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The Communication Complexity of Distributed Task Allocation

机译:分布式任务分配的通信复杂性

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We consider a distributed task allocation problem in which m players must divide a set of n tasks between them. Bach player i. receives as input a set. X_i of tasks such that the union of all input sets covers the task set. The goal is for each player to output a subset Y_i in contsined in X_i, such that the outputs (Y_1,…. ,Y_m) form a partition of the set of tasks. The problem can be viewed as a distributed one-shot variant of the well-known κ-server problem, and we also show that it is closely related to the problem of finding a rooted spanning tree in directed broadcast networks. We study the communication complexity and round complexity of the task allocation problem. We begin with the classical two-player communication model, and show that the randomized communication complexity of task allocation is Ω(n), even when the set of tasks is known to the players in advance. For the multi-player setting with m = Ο(n) we give two upper bounds in the shared-blackboard model of communication. We show that the problem can be solved in Ο(log n) rounds and Ο(n log n) total bits for arbitrary inputs; moreover, if for any set X of tasks, there are at least α∣Ⅹ∣players that have at least one task from Ⅹ in their inputs, then Ο((1/α + log m) log n) rounds suffice even if each player can only writeΟ (log n) bits on the blackboard in each round. Finally, we extend our results to the case where the players communicate over an arbitrary directed communication graph instead of a shared blackboard. As an application of these results, we also consider the related problem of constructing a directed spanning tree in strongly-connected directed networks and we show lower and upper bounds for that problem.
机译:我们认为分布式任务分配问题,其中m玩家必须把一组的他们之间的N个任务。巴赫的球员我。接收作为输入的一组。任务X_I,使得所有输入集合的并集涵盖了任务集。我们的目标是为每个玩家输出的一个子集在Y_I在contsined X_I,使得输出(Y_1,...。,Y_M)形成的一组任务的一个分区。这个问题可以看作是众所周知的κ服务器问题的分布式一次性变的,我们还表明,它是密切相关的定向广播网络中找到一个植根生成树的问题。我们研究了任务分配问题的复杂通信和圆形的复杂性。我们开始与经典的两个球员通信模型,并表明任务分配的随机通信复杂度为Ω(N),即使将该组任务是已知的球员提前。对于其中m =Ο(n)的多玩家环境给出在通信的共享黑板模型中的两个上界。我们发现,这个问题可以在Ο(log n)的两轮和Ο来解决(N log n)的任意输入比特总数;而且,如果对于任务的任何一组X,有在具有从Ⅹ的至少一个任务在它们的输入至少α|Ⅹ|players,然后Ο((1 /α+日志米)log n)的轮即使每个足够玩家只能writeΟ(log n)的在每一轮黑板位。最后,我们我们的结果推广到玩家在任意定向通信图,而不是一个共享黑板通信的情况下。由于这些结果的应用,我们也考虑在建设强连接向网络有向生成树的相关问题,我们显示该问题的上限和下限。

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