Papers for

cloud resource managers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Deterministic online algorithms achieve best possible ratio on all metric spaces

The $k$-server conjecture is true

Abstract: The $k$-server conjecture states that a deterministic online algorithm can achieve competitive ratio $k$ on every metric space. We prove the conjecture. Specifically, we show that the work function algorithm satisfies it. Our proof uses a natural algebraic representation of the work function as a matrix, which encodes all feasible paths to reach a configuration. In this representation, the minimum and addition operations arising in the definition of optimal costs correspond to addition and multiplication of formal expressions, and each work function value corresponds to the determinant of $k$ columns of the matrix. A request arrival updates the representation via a change of basis and row replacement. The amortized analysis is based on a potential function defined in terms of a larger matrix whose coordinates are pairs of coordinates of the original matrix representation.

Mon 14 SeptData Structures and Algorithms
The gist
The paper proves a long-standing math puzzle called the k-server conjecture, which is about how well certain computer programs can perform when making decisions step-by-step without knowing the future. The authors show that a particular method, the work function algorithm, does as well as theoretically possible across all spaces where distances matter. They use a clever new way to represent the problem with matrices and formulas to track all possible moves efficiently. This proof settles a decades-old question about how good online decision-making algorithms can be.
Open 2609.15979v1

Dynamic evaluation method improves agent task performance and cuts costs

DynSTEER: Dynamic Stage-wise Trajectory Evaluation and Execution-time Review for Agents

Abstract: Large language model agents are increasingly deployed for long-horizon task execution. However, current evaluation paradigms face three major limitations: terminal-only assessment ignores intermediate processes and struggles to localize errors efficiently and accurately, single-reference matching penalizes valid alternative solution paths, and post-hoc trajectory judging incurs high costs without the ability to halt failed runs early. To address these issues, we propose DynSTEER, a dynamic stage-wise trajectory evaluation framework for agents. DynSTEER segments rollouts into stages anchored by key completed actions, focusing evaluation on essential milestones with adequate context while enabling targeted strategy adjustments. It compiles a path-tolerant milestone graph from public task views to respect diverse legitimate strategies without leaking ground truth. Furthermore, it adaptively routes evaluation queries across multi-tier judges and halts unrecoverable executions online to curb resource waste. Experiments demonstrate that DynSTEER improves evaluation discriminability across LLM agents by 85.2\% over native evaluation, separates all model pairs with statistical significance, and saves 34.51\% of execution steps on failed rollouts.

Sun 13 SeptArtificial Intelligence
The gist
Agents powered by large language models often struggle to complete long and complex tasks because current ways of measuring their success only look at the final outcome and don’t catch errors early or consider alternative good approaches. The authors introduce a method called DynSTEER that breaks down tasks into important steps, checks progress as it happens, and can stop when failure is clear, saving time and effort. This approach also recognizes different valid ways to solve a task without unfair penalties, making evaluations more accurate and efficient.
Open 2609.14637v1

Worst-case equilibria in congestion games are fragile or efficient

On the Fragility of Worst-Case Nash Equilibria in Atomic Congestion Games

Abstract: Aggregate performance in smart mobility systems depends heavily on the emergent behavior of selfish, resource-sharing agents that participate within the systems. As a result, recent work has focused on how a system designer can leverage incentives to influence behavior so that system cost (e.g., traffic congestion) is minimized. These results show that worst-case equilibria can be quite inefficient compared to system-optimal allocations. However, it is unclear to what extent agents are ``satisfied'' with their decisions in these worst-case scenarios. We demonstrate that in any incentivized atomic congestion game, agents' aggregate satisfaction at equilibrium (relative to their actions in an optimal allocation) is correlated with the efficiency of the corresponding system cost, in the sense that if agents are very satisfied with their equilibrium choices, the equilibrium must be relatively efficient. Further, we show that worst-case Nash equilibria are fragile, as every agent is indifferent between their action in a worst-case equilibrium and their action in a system-optimal allocation. In summary, at equilibrium, either agents are highly satisfied with their decisions or their decisions are highly inefficient, but both cannot be true simultaneously. This work adds to recent results for other classes of games which indicate that worst-case equilibrium efficiency guarantees only occur when agents are indifferent about their decisions.

Thu 10 SeptComputer Science and Game Theory
The gist
When many selfish people share limited resources, like roads, their individual choices can lead to traffic jams. This paper shows that the worst traffic jams happen only when people feel about the same about switching their routes as sticking to their current ones. In other words, either everyone is fairly happy with their routes and traffic is pretty good, or traffic is really bad but people could easily change to routes that improve things. The authors reveal that the worst situations are fragile and hardly stable because everyone is unsure about their choices.
Open 2609.12220v1

Improved methods reduce space for packing dynamic square items

Improved Upper Bounds for Dynamic Bin Packing of General, Unit-Fraction, and Power-Fraction Squares

Abstract: This paper presents significant upper-bound improvements for dynamic 2D square bin packing, where square items arrive and depart over time and the objective is to minimize the peak number of concurrent active unit bins. In our model, repacking is permitted only within a destination bin upon item arrival; migration between active bins is strictly forbidden. By introducing a streamlined two-list algorithm and proving a tight $5/16$ occupied-area bound for Next-Fit Decreasing Height, we reduce the upper bound on the asymptotic competitive ratio for arbitrary squares from 4.2154 down to 3.918, breaking a longstanding theoretical ceiling. For restricted variants, we establish asymptotic competitive ratios of at most 3.356 for unit-fraction side lengths and 2.211 for power-fraction side lengths.

Mon 7 SeptData Structures and Algorithms
The gist
When you have square items that appear and disappear and need to fit them into boxes without moving them around too much, it’s tricky to do it efficiently. The authors found new ways to pack these squares so fewer boxes are needed at peak use. They focused only on rearranging items inside a box when new items arrive and proved tighter limits on how well certain packing methods can work. This makes dynamic packing better for general square sizes and special cases where the squares have sizes that are fractions or powers of fractions.
Open 2609.07913v1