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Showing papers by "Seth Gilbert published in 2019"


Posted Content
TL;DR: Polygraph is introduced, the first accountable Byzantine consensus algorithm, and it is shown that a commonly used state-of-theart Byzantine fault tolerance consensus algorithm cannot be made accountable without storing and exchanging extra logs of at least Ω(n) rounds.
Abstract: In this paper, we introduce Polygraph, the first accountable Byzantine consensus algorithm. If among $n$ users $t are malicious then it ensures consensus; otherwise (if $t\geq n/3)$ , it eventually detects malicious users that cause disagreement. Polygraph is appealing for blockchain applications as it allows them to totally order blocks in a chain whenever possible, hence avoiding forks and double spending and, otherwise, to punish (e.g., via slashing) at least $n/3$ malicious users when a fork occurs. This problem is more difficult than perhaps it first appears. One could try identifying malicious senders by extending classic Byzantine consensus algorithms to piggyback signed messages. We show however that to achieve accountability the resulting algorithms would then need to exchange $\Omega(\kappa^{2}\cdot n^{5})$ bits, where $\kappa$ is the security parameter of the signature scheme. By contrast, Polygraph has communication complexity $O(\kappa\cdot n^{4})$ . Finally, we implement Polygraph in a blockchain and compare it to the Red Belly Blockchain to show that it commits more than 10,000 Bitcoin-like transactions per second when deployed on 80 geodistributed machines.

29 citations


Journal ArticleDOI
TL;DR: An algorithm is described and analyzed that affirms the conjecture that the spectrum reuse enabled by fading should allow distributed algorithms to achieve a significant improvement on this log2n speed limit.
Abstract: In this paper, we study upper and lower bounds for contention resolution on a single hop fading channel; i.e., a channel where receive behavior is determined by a signal to interference and noise ratio equation. The best known previous solution solves the problem in this setting in $$O(\log ^2{n}/\log \log {n})$$ rounds, with high probability in the system size n. We describe and analyze an algorithm that solves the problem in $$O(\log {n} + \log {R})$$ rounds, where R is the ratio between the longest and shortest link, and is a value upper bounded by a polynomial in n for most feasible deployments. We complement this result with an $$\varOmega (\log {n})$$ lower bound that proves the bound tight for reasonable R. We note that in the classical radio network model (which does not include signal fading), high probability contention resolution requires $$\varOmega (\log ^2{n})$$ rounds. Our algorithm, therefore, affirms the conjecture that the spectrum reuse enabled by fading should allow distributed algorithms to achieve a significant improvement on this $$\log ^2{n}$$ speed limit. In addition, we argue that the new techniques required to prove our upper and lower bounds are of general use for analyzing other distributed algorithms in this increasingly well-studied fading channel setting.

8 citations


Posted Content
TL;DR: This paper proposes Periodic EXP4, a computationally efficient variant of the EXP4 algorithm for periodic settings, and proves a lower bound of $\Omega\big(\sqrt{PKT + KT \frac{\log |F|}{\log K}} \big)$ for the periodic setting, showing that this is optimal within log-factors.
Abstract: Bandit-style algorithms have been studied extensively in stochastic and adversarial settings. Such algorithms have been shown to be useful in multiplayer settings, e.g. to solve the wireless network selection problem, which can be formulated as an adversarial bandit problem. A leading bandit algorithm for the adversarial setting is EXP3. However, network behavior is often repetitive, where user density and network behavior follow regular patterns. Bandit algorithms, like EXP3, fail to provide good guarantees for periodic behaviors. A major reason is that these algorithms compete against fixed-action policies, which is ineffective in a periodic setting. In this paper, we define a periodic bandit setting, and periodic regret as a better performance measure for this type of setting. Instead of comparing an algorithm's performance to fixed-action policies, we aim to be competitive with policies that play arms under some set of possible periodic patterns $F$ (for example, all possible periodic functions with periods $1,2,\cdots,P$). We propose Periodic EXP4, a computationally efficient variant of the EXP4 algorithm for periodic settings. With $K$ arms, $T$ time steps, and where each periodic pattern in $F$ is of length at most $P$, we show that the periodic regret obtained by Periodic EXP4 is at most $O\big(\sqrt{PKT \log K + KT \log |F|}\big)$. We also prove a lower bound of $\Omega\big(\sqrt{PKT + KT \frac{\log |F|}{\log K}} \big)$ for the periodic setting, showing that this is optimal within log-factors. As an example, we focus on the wireless network selection problem. Through simulation, we show that Periodic EXP4 learns the periodic pattern over time, adapts to changes in a dynamic environment, and far outperforms EXP3.

4 citations


Posted Content
TL;DR: It is proved that Co-Bandit is regret-minimizing and retains the convergence property of multiplicative weight update algorithms with full information, and it is shown that a very small amount of information is adequate to nudge each other to select the right network and yield significantly faster stabilization at the optimal state.
Abstract: In this paper, we explore the benefit of cooperation in adversarial bandit settings. As a motivating example, we consider the problem of wireless network selection. Mobile devices are often required to choose the right network to associate with for optimal performance, which is non-trivial. The excellent theoretical properties of EXP3, a leading multi-armed bandit algorithm, suggest that it should work well for this type of problem. Yet, it performs poorly in practice. A major limitation is its slow rate of stabilization. Bandit-style algorithms perform better when global knowledge is available, i.e., when devices receive feedback about all networks after each selection. But, unfortunately, communicating full information to all devices is expensive. Therefore, we address the question of how much information is adequate to achieve better performance. We propose Co-Bandit, a novel cooperative bandit approach, that allows devices to occasionally share their observations and forward feedback received from neighbors; hence, feedback may be received with a delay. Devices perform network selection based on their own observation and feedback from neighbors. As such, they speed up each other's rate of learning. We prove that Co-Bandit is regret-minimizing and retains the convergence property of multiplicative weight update algorithms with full information. Through simulation, we show that a very small amount of information, even with a delay, is adequate to nudge each other to select the right network and yield significantly faster stabilization at the optimal state (about 630x faster than EXP3).

3 citations


Posted Content
TL;DR: This work provides one of the first non-trivial lower bounds for leader election in general networks, and is the first work that shows a dependence between the time and message complexity to solve leader election and the connectivity of the graph G, which is often characterized by the graph's conductance Φ.
Abstract: In this paper, we look at the problem of randomized leader election in synchronous distributed networks with a special focus on the message complexity. We provide an algorithm that solves the implicit version of leader election (where non-leader nodes need not be aware of the identity of the leader) in any general network with $O(\sqrt{n} \log^{7/2} n \cdot t_{mix})$ messages and in $O(t_{mix}\log^2 n)$ time, where $n$ is the number of nodes and $t_{mix}$ refers to the mixing time of a random walk in the network graph $G$. For several classes of well-connected networks (that have a large conductance or alternatively small mixing times e.g. expanders, hypercubes, etc), the above result implies extremely efficient (sublinear running time and messages) leader election algorithms. Correspondingly, we show that any substantial improvement is not possible over our algorithm, by presenting an almost matching lower bound for randomized leader election. We show that $\Omega(\sqrt{n}/\phi^{3/4})$ messages are needed for any leader election algorithm that succeeds with probability at least $1-o(1)$, where $\phi$ refers to the conductance of a graph. To the best of our knowledge, this is the first work that shows a dependence between the time and message complexity to solve leader election and the connectivity of the graph $G$, which is often characterized by the graph's conductance $\phi$. Apart from the $\Omega(m)$ bound in [Kutten et al., J.ACM 2015] (where $m$ denotes the number of edges of the graph), this work also provides one of the first non-trivial lower bounds for leader election in general networks.

