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A Survey on the Use of Preferences for Virtual Machine Placement in Cloud Data Centers
Alashaikh, Abdulaziz, Alanazi, Eisa, Al-Fuqaha, Ala
With the rapid development of virtualization techniques, cloud data centers allow for cost effective, flexible, and customizable deployments of applications on virtualized infrastructure. Virtual machine (VM) placement aims to assign each virtual machine to a server in the cloud environment. VM Placement is of paramount importance to the design of cloud data centers. Typically, VM placement involves complex relations and multiple design factors as well as local policies that govern the assignment decisions. It also involves different constituents including cloud administrators and customers that might have disparate preferences while opting for a placement solution. Thus, it is often valuable to not only return an optimized solution to the VM placement problem but also a solution that reflects the given preferences of the constituents. In this paper, we provide a detailed review on the role of preferences in the recent literature on VM placement. We further discuss key challenges and identify possible research opportunities to better incorporate preferences within the context of VM placement.
Monte Carlo Game Solver
W e present a general algorithm to order moves so as to speedup exact game solvers. It uses online learning of playout policies and Monte Carlo Tree Search. The learned policy and the information in the Monte Carlo tree are used to order moves in game solvers. They improve greatly the solving time for multiple games.
State Representation and Polyomino Placement for the Game Patchwork
Modern board games are a rich source of entertainment for many people, but also contain interesting and challenging structures for game playing research and implementing game playing agents. This paper studies the game Patchwork, a two player strategy game using polyomino tile drafting and placement. The core polyomino placement mechanic is implemented in a constraint model using regular constraints, extending and improving the model in (Lagerkvist, Pesant, 2008) with: explicit rotation handling; optional placements; and new constraints for resource usage. Crucial for implementing good game playing agents is to have great heuristics for guiding the search when faced with large branching factors. This paper divides placing tiles into two parts: a policy used for placing parts and an evaluation used to select among different placements. Policies are designed based on classical packing literature as well as common standard constraint programming heuristics. For evaluation, global propagation guided regret is introduced, choosing placements based on not ruling out later placements. Extensive evaluations are performed, showing the importance of using a good evaluation and that the proposed global propagation guided regret is a very effective guide.
Best-First Enumeration Based on Bounding Conflicts, and its Application to Large-scale Hybrid Estimation
Timmons, Eric Michael (MIT) | Williams, Brian Charles (MIT)
There is an increasing desire for autonomous systems to have high levels of robustness and safety, attained through continuously planning and self-repairing online. Underlying this is the need to accurately estimate the system state and diagnose subtle failures. Estimation methods based on hybrid discrete and continuous state models have emerged as a method of precisely computing these estimates. However, existing methods have difficulty scaling to systems with more than a handful of components. Discrete, consistency based state estimation capabilities can scale to this level by combining best-first enumeration and conflict-directed search. While best-first methods have been developed for hybrid estimation, conflict-directed methods have thus far been elusive as conflicts learn inconsistencies from constraint violation, but probabilistic hybrid estimation is relatively unconstrained. In this paper we present an approach to hybrid estimation that unifies best-first enumeration and conflict-directed search through the concept of "bounding" conflicts, an extension of conflicts that represent tighter bounds on the cost of regions of the search space. This paper presents a general best-first enumeration algorithm based on bounding conflicts (A*BC) and a hybrid estimation method using this enumeration algorithm. Experiments show that an A*BC powered state estimator produces estimates up to an order of magnitude faster than the current state of the art, particularly on large systems.
A Comprehensive Survey on the Ambulance Routing and Location Problems
Tassone, Joseph, Choudhury, Salimur
In this research, an extensive literature review was performed on the recent developments of the ambulance routing problem (ARP) and ambulance location problem (ALP). Both are respective modifications of the vehicle routing problem (VRP) and maximum covering problem (MCP), with modifications to objective functions and constraints. Although alike, a key distinction is emergency service systems (EMS) are considered critical and the optimization of these has become all the more important as a result. Similar to their parent problems, these are NP-hard and must resort to approximations if the space size is too large. Much of the current work has simply been on modifying existing systems through simulation to achieve a more acceptable result. There has been attempts towards using meta-heuristics, though practical experimentation is lacking when compared to VRP or MCP. The contributions of this work are a comprehensive survey of current methodologies, summarized models, and suggested future improvements.
