We study the problem of sorting N elements in the presence of persistent errors in comparisons: In this classical model, each comparison between two elements is wrong independently with some probability up to p, but repeating the same comparison gives always the same result. In this model, it is impossible to reliably compute a perfectly sorted permutation of the input elements. Rather, the quality of a sorting algorithm is often evaluated w.r.t. the maximum dislocation of the sequences it computes, namely, the maximum absolute difference between the position of an element in the returned sequence and the position of the same element in the perfectly sorted sequence. The best known algorithms for this problem have running time O(N2) and achieve, w.h.p., an optimal maximum dislocation of \(O(\log N)\) for constant error probability p. Note that no algorithm can achieve maximum dislocation \(o(\log N)\) w.h.p., regardless of its running time. In this work we present the first subquadratic time algorithm with optimal maximum dislocation. Our algorithm runs in \(\widetilde {O}(N^{3/2})\) time and it guarantees \(O(\log N)\) maximum dislocation with high probability for any p ≤ 1/16.
23 November 2017 in International Journal of Game Theory
This work studies clustering algorithms which operates with ordinal or comparison-based queries (operations), a situation that arises in many active-learning applications where “dissimilarities” between data points are evaluated by humans. Typically, exact answers are costly (or difficult to obtain in large amounts) while possibly erroneous answers have low cost. Motivated by these considerations, we study algorithms with non-trivial trade-offs between the number of exact (high-cost) operations and noisy (low-cost) operations with provable performance guarantees. Specifically, we study a class of polynomial-time graph-based clustering algorithms (termed Single-Linkage) which are widely used in practice and that guarantee exact solutions for stable instances in several clustering problems (these problems are NP-hard in the worst case). We provide several variants of these algorithms using ordinal operations and, in particular, non-trivial trade-offs between the number of high-cost and low-cost operations that are used. Our algorithms still guarantee exact solutions for stable instances of k-medoids clustering, and they use a rather small number of high-cost operations, without increasing the low-cost operations too much.
We study the game-theoretic task of selecting mobile agents to deliver multiple items on a network. An instance is given by $m$ messages (physical objects) which have to be transported between specified source-target pairs in a weighted undirected graph, and $k$ mobile heterogeneous agents, each being able to transport one message at a time. Following a recent model by [B\"artschi et al. 2016], each agent $i$ consumes energy proportional to the distance it travels in the graph, where the different rates of energy consumption are given by weight factors $w_i$. We are interested in optimizing or approximating the total energy consumption over all selected agents. Unlike previous research, we assume the weights to be private values known only to the respective agents. We present three different mechanisms which select, route and pay the agents in a truthful way that guarantees voluntary participation of the agents, while approximating the optimum energy consumption by a constant factor. To this end we analyze a previous structural result and an approximation algorithm given by [B\"artschi et al. 2017]. Finally, we show that for some instances in the case of a single package, the sum of the payments can be bounded in terms of the optimum.