3 citations


Proceedings Article
28 Apr 2019
TL;DR: In this article, the authors define a periodic bandit setting, and periodic regret is defined as a better performance measure for this type of setting, instead of comparing an algorithm's performance to fixed-action policies, they aim to be competitive with policies that play arms under some set of possible periodic patterns (for example, all possible periodic functions with periods $1,2,\cdots,P$).
Abstract: Bandit-style algorithms have been studied extensively in stochastic and adversarial settings. Such algorithms have been shown to be useful in multiplayer settings, e.g. to solve the wireless network selection problem, which can be formulated as an adversarial bandit problem. A leading bandit algorithm for the adversarial setting is EXP3. However, network behavior is often repetitive, where user density and network behavior follow regular patterns. Bandit algorithms, like EXP3, fail to provide good guarantees for periodic behaviors. A major reason is that these algorithms compete against fixed-action policies, which is ineffective in a periodic setting. In this paper, we define a periodic bandit setting, and periodic regret as a better performance measure for this type of setting. Instead of comparing an algorithm's performance to fixed-action policies, we aim to be competitive with policies that play arms under some set of possible periodic patterns $F$ (for example, all possible periodic functions with periods $1,2,\cdots,P$). We propose Periodic EXP4, a computationally efficient variant of the EXP4 algorithm for periodic settings. With $K$ arms, $T$ time steps, and where each periodic pattern in $F$ is of length at most $P$, we show that the periodic regret obtained by Periodic EXP4 is at most $O\big(\sqrt{PKT \log K + KT \log |F|}\big)$. We also prove a lower bound of $\Omega\big(\sqrt{PKT + KT \frac{\log |F|}{\log K}} \big)$ for the periodic setting, showing that this is optimal within log-factors. As an example, we focus on the wireless network selection problem. Through simulation, we show that Periodic EXP4 learns the periodic pattern over time, adapts to changes in a dynamic environment, and far outperforms EXP3.

2 citations


Proceedings Article
07 Aug 2019
TL;DR: This is to the authors' knowledge the first implementation of a parallel search structure that is work-optimal with respect to the finger bound and yet has very good parallelism (within a factor of O( (log p)^2 ) of optimal).
Abstract: In this paper we present two versions of a parallel finger structure FS on p processors that supports searches, insertions and deletions, and has a finger at each end. This is to our knowledge the first implementation of a parallel search structure that is work-optimal with respect to the finger bound and yet has very good parallelism (within a factor of O( (log p)^2 ) of optimal). We utilize an extended implicit batching framework that transparently facilitates the use of FS by any parallel program P that is modelled by a dynamically generated DAG D where each node is either a unit-time instruction or a call to FS. The total work done by either version of FS is bounded by the finger bound F[L] (for some linearization L of D ), i.e. each operation on an item with finger distance r takes O( log r + 1 ) amortized work; it is cheaper for items closer to a finger. Running P using the simpler version takes O( ( T[1] + F[L] ) / p + T[inf] + d * ( (log p)^2 + log n ) ) time on a greedy scheduler, where T[1],T[inf] are the size and span of D respectively, and n is the maximum number of items in FS, and d is the maximum number of calls to FS along any path in D. Using the faster version, this is reduced to O( ( T[1] + F[L] ) / p + T[inf] + d * (log p)^2 + s[L] ) time, where s[L] is the weighted span of D where each call to FS is weighted by its cost according to F[L]. We also sketch how to extend FS to support a fixed number of movable fingers. The data structures in our paper fit into the dynamic multithreading paradigm, and their performance bounds are directly composable with other data structures given in the same paradigm. Also, the results can be translated to practical implementations using work-stealing schedulers.

1 citations


Proceedings ArticleDOI
01 Jan 2019
TL;DR: This paper presents the cellular bioelectric model (CBM), a new computational model that captures the primary capabilities and constraints of bioelectric interactions between cells and their environment, and uses this model to investigate several important topics from the relevant biology research literature.
Abstract: Cellular bioelectricity describes the biological phenomenon in which cells in living tissue generate and maintain patterns of voltage gradients across their membranes induced by differing concentrations of charged ions. A growing body of research suggests that bioelectric patterns represent an ancient system that plays a key role in guiding many important developmental processes including tissue regeneration, tumor suppression, and embryogenesis. This paper applies techniques from distributed algorithm theory to help better understand how cells work together to form these patterns. To do so, we present the cellular bioelectric model (CBM), a new computational model that captures the primary capabilities and constraints of bioelectric interactions between cells and their environment. We use this model to investigate several important topics from the relevant biology research literature. We begin with symmetry breaking, analyzing a simple cell definition that when combined in single hop or multihop topologies, efficiently solves leader election and the maximal independent set problem, respectively - indicating that these classical symmetry breaking tasks are well-matched to bioelectric mechanisms. We then turn our attention to the information processing ability of bioelectric cells, exploring upper and lower bounds for approximate solutions to threshold and majority detection, and then proving that these systems are in fact Turing complete - resolving an open question about the computational power of bioelectric interactions.

