Papers for

network infrastructure teams

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.

Efficient token pruning and coding cut data for 3D visual Q&A models

TP-JSCC: Efficient Token Pruning and Joint Source-Channel Coding for LVLMs-based 3D-VQA in Cloud-Edge Collaboration

Abstract: Deploying large vision-language models (LVLMs) on resource-constrained embodied agents for 3D visual question answering necessitates cloud-edge collaboration. However, offloading massive visual data to the cloud over bandwidth-limited and noisy channels introduces severe latency and transmission distortion. To address this, we propose TP-JSCC, an efficient token pruning and joint source-channel coding method for LVLMs-based 3D-VQA in Cloud-Edge Collaboration. First, we develop a Local and Global Semantics-based Hybrid Token Pruning (LGS-HTP) module to significantly reduce the visual token count. By decoupling foreground-background tokens and jointly selecting local and global semantics, LGS-HTP effectively reduces redundancy while preserving reasoning-critical tokens. Second, we introduce a lightweight Token Joint Source-Channel Coding (T-JSCC) module to further compress the pruned tokens and ensure their robust transmission over error-prone channels. By employing lightweight cascaded linear layers and Signal-to-Noise Ratio (SNR)-adaptive mechanism, this module adapts to fluctuating channel conditions while maintaining minimal computational overhead. Extensive experiments on ScanQA and SQA3D datasets indicate the exceptional efficiency and robustness of our approach. Specifically, on ScanQA validation set, the LGS-HTP module could achieve 90% pruning ratio while incurring less than a 1% CIDEr loss. Building on this, the T-JSCC further compresses the tokens by 18 times, resulting in an overall 180 times data volume reduction for robust transmission, while saving 90% