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Dynamic Maximal Matching in Clique Networks

Minming Li, Peter Robinson, Xianbin Zhu

TL;DR

This work studies batch-dynamic maximal matching in a distributed setting where $n$ vertices are partitioned across $k$ players in the $k$-clique model and updates arrive in batches of at most $\ell$ edges. It establishes information-theoretic lower bounds on the update time for both oblivious and adaptive adversaries and presents a randomized algorithm with initialization time $O( ceil( n / (\beta k) ) \log n )$ rounds and update times that scale with the batch size as $O( ceil( \ell / (\beta k) ) \log(\beta k) )$ for the oblivious case and $O( ceil( \ell / \sqrt{\beta k} ) \log(\beta k) )$ for the adaptive case. The results quantify the trade-offs between batch size, bandwidth, and partitioning randomness, showing near-tight bounds up to polylog factors. The approach leverages efficient information dissemination, randomized initialization via a maximal matching algorithm adapted to the congested-clique setting, and a multi-phase update procedure that handles deletions and insertions with controlled communication. The methods extend to the congested clique, achieving communication-efficiency where the update message complexity scales with the number of edge changes.

Abstract

We consider the problem of computing a maximal matching with a distributed algorithm in the presence of batch-dynamic changes to the graph topology. We assume that a graph of $n$ nodes is vertex-partitioned among $k$ players that communicate via message passing. Our goal is to provide an efficient algorithm that quickly updates the matching even if an adversary determines batches of $\ell$ edge insertions or deletions. Assuming a link bandwidth of $O(β\log n)$ bits per round, for a parameter $β\ge 1$, we first show a lower bound of $Ω( \frac{\ell\,\log k}{β\,k^2\log n})$ rounds for recomputing a matching assuming an oblivious adversary who is unaware of the initial (random) vertex partition as well as the current state of the players, and a stronger lower bound of $Ω(\frac{\ell}{β\,k\log n})$ rounds against an adaptive adversary, who may choose any balanced (but not necessarily random) vertex partition initially and who knows the current state of the players. We also present a randomized algorithm that has an initialization time of $O( \lceil\frac{n}{β\,k}\rceil\log n )$ rounds, while achieving an update time that that is independent of $n$: In more detail, the update time is $O( \lceil \frac{\ell}{β\,k} \rceil \log(β\,k))$ against an oblivious adversary, who must fix all updates in advance. If we consider the stronger adaptive adversary, the update time becomes $O( \lceil \frac{\ell}{\sqrt{β\,k}}\rceil \log(β\,k))$ rounds.

Dynamic Maximal Matching in Clique Networks

TL;DR

This work studies batch-dynamic maximal matching in a distributed setting where vertices are partitioned across players in the -clique model and updates arrive in batches of at most edges. It establishes information-theoretic lower bounds on the update time for both oblivious and adaptive adversaries and presents a randomized algorithm with initialization time rounds and update times that scale with the batch size as for the oblivious case and for the adaptive case. The results quantify the trade-offs between batch size, bandwidth, and partitioning randomness, showing near-tight bounds up to polylog factors. The approach leverages efficient information dissemination, randomized initialization via a maximal matching algorithm adapted to the congested-clique setting, and a multi-phase update procedure that handles deletions and insertions with controlled communication. The methods extend to the congested clique, achieving communication-efficiency where the update message complexity scales with the number of edge changes.

Abstract

We consider the problem of computing a maximal matching with a distributed algorithm in the presence of batch-dynamic changes to the graph topology. We assume that a graph of nodes is vertex-partitioned among players that communicate via message passing. Our goal is to provide an efficient algorithm that quickly updates the matching even if an adversary determines batches of edge insertions or deletions. Assuming a link bandwidth of bits per round, for a parameter , we first show a lower bound of rounds for recomputing a matching assuming an oblivious adversary who is unaware of the initial (random) vertex partition as well as the current state of the players, and a stronger lower bound of rounds against an adaptive adversary, who may choose any balanced (but not necessarily random) vertex partition initially and who knows the current state of the players. We also present a randomized algorithm that has an initialization time of rounds, while achieving an update time that that is independent of : In more detail, the update time is against an oblivious adversary, who must fix all updates in advance. If we consider the stronger adaptive adversary, the update time becomes rounds.
Paper Structure (5 sections, 5 theorems, 7 equations)

This paper contains 5 sections, 5 theorems, 7 equations.

Key Result

theorem 1

Consider any randomized algorithm for maximal matching in the $k$-clique message passing model that initially constructs a maximal matching (w.h.p.), and is guaranteed to recompute a maximal matching with an update time of $T$ (w.h.p.), assuming $\ell$ edge-updates per batch, for any $\ell\leqslant These results hold for any number of initialization rounds, and even if the players have access to

Theorems & Definitions (7)

  • theorem 1
  • theorem 2
  • lemma 1
  • proof
  • lemma 2
  • lemma 3
  • proof