Related papers: On-Line Balancing of Random Inputs
We initiate the study of online contracts, which integrate the game-theoretic considerations of economic contract theory, with the algorithmic and informational challenges of online algorithm design. Our starting point is the classic online…
Consider the task of \textit{online} vector balancing for stochastic arrivals $(X_i)_{i \in [T]}$, where the time horizon satisfies $T = \Theta(n)$, and the $X_i$ are i.i.d uniform $d$--sparse $n$--dimensional binary vectors, with $2\leq d…
In the standard setting of approachability there are two players and a target set. The players play repeatedly a known vector-valued game where the first player wants to have the average vector-valued payoff converge to the target set which…
Automated game balancing has often focused on single-agent scenarios. In this paper we present a tool for balancing multi-player games during game design. Our approach requires a designer to construct an intuitive graphical representation…
e consider the experimental design problem in an online environment, an important practical task for reducing the variance of estimates in randomized experiments which allows for greater precision, and in turn, improved decision making. In…
We consider the problem of hitting sets online. The hypergraph (i.e., range-space consisting of points and ranges) is known in advance, and the ranges to be stabbed are input one-by-one in an online fashion. The online algorithm must stab…
In a balancing network each processor has an initial collection of unit-size jobs (tokens) and in each round, pairs of processors connected by balancers split their load as evenly as possible. An excess token (if any) is placed according to…
In the load balancing problem, introduced by Graham in the 1960s (SIAM J. of Appl. Math. 1966, 1969), jobs arriving online have to be assigned to machines so to minimize an objective defined on machine loads. A long line of work has…
In the online sorting problem, a sequence of $n$ numbers in $[0, 1]$ (including $\{0,1\}$) have to be inserted in an array of size $m \ge n$ so as to minimize the sum of absolute differences between pairs of numbers occupying consecutive…
Online bidding is a classical problem in online decision-making, with applications in resource allocation, hierarchical clustering, and the analysis of approximation algorithms. We study its randomized learning-augmented variant, where an…
We consider a variant of online convex optimization in which both the instances (input vectors) and the comparator (weight vector) are unconstrained. We exploit a natural scale invariance symmetry in our unconstrained setting: the…
Given a sequence of independent random variables with a common continuous distribution, we consider the online decision problem where one seeks to minimize the expected value of the time that is needed to complete the selection of a…
In this paper, we investigate the online allocation problem of maximizing the overall revenue subject to both lower and upper bound constraints. Compared to the extensively studied online problems with only resource upper bounds, the…
We consider the fundamental problem of allocating $T$ indivisible items that arrive over time to $n$ agents with additive preferences, with the goal of minimizing envy. This problem is tightly connected to online multicolor discrepancy:…
Given a graph G with n vertices and k players, each of which is placing a facility on one of the vertices of G, we define the score of the i'th player to be the number of vertices for which, among all players, the facility placed by the…
We consider the online vector bin packing problem where $n$ items specified by $d$-dimensional vectors must be packed in the fewest number of identical $d$-dimensional bins. Azar et al. (STOC'13) showed that for any online algorithm $A$,…
We study discrepancy minimization for vectors in $\mathbb{R}^n$ under various settings. The main result is the analysis of a new simple random process in multiple dimensions through a comparison argument. As corollaries, we obtain bounds…
There are $n$ players who compete by timing their actions. An opportunity appears randomly on a time interval. Whoever takes an action the fastest after the opportunity has arisen wins. The occurrence of the opportunity is observed only…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
We study the problem of chasing convex bodies online: given a sequence of convex bodies $K_t\subseteq \mathbb{R}^d$ the algorithm must respond with points $x_t\in K_t$ in an online fashion (i.e., $x_t$ is chosen before $K_{t+1}$ is…