network in order to compute some function of their inputs. The number of bits that can be sent on any edge in a round is bounded by a parameter b We consider two versions of the model: in the first, the players communicate by unicast, allowing them to send a different message on each of their links in one round; in the second, the players communicate by broadcast, sending one message to all their neighbors. It is known that the unicast version of the model is quite powerful; to date, no lower bounds for this model are known. In this paper we provide a partial explanation by showing that the unicast congested clique can simulate powerful classes of bounded-depth circuits, implying that even slightly super-constant lower bounds for the congested clique would give new lower bounds in circuit complexity. Moreover, under a widely-believed conjecture on matrix multiplication, the triangle detection problem, studied in [8], can be solved in O(nε) time for any ε > 0. The broadcast version of the congested clique is the well-known multi-party shared-blackboard model of communication complexity (with number-in-hand input). This version is more amenable to lower bounds, and in this paper we show that the subgraph detection problem studied in [8] requires polynomially many rounds for several classes of subgraphs. We also give upper bounds for the subgraph detection problem, and relate the hardness of triangle detection in the broadcast congested clique to the communication complexity of set disjointness in the 3-party number-on-forehead model.
我们研究了拥塞团的计算能力,这是一种分布式计算模型,其中n个玩家在一个完整的网络上相互通信,以计算他们输入的某些函数。一轮中可以在任何边发送的比特数由参数b限定。我们考虑了模型的两个版本:在第一个版本中,玩家通过单播通信,允许他们在一轮中在每个链路上发送不同的消息;在第二种情况下,玩家通过广播进行交流,向所有邻居发送一条消息。众所周知,该模型的单播版本非常强大;到目前为止,这个模型还没有已知的下限。本文通过证明单播拥塞团可以模拟强大的有界深度电路类给出了部分解释,这意味着即使稍微超常数的拥塞团下界也会给出电路复杂度的新下界。此外,在一个被广泛接受的关于矩阵乘法的猜想下,[8]中所研究的三角形检测问题对于任意ε[8]都可以在O(nε)时间内得到解决。拥塞团的广播版本是众所周知的通信复杂性的多方共享黑板模型(带有数字输入)。这个版本更适合下界,并且在本文中我们证明了[8]中研究的子图检测问题对于几类子图需要多项式多次轮。我们还给出了子图检测问题的上界,并将广播拥塞团中三角形检测的硬度与三方数额模型中集合不相交的通信复杂度联系起来。
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引用次数: 193
Session details: Session 7 会话详情:会话7
P. Fatourou
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引用次数: 0
Beyond set disjointness: the communication complexity of finding the intersection 超越集合不连接性:寻找交集的沟通复杂性
Pub Date : 2014-07-15 DOI: 10.1145/2611462.2611501
Joshua Brody, Amit Chakrabarti, Ranganath Kondapally, David P. Woodruff, G. Yaroslavtsev
We consider the following fundamental communication problem - there is data that is distributed among servers, and the servers want to compute the intersection of their data sets, e.g., the common records in a relational database. They want to do this with as little communication and as few messages (rounds) as possible. They are willing to use randomization, and fail with a tiny probability. Given a protocol for computing the intersection, it can also be used to compute the exact Jaccard similarity, the rarity, the number of distinct elements, and joins between databases. Computing the intersection is at least as hard as the set disjointness problem, which asks whether the intersection is empty. Formally, in the two-server setting, the players hold subsets S, T ⊆ [n]. In many realistic scenarios, the sizes of S and T are significantly smaller than n, so we impose the constraint that |S|, |T| ≤ k. We study the minimum number of bits the parties need to communicate in order to compute the intersection set S ∩ T, given a certain number r of messages that are allowed to be exchanged. While O(k log (n/k)) bits is achieved trivially and deterministically with a single message, we ask what is possible with more than one message and with randomization. We give a smooth communication/round tradeoff which shows that with O(log* k) rounds, O(k) bits of communication is possible, which improves upon the trivial protocol by an order of magnitude. This is in contrast to other basic problems such as computing the union or symmetric difference, for which Ω(k log(n/k)) bits of communication is required for any number of rounds. For two players, known lower bounds for the easier problem of set disjointness imply our algorithms are optimal up to constant factors in communication and number of rounds. We extend our protocols to $m$-player protocols, obtaining an optimal O(mk) bits of communication with a similarly small number of rounds.
我们考虑以下基本的通信问题——数据分布在服务器之间,服务器想要计算它们的数据集的交集,例如,关系数据库中的公共记录。他们希望通过尽可能少的交流和消息(回合)来实现这一点。他们愿意使用随机化,并以很小的概率失败。给定一个计算交集的协议,它还可以用于计算精确的Jaccard相似性、稀有性、不同元素的数量以及数据库之间的连接。计算交集至少和集合不相交问题一样困难,后者询问交集是否为空。形式上,在双服务器场景下,玩家持有子集S、T和[n]。在许多现实场景中,S和T的大小明显小于n,因此我们施加了|S|, |T|≤k的约束。我们研究了在给定一定数量的允许交换的消息r的情况下,为了计算交集集S∩T,双方需要通信的最小位数。虽然O(k log (n/k))位是简单而确定地用单个消息实现的,但我们要问的是,在多个消息和随机化的情况下,什么是可能的。我们给出了一个平滑的通信/轮询权衡,这表明在O(log* k)轮询下,O(k)位通信是可能的,这在平凡协议的基础上提高了一个数量级。这与计算联合或对称差分等其他基本问题形成对比,对于这些问题,任何轮数都需要Ω(k log(n/k))位的通信。对于两个玩家来说,已知的集合不连接性问题的下界意味着我们的算法在通信和回合数的恒定因素下是最优的。我们将我们的协议扩展到$m$-player协议,以同样少的轮数获得最优的O(mk)比特通信。
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引用次数: 28
期刊
Proceedings of the 2014 ACM symposium on Principles of distributed computing
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