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Improved Algorithms for Online Load Balancing

机译:改进的在线负载平衡算法

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We consider an online load balancing problem and its extensions in the framework of repeated games. On each round, the player chooses a distribution (task allocation) over K servers, and then the environment reveals the load of each server, which determines the computation time of each server for processing the task assigned. After all rounds, the cost of the player is measured by some norm of the cumulative computation-time vector. The cost is the makespan if the norm is L_∞-norm. The goal is to minimize the regret, i.e., minimizing the player's cost relative to the cost of the best fixed distribution in hindsight. We propose algorithms for general norms and prove their regret bounds. In particular, for L_∞-norm, our regret bound matches the best known bound and the proposed algorithm runs in polynomial time per trial involving linear programming and second order programming, whereas no polynomial time algorithm was previously known to achieve the bound.
机译:我们考虑在线负荷平衡问题及其在重复游戏框架中的扩展。 在每一轮上,玩家在K服务器上选择分发(任务分配),然后环境显示每个服务器的负载,该负载确定每个服务器的计算时间以处理分配的任务。 毕竟,通过累积计算时间向量的一些规范来衡量玩家的成本。 如果标准是L_‖-rang,则成本是Mapspan。 目标是最大限度地减少遗憾,即,尽量减少玩家的成本,相对于后视最佳固定分配的成本。 我们提出了一般规范的算法,并证明了他们的遗憾范围。 特别是对于L_IN-NORM,我们的遗憾绑定匹配最知名的界限,并且所提出的算法在每个试验中运行的涉及线性编程和二阶编程的多项式时间,而先前没有已知多项式时间算法来实现绑定。

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