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PAC Learning with Bandit Feedback: Sharp Sample Complexity in the Realizable Setting Algorithms with Polynomially-Improved Approximation Factors for the $2 \rightarrow q$ Norm, and Applications A computational phase transition for learning-to-sample from Ising models Covering vertices by sequential stars Fermi-Dirac machines as quantizations of neurons A Comprehensive Evaluation of Vertex Elimination Algorithms for Algorithmic Differentiation A Tight Bound on Localization of Electrical Flows Optimal Dimension-Free Sampling for Regularized Classification Reducing the Randomness in Partition Oracles for Bounded Degree Minor-Free Graphs Beyond the Half-Approximation: Fair and Efficient Online Class Matching Efficient Uniform Sampling of Surjections via their Profiles Tractable Maximization of Budgeted Phylogenetic Diversity on Networks Utilizing Node Scanwidth Fairness in Aggregation: Optimal Top-$k$ and Improved Full Ranking Learning-Augmented Online Scheduling with Parsimonious Preemption Entropy Equivalence Testing Lumberjack: Better Differentially Private Random Forests through Heavy Hitter Detection in Trees The Secretary Problem with a Stochastic Precursor Polynomial-Time Robust Multiclass Linear Classification under Gaussian Marginals Efficient Banzhaf-Based Data Valuation for $k$-Nearest Neighbors Classification Block-Sphere Vector Quantization An Approximation Algorithm for Graph Label Selection Iterative Chow Filtering for Learning with Distribution Shift Complexity of Non-Log-Concave Sampling in Fisher Information Stochastic Matching via Local Sparsification Finite Sample Bounds for Learning with Score Matching What is Learnable in Valiant's Theory of the Learnable? Provable Quantization with Randomized Hadamard Transform Min-Max Optimization Requires Exponentially Many Queries Fast and Compact Graph Cuts for the Boykov-Kolmogorov Algorithm A proximal gradient algorithm for composite log-concave sampling
Breaking the k/log k Barrier in Collective Tree Explorati...
Romain Cosson · 2023-09-13 · via cs.DS updates on arXiv.org

In collective tree exploration, a team of $k$ mobile agents is tasked to go through all edges of an unknown tree as fast as possible. An edge of the tree is revealed to the team when one agent becomes adjacent to that edge. The agents start from the root and all move synchronously along one adjacent edge in each round. Communication between the agents is unrestricted, and they are, therefore, centrally controlled by a single exploration algorithm. The algorithm's guarantee is typically compared to the number of rounds required by the agents to go through all edges if they had known the tree in advance. This quantity is at least $\max\{2n/k,2D\}$ where $n$ is the number of nodes and $D$ is the tree depth. Since the introduction of the problem by [FGKP04], two types of guarantees have emerged: the first takes the form $r(k)(n/k+D)$, where $r(k)$ is called the competitive ratio, and the other takes the form $2n/k+f(k,D)$, where $f(k,D)$ is called the competitive overhead. In this paper, we present the first algorithm with linear-in-$D$ competitive overhead, thereby reconciling both approaches. Specifically, our bound is in $2n/k + O(k^{\log_2(k)-1} D)$ and leads to a competitive ratio in $O(k/\exp(\sqrt{\ln 2\ln k}))$. This is the first improvement over $O(k/\ln k)$ since the introduction of the problem, twenty years ago. Our algorithm is developed for an asynchronous generalization of collective tree exploration (ACTE). It belongs to a broad class of locally-greedy exploration algorithms that we define. We show that the analysis of locally-greedy algorithms can be seen through the lens of a 2-player game that we call the tree-mining game and which could be of independent interest.