Search arXivSearch

arXiv · 1302.4544

Distributed Random Walks

Abstract

Performing random walks in networks is a fundamental primitive that has found applications in many areas of computer science, including distributed computing. In this paper, we focus on the problem of sampling random walks efficiently in a distributed network and its applications. Given bandwidth constraints, the goal is to minimize the number of rounds required to obtain random walk samples. All previous algorithms that compute a random walk sample of length $\ell$ as a subroutine always do so naively, i.e., in $O(\ell)$ rounds. The main contribution of this paper is a fast distributed algorithm for performing random walks. We present a sublinear time distributed algorithm for performing random walks whose time complexity is sublinear in the length of the walk. Our algorithm performs a random walk of length $\ell$ in $\tilde{O}(\sqrt{\ell D})$ rounds ($\tilde{O}$ hides $\polylog{n}$ factors where $n$ is the number of nodes in the network) with high probability on an undirected network, where $D$ is the diameter of the network. For small diameter graphs, this is a significant improvement over the naive $O(\ell)$ bound. Furthermore, our algorithm is optimal within a poly-logarithmic factor as there exists a matching lower bound [Nanongkai et al. PODC 2011]. We further extend our algorithms to efficiently perform $k$ independent random walks in $\tilde{O}(\sqrt{k\ell D} + k)$ rounds. We also show that our algorithm can be applied to speedup the more general Metropolis-Hastings sampling. Our random walk algorithms can be used to speed up distributed algorithms in applications that use random walks as a subroutine, such as computing a random spanning tree and estimating mixing time and related parameters. Our algorithm is fully decentralized and can serve as a building block in the design of topologically-aware networks.

Explore related subjects

Keep this discovery

BibTeXRIS

Atish Das Sarma, Danupon Nanongkai, Gopal Pandurangan, Prasad Tetali. 2013-02-19. Distributed Random Walks. https://arxiv.org/abs/1302.4544

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Online Treasure Hunt in Vertex-Permuted Dynamic Rings

We study the problem of treasure hunt by a group of $k \geq 1$ agents in vertex-permuted dynamic rings (VP). In this model, the $n$ vertices remain on a ring but are permuted at each time step. We first show that treasure hunt is impossible for any $k \leq n-3$ agents, if there are no restrictions on the sequence of permutations used in the dynamic ring. We then study the $VP(\delta)$ setting, in which for every pair $i, j$ of vertices, the edge $(i, j)$ is guaranteed to appear within $\delta$ steps. We show that the class $VP(\delta)$ is feasible only for $\delta \geq \left\lceil \frac{n-1}{2}\right\rceil$. For the one-agent case, we show a tight bound of $\Theta(\delta n)$ on the worst-case search time as well as competitive ratio of any online algorithm for treasure hunt, provided $\delta \geq 2n$. We then give an optimal algorithm for $k$ agents, thereby showing that $k$ agents can obtain a speedup of $k$ on the worst-case search time. Finally, in the R-VP setting, in which in every step, the vertices are arranged as a ring according to a random permutation, we show that treasure hunt takes expected $\Theta(n)$ steps against an oblivious adversary and $\Theta(n \log n)$ steps against an adaptive adversary.

cs.DC

The Computing Channel: How Modulation Programs the Airwaves

Distributed computing and distributed artificial intelligence require frequent exchanges of intermediate results, although many applications need only an aggregate rather than messages from individual devices. Conventional systems recover each message before computing the aggregate, whereas over-the-air computation (OAC) exploits simultaneous transmission to obtain it directly. However, dominant OAC implementations rely on analog signaling, creating a mismatch with finite-precision data and digital communication procedures. This article presents digital function-oriented communication, in which finite-alphabet symbol representations and receiver decisions are jointly designed so that multiple-access superposition encodes the desired function without recovering individual inputs. We introduce its computational-constellation principle, main design approaches, extensions, and implementation challenges. Federated edge learning illustrates how the framework can reduce user-dependent data-bearing resources while operating directly on quantized model updates.

cs.DC

Can AI Remediate Backend Failures Safely? GuardedAct with Blast-Radius-Aware Sandboxing

Large Language Models (LLMs) have shown promising capabilities in generating remediation actions for microservice failures. However, directly executing AI-generated repair actions in production risks cascading collateral damage. We propose GuardedAct, a sandbox-first remediation framework that interposes a blast-radius-aware verification layer between the LLM action generator and the production environment. GuardedAct operates in four phases: (1) ingesting a diagnosis report together with the live system topology and recent telemetry, (2) prompting an LLM to produce a ranked list of candidate remediation actions, (3) simulating each action in a lightweight digital-twin sandbox that estimates the blast radius and assigns a risk label, and (4) enforcing a rollback-confidence gate that auto-executes only low-risk actions while escalating high-risk ones for human review. We evaluate GuardedAct on five fault scenarios injected into the DeathStarBench social-network application. Experimental results show that GuardedAct achieves an overall recovery rate of 87.4% while reducing collateral damage by 79.7% relative to direct LLM execution (from 25.6% to 5.2%), at the cost of a modest sandbox-induced increase in mean time to recovery (approximately 8 s). Ablation studies confirm that each component contributes meaningfully to the safety-speed trade-off.

cs.DC