5 resultados para Development and applications

em Boston University Digital Common


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This is a draft 2 of a discussion paper written for Boston University Libraries

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This report summarizes the technical presentations and discussions that took place during RTDB'96: the First International Workshop on Real-Time Databases, which was held on March 7 and 8, 1996 in Newport Beach, California. The main goals of this project were to (1) review recent advances in real-time database systems research, (2) to promote interaction among real-time database researchers and practitioners, and (3) to evaluate the maturity and directions of real-time database technology.

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We generalize the well-known pebble game to infinite dag's, and we use this generalization to give new and shorter proofs of results in different areas of computer science (as diverse as "logic of programs" and "formal language theory"). Our applications here include a proof of a theorem due to Salomaa, asserting the existence of a context-free language with infinite index, and a proof of a theorem due to Tiuryn and Erimbetov, asserting that unbounded memory increases the power of logics of programs. The original proofs by Salomaa, Tiuryn, and Erimbetov, are fairly technical. The proofs by Tiuryn and Erimbetov also involve advanced techniques of model theory, namely, back-and-forth constructions based on a variant of Ehrenfeucht-Fraisse games. By contrast, our proofs are not only shorter, but also elementary. All we need is essentially finite induction and, in the case of the Tiuryn-Erimbetov result, the compactness and completeness of first-order logic.

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This thesis elaborates on the problem of preprocessing a large graph so that single-pair shortest-path queries can be answered quickly at runtime. Computing shortest paths is a well studied problem, but exact algorithms do not scale well to real-world huge graphs in applications that require very short response time. The focus is on approximate methods for distance estimation, in particular in landmarks-based distance indexing. This approach involves choosing some nodes as landmarks and computing (offline), for each node in the graph its embedding, i.e., the vector of its distances from all the landmarks. At runtime, when the distance between a pair of nodes is queried, it can be quickly estimated by combining the embeddings of the two nodes. Choosing optimal landmarks is shown to be hard and thus heuristic solutions are employed. Given a budget of memory for the index, which translates directly into a budget of landmarks, different landmark selection strategies can yield dramatically different results in terms of accuracy. A number of simple methods that scale well to large graphs are therefore developed and experimentally compared. The simplest methods choose central nodes of the graph, while the more elaborate ones select central nodes that are also far away from one another. The efficiency of the techniques presented in this thesis is tested experimentally using five different real world graphs with millions of edges; for a given accuracy, they require as much as 250 times less space than the current approach which considers selecting landmarks at random. Finally, they are applied in two important problems arising naturally in large-scale graphs, namely social search and community detection.

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National Science Foundation (SBE-0354378); Office of Naval Research (N00014-95-1-0657)