Explainable Subgraphs with Surprising Densities: A Subgroup Discovery Approach
Deng, Junning, Kang, Bo, Lijffijt, Jefrey, De Bie, Tijl
The connectivity structure of graphs is typically related to the attributes of the nodes. In social networks for example, the probability of a friendship between two people depends on their attributes, such as their age, address, and hobbies. The connectivity of a graph can thus possibly be understood in terms of patterns of the form 'the subgroup of individuals with properties X are often (or rarely) friends with individuals in another subgroup with properties Y'. Such rules present potentially actionable and generalizable insights into the graph. We present a method that finds pairs of node subgroups between which the edge density is interestingly high or low, using an information-theoretic definition of interestingness. This interestingness is quantified subjectively, to contrast with prior information an analyst may have about the graph. This view immediately enables iterative mining of such patterns. Our work generalizes prior work on dense subgraph mining (i.e. subgraphs induced by a single subgroup). Moreover, not only is the proposed method more general, we also demonstrate considerable practical advantages for the single subgroup special case.
Algorithms for Optimizing Fleet Staging of Air Ambulances
Tassone, Joseph, Pond, Geoffrey, Choudhury, Salimur
In a disaster situation, air ambulance rapid response will often be the determining factor in patient survival. Obstacles intensify this circumstance, with geographical remoteness and limitations in vehicle placement making it an arduous task. Considering these elements, the arrangement of responders is a critical decision of the utmost importance. Utilizing real mission data, this research structured an optimal coverage problem with integer linear programming. For accurate comparison, the Gurobi optimizer was programmed with the developed model and timed for performance. A solution implementing base ranking followed by both local and Tabu search-based algorithms was created. The local search algorithm proved insufficient for maximizing coverage, while the Tabu search achieved near-optimal results. In the latter case, the total vehicle travel distance was minimized and the runtime significantly outperformed the one generated by Gurobi. Furthermore, variations utilizing parallel CUDA processing further decreased the algorithmic runtime. These proved superior as the number of test missions increased, while also maintaining the same minimized distance.
GRIDS: Interactive Layout Design with Integer Programming
Dayama, Niraj, Todi, Kashyap, Saarelainen, Taru, Oulasvirta, Antti
Grid layouts are used by designers to spatially organise user interfaces when sketching and wireframing. However, their design is largely time consuming manual work. This is challenging due to combinatorial explosion and complex objectives, such as alignment, balance, and expectations regarding positions. This paper proposes a novel optimisation approach for the generation of diverse grid-based layouts. Our mixed integer linear programming (MILP) model offers a rigorous yet efficient method for grid generation that ensures packing, alignment, grouping, and preferential positioning of elements. Further, we present techniques for interactive diversification, enhancement, and completion of grid layouts (Figure 1). These capabilities are demonstrated using GRIDS1, a wireframing tool that provides designers with real-time layout suggestions. We report findings from a ratings study (N = 13) and a design study (N = 16), lending evidence for the benefit of computational grid generation during early stages of design.
The Neighbours' Similar Fitness Property for Local Search
Mark Wallace 1 and Aldeida Aleti 1 1 Monash University, Wellington Road, Clayton, Vic and 3800, Australia Abstract For most practical optimisation problems local search outperforms random sampling - despite the "No Free Lunch Theorem". This paper introduces a property of search landscapes termed Neighbours' Similar Fitness (NSF) that underlies the good performance of neighbourhood search in terms of local improvement . Though necessary, NSF is not sufficient to ensure that searching for improvement among the neighbours of a good solution is better than random search. The paper introduces an additional (natural) property which supports a general proof that, for NSF landscapes, neighbourhood search beats random search. 1 Introduction Local Search is a successful class of methods used to solve many large complex optimisation problems. A problem (S,f) is defined as a set S of candidate solutions, termed its search space, and a fitness function f that maps candidate solutions to a fitness measure. Many researchers have explored why different forms of local search [ Burke and Kendal, 2014 ] are so effective, and deep theoretical studies have been published on the performance of algorithms on specific classes of problems [ Michiels et al., 2007 ] . Our focus is on challenging problems for which it is hard to find optimal (or just "good") solutions. In section 5 it will also be shown that all the example hard problems (classed as PLS-Complete) in [ Michiels et al., 2007 ] have this same property that solutions thin out towards the optimum.
Monte Carlo Tree Search for Generating Interactive Data Analysis Interfaces
Interactive tools like user interfaces help democratize data access for end-users by hiding underlying programming details and exposing the necessary widget interface to users. Since customized interfaces are costly to build, automated interface generation is desirable. SQL is the dominant way to analyze data and there already exists logs to analyze data. Previous work proposed a syntactic approach to analyze structural changes in SQL query logs and automatically generates a set of widgets to express the changes. However, they do not consider layout usability and the sequential order of queries in the log. We propose to adopt Monte Carlo Tree Search(MCTS) to search for the optimal interface that accounts for hierarchical layout as well as the usability in terms of how easy to express the query log.