1 citations


Posted Content
TL;DR: In this paper, the authors present two versions of a parallel finger structure FS on p processors that support searches, insertions and deletions, and have a finger at each end, which is to the best of our knowledge the only data structure that is work-optimal with respect to the finger bound.
Abstract: In this paper we present two versions of a parallel finger structure FS on p processors that supports searches, insertions and deletions, and has a finger at each end. This is to our knowledge the first implementation of a parallel search structure that is work-optimal with respect to the finger bound and yet has very good parallelism (within a factor of O( (log p)^2 ) of optimal). We utilize an extended implicit batching framework that transparently facilitates the use of FS by any parallel program P that is modelled by a dynamically generated DAG D where each node is either a unit-time instruction or a call to FS. The total work done by either version of FS is bounded by the finger bound F[L] (for some linearization L of D ), i.e. each operation on an item with finger distance r takes O( log r + 1 ) amortized work; it is cheaper for items closer to a finger. Running P using the simpler version takes O( ( T[1] + F[L] ) / p + T[inf] + d * ( (log p)^2 + log n ) ) time on a greedy scheduler, where T[1],T[inf] are the size and span of D respectively, and n is the maximum number of items in FS, and d is the maximum number of calls to FS along any path in D. Using the faster version, this is reduced to O( ( T[1] + F[L] ) / p + T[inf] + d * (log p)^2 + s[L] ) time, where s[L] is the weighted span of D where each call to FS is weighted by its cost according to F[L]. We also sketch how to extend FS to support a fixed number of movable fingers. The data structures in our paper fit into the dynamic multithreading paradigm, and their performance bounds are directly composable with other data structures given in the same paradigm. Also, the results can be translated to practical implementations using work-stealing schedulers.

1 citations


Posted Content
TL;DR: In this paper, the cost of distributed MST construction where each edge has a latency and a capacity, along with the weight is studied, and it is shown that the bottleneck parameter in determining the running time of an algorithm is the total weight of the constructed MST.
Abstract: We study the cost of distributed MST construction in the setting where each edge has a latency and a capacity, along with the weight. Edge latencies capture the delay on the links of the communication network, while capacity captures their throughput (in this case, the rate at which messages can be sent). Depending on how the edge latencies relate to the edge weights, we provide several tight bounds on the time and messages required to construct an MST. When edge weights exactly correspond with the latencies, we show that, perhaps interestingly, the bottleneck parameter in determining the running time of an algorithm is the total weight $W$ of the MST (rather than the total number of nodes $n$, as in the standard CONGEST model). That is, we show a tight bound of $\tilde{\Theta}(D + \sqrt{W/c})$ rounds, where $D$ refers to the latency diameter of the graph, $W$ refers to the total weight of the constructed MST and edges have capacity $c$. The proposed algorithm sends $\tilde{O}(m+W)$ messages, where $m$, the total number of edges in the network graph under consideration, is a known lower bound on message complexity for MST construction. We also show that $\Omega(W)$ is a lower bound for fast MST constructions. When the edge latencies and the corresponding edge weights are unrelated, and either can take arbitrary values, we show that (unlike the sub-linear time algorithms in the standard CONGEST model, on small diameter graphs), the best time complexity that can be achieved is $\tilde{\Theta}(D+n/c)$. However, if we restrict all edges to have equal latency $\ell$ and capacity $c$ while having possibly different weights (weights could deviate arbitrarily from $\ell$), we give an algorithm that constructs an MST in $\tilde{O}(D + \sqrt{n\ell/c})$ time. In each case, we provide nearly matching upper and lower bounds.

