Search arXiv⌕ Search

arXiv · 2610.32503

Pareto-optimal Scheduling with Predictions

Abstract

We study preemptive single-machine scheduling with predictions, where a prediction of the order of the jobs (or of their sizes) is available, and the objective is to minimize the total completion time. An algorithm is $c$-consistent if it is $c$-competitive when the prediction is correct, and $R$-robust if it is $R$-competitive whatever the prediction. Since the introduction of this problem as one of the first examples of learning-augmented algorithms, the best possible trade-off between consistency and robustness has remained open. We determine it exactly for deterministic algorithms. For every $R>2$, we give an $R$-robust algorithm whose consistency is \[ c(R)=R\Big(1-\Big(1-\frac{R+2}{R^2}\Big)^{\frac R{R+2}}\Big), \] and we prove that no deterministic $R$-robust algorithm, with either predicted order or predicted job sizes, has better consistency. In particular, consistency $1+\eps$ is achievable with robustness $\eps^{-1/2}+\frac16+O(\sqrt\eps)$, whereas all previous algorithms required robustness $Θ(1/\eps)$. Our algorithm is greedy: it follows the predicted order as fast as possible, subject to the invariant that the cost paid so far is at most $R$ times the optimum of the instance in which every unfinished job would end immediately. The matching lower bound rests on the observation that every robust deterministic algorithm must satisfy the same invariant along its run on correct predictions.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Ziyad Benomar, Vianney Perchet. 2026-10-23. Pareto-optimal Scheduling with Predictions. https://arxiv.org/abs/2610.32503

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

KEEP EXPLORING

Related papers

Exploration of Always $S$-Connected Temporal Graphs

\emph{Temporal graphs} are a generalisation of (static) graphs, defined by a sequence of \emph{snapshots}, each a static graph defined over a common set of vertices. \emph{Exploration} problems are one of the most fundamental and most heavily studied problems on temporal graphs, asking if a set of $m$ agents can visit every vertex in the graph, with each agent only allowed to traverse a single edge per snapshot. In this paper, we introduce and study \emph{always $S$-connected} temporal graphs, a generalisation of always-connected temporal graphs where, rather than forming a single connected component in each snapshot, we have at most $\vert S \vert$ components, each defined by the connection to at least one vertex in the set $S$. We use the model of always $S$-connected temporal graphs to study \emph{subgraphs} of always-connected temporal graphs, with motivation coming from networks with a small number of ``choke-points'', such as rail networks, where all external traffic into a subnetwork comes from a limited number of external connections. We use this formulation as a tool for exploring always-connected temporal graphs admitting an \emph{$(r,b)$-division}, a partitioning of the vertex set into $r$ components, each of which is $S$-connected, where $\vert S \vert \leq b$. We show that an always $S$-connected temporal graph with $m = \vert S \vert$ and an average degree of $Δ$ can be explored by $m$ agents in $O(n^{3/2} m^2 Δ^{3/2}\log^{3/2}(n) + + nm^3)$ snapshots. Using this result as a subroutine, we show that any always-connected temporal graph with treewidth at most $k$ can be explored by a single agent in $O\left(n^{4/3} k^{9/2}\log^{5/2}(n)\right)$ snapshots, improving on the current state-of-the-art for small values of $k$.

cs.DS↗

The Price of Universal Temporal Reachability

Dynamic networks are graphs in which edges are available only at specific time instants, modeling connections that change over time. The dynamic network creation game studies this setting as a strategic interaction where a set of $n$ vertices represents players. Players can add or remove time-labelled edges in order to minimize their personal cost. This cost has two components: a construction cost, calculated as the number of time instants during which a player maintains edges multiplied by a constant $α$, and a communication cost, defined as the sum of temporal distances to all other vertices in the network. Communication occurs through temporal paths, which are sequences of adjacent edges with strictly increasing time labels and no repeated vertices. For the strict temporal shortest distance, we show a constant bound for the price of anarchy for $α<2$. When $α\geq\frac{1}{8}n^2$, we show Nash equilibria with a communication cost asymptotically higher than $\frac{1}{49}n^3$. We prove that the game admits a best response cycle: there exists a sequence of individually rational strategy changes that returns to the initial strategy profile without ever reaching a Nash equilibrium. This establishes that the dynamic network creation game is not a potential game and that best response dynamics may cycle indefinitely, so convergence to a Nash equilibrium or a socially optimal outcome is not guaranteed in general.

cs.DS↗

Dynamic $(Δ+1)$-Coloring Against an Adaptive Adversary: Faster, Simpler, Worst-Case, and Bounded Recourse

We study fully dynamic $(Δ+1)$-coloring against an adaptive adversary. Behnezhad, Rajaraman, and Wasim (SODA 2025) gave the first algorithm with $\tilde O(n^{8/9})$ amortized update time, later improved to $\tilde O(n^{2/3})$ by Flin and Halldórsson (ICALP 2025). We give a fully dynamic $(Δ+1)$-coloring algorithm with $\tilde O(\sqrt n)$ \textbf{worst-case} update time. Unlike previous algorithms, it avoids sparse-dense decompositions and relies only on elementary data structures, resulting in a short self-contained algorithm and analysis. Moreover, it avoids global recoloring, resulting in a worst-case recourse of $3$.

cs.DS↗