On the Power of Randomization in On-Line Algorithms 2: The Bound α∘β Against Adaptive Off-Line Adversaries Is TightResearch Paper
Motivation
An on-line algorithm must answer each request as it arrives, without knowing the requests to come; paging, caching, the -server problem and metrical task systems are standard examples. Its quality is measured by competitive analysis: its cost is compared with the cost of an optimal off-line solution that knows the whole request sequence. For randomized on-line algorithms the comparison depends on how much the adversary producing the requests is allowed to see. Ben-David, Borodin, Karp, Tardos and Wigderson (Algorithmica 11, 1994; conference version STOC 1990) introduced the three standard adversaries — oblivious, adaptive on-line and adaptive off-line — and related the competitive ratios achievable against each.
Their Theorem 2.2 (manuscript p. 10) shows that if a randomized algorithm is -competitive against adaptive on-line adversaries and some randomized algorithm is -competitive against oblivious adversaries, then the first algorithm is -competitive against adaptive off-line adversaries. This mission formalizes the paper's claim (manuscript p. 11) that this product bound cannot be improved in general, together with the explicit construction on pp. 12–13 that proves it.
Setting
A request-answer game consists of a request set , a finite answer set , and cost functions . For a request sequence , the off-line optimum is . A deterministic on-line algorithm answers the -th request with ; a randomized one is a probability distribution over deterministic algorithms , being the coin tosses.
An adaptive off-line adversary chooses each request from the answers given so far, stops after at most requests, and pays the off-line optimum of the requests it made; the algorithm pays . An adaptive on-line adversary must in addition answer each request itself, before the algorithm does, with , and pays . An oblivious adversary fixes in advance and pays . A randomized is -competitive against oblivious adversaries if for all , and against adaptive on-line adversaries if for all .
The construction uses the mates game: is a set of elements split into pairs of mates, and for the cost depends only on the first answer and the second request : it is if , if is the mate of , and otherwise. The algorithm draws uniformly at random. The parameters solve
Formalization targets
Goal: tightness of Theorem 2.2
For (or ) and every , there are a game and a randomized algorithm such that
and for every randomized algorithm some adaptive off-line adversary achieves
Milestones (pp. 12–13)
- The closed forms , are the unique solution of the two equations.
- and as .
- For all large : , , .
- is -competitive against oblivious adversaries in the mates game.
- is -competitive against adaptive on-line adversaries in the mates game.
- An adaptive off-line adversary makes every algorithm pay while paying .
Significance
The result. Together with Theorem 2.2, the claim pins down exactly how much the adaptive off-line adversary can gain over the other two: the product is an upper bound for every game and is approached by a single game for every admissible pair . It shows that no general argument relating the three adversary models can give a bound better than the product, so any improvement for a specific problem (paging, -server) must use the structure of that problem. The paging example cited on p. 11 (RANDOM against the three adversaries) gives one instance of tightness; the mates game gives tightness for every admissible pair.
Formalizing it. The result is proved in the paper, in about one page, with two steps left to the reader ("by inspection of the equations", "a simple case analysis"). No machine-checked proof of this or of any statement about adaptive adversaries is known to us. The formalization makes the model of §2 precise (sequences, stopping, the order in which adversary and algorithm commit, expectations over coins), checks the asymptotics of the parameters, and verifies the case analysis, which on inspection needs an inequality the page does not state. Two printed formulas on p. 12 contain typos; the formal statements carry the correct values.
Difficulty
The construction is explicit, but each competitiveness claim quantifies over all adversaries, which may adapt their requests to the algorithm's random answers, stop at any time, and (for the on-line adversary) commit to their own answers in advance. The algebra of -competitiveness is tight: the adversary's best expected advantage is exactly zero, so every case of its best reply must be checked with no slack. The page's condition does not suffice for this: when is neither the adversary's first answer nor its mate, the reply "mate of " beats the reply "the adversary's own answer" only when , which holds for the solved parameters but is not implied by . At the solved parameter is below for every , and the oblivious bound fails.
Formalization scope
All declarations live in OnlineRandomization.Tightness. The conventions:
- Costs are real-valued; the paper allows , so the game class is a special case.
- Answer sets are nonempty finite types; request sets are arbitrary types.
- Sequences are Lean lists, oldest first;
cost r ais on lists of equal length . - Adversaries return
nonefor "stop" and carry a depth bound ; an on-line adversary's answer depends only on . - Randomized algorithms are a probability space of coins with a deterministic algorithm per coin and measurable answers; expectations are Bochner integrals, with applied inside the expectation. In the goal, coin spaces range over
Type. - Competitiveness uses the ratio functions and , with no additive constant.
- The mates game is on
Fin t × Bool, with mate . The paper leaves the costs of plays with fewer than two requests undefined; the formalization sets and (with the algorithm would not be -competitive). - Range. The goal assumes or ; the page's case is not covered by its construction and is left out. In fact the claim is false there for : an algorithm that is -competitive against oblivious adversaries answers optimally, almost surely, on every request sequence (its cost is never below the optimum and its expected cost does not exceed it), and an adaptive off-line adversary reaches only finitely many request sequences, so against every adversary has , a ratio of .
The positivity requirement in the goal is essential: without it the adversary that asks nothing satisfies for every , and the third clause would hold vacuously.
A complete development needs: finite expectations over a uniform coin, the evaluation of the play of an adversary against a constant algorithm, and limit and eventual-inequality arguments for rational functions of . The model of §2 is shared with the other missions of this series and is reusable for any request-answer formulation of an on-line problem. Proofs of individual milestones are welcome.
Selected references
- S. Ben-David, A. Borodin, R. Karp, G. Tardos, A. Wigderson, On the power of randomization in on-line algorithms, Algorithmica 11 (1994) 2–14. https://doi.org/10.1007/BF01294260 (cited from the authors' manuscript, manuscript pp. 7–13).
- A. Borodin, R. El-Yaniv, Online Computation and Competitive Analysis, Cambridge University Press, 1998. ISBN 0-521-56392-5.
- P. Raghavan, M. Snir, Memory versus randomization in on-line algorithms, IBM Journal of Research and Development 38 (1994) 683–707. https://doi.org/10.1147/rd.386.0683