1 citations


DOI
11 Oct 2019
TL;DR: In this paper, the authors present two versions of a parallel finger structure FS on p processors that support searches, insertions and deletions, and have a finger at each end, which is to the best of our knowledge the only data structure that is work-optimal with respect to the finger bound.
Abstract: In this paper we present two versions of a parallel finger structure FS on p processors that supports searches, insertions and deletions, and has a finger at each end. This is to our knowledge the first implementation of a parallel search structure that is work-optimal with respect to the finger bound and yet has very good parallelism (within a factor of O( (log p)^2 ) of optimal). We utilize an extended implicit batching framework that transparently facilitates the use of FS by any parallel program P that is modelled by a dynamically generated DAG D where each node is either a unit-time instruction or a call to FS. The total work done by either version of FS is bounded by the finger bound F[L] (for some linearization L of D ), i.e. each operation on an item with finger distance r takes O( log r + 1 ) amortized work; it is cheaper for items closer to a finger. Running P using the simpler version takes O( ( T[1] + F[L] ) / p + T[inf] + d * ( (log p)^2 + log n ) ) time on a greedy scheduler, where T[1],T[inf] are the size and span of D respectively, and n is the maximum number of items in FS, and d is the maximum number of calls to FS along any path in D. Using the faster version, this is reduced to O( ( T[1] + F[L] ) / p + T[inf] + d * (log p)^2 + s[L] ) time, where s[L] is the weighted span of D where each call to FS is weighted by its cost according to F[L]. We also sketch how to extend FS to support a fixed number of movable fingers. The data structures in our paper fit into the dynamic multithreading paradigm, and their performance bounds are directly composable with other data structures given in the same paradigm. Also, the results can be translated to practical implementations using work-stealing schedulers.

Journal ArticleDOI
TL;DR: This paper studies the cost of information dissemination in networks where edges have latencies, i.e., sending a message from one node to another takes some amount of time, and gives near tight lower and upper bounds on the problem of information dissemination.
Abstract: Consider the classical problem of information dissemination: one (or more) nodes in a network have some information that they want to distribute to the remainder of the network. In this paper, we study the cost of information dissemination in networks where edges have latencies, i.e., sending a message from one node to another takes some amount of time. We first generalize the idea of conductance to weighted graphs by defining $\phi _*$φ* to be the “critical weighted conductance” and $\ell _*$l* to be the “critical latency”. One goal of this paper is to argue that $\phi _*$φ* characterizes the connectivity of a weighted graph with latencies in much the same way that conductance characterizes the connectivity of unweighted graphs. We give near tight lower and upper bounds on the problem of information dissemination, up to polylogarithmic factors. Specifically, we show that in a graph with (weighted) diameter $D$D (with latencies as weights) and maximum degree $\Delta$Δ, any information dissemination algorithm requires at least $\Omega (\min (D+\Delta, \ell _*/\phi _*))$Ω(min(D+Δ,l*/φ*)) time in the worst case. We show several variants of the lower bound (e.g., for graphs with small diameter, graphs with small max-degree, etc.) by reduction to a simple combinatorial game. We then give nearly matching algorithms, showing that information dissemination can be solved in $O(\min ((D+\Delta)\log ^3{n}, (\ell _*/\phi _*)\log n)$O(min((D+Δ)log3n,(l*/φ*)logn) time. This is achieved by combining two cases. We show that the classical push-pull algorithm is (near) optimal when the diameter or the maximum degree is large. For the case where the diameter and the maximum degree are small, we give an alternative strategy in which we first discover the latencies and then use an algorithm for known latencies based on a weighted spanner construction. (Our algorithms are within polylogarithmic factors of being tight both for known and unknown latencies.) While it is easiest to express our bounds in terms of $\phi _*$φ* and $\ell _*$l*, in some cases they do not provide the most convenient definition of conductance in weighted graphs. Therefore we give a second (nearly) equivalent characterization, namely the average weighted conductance $\phi _{avg}$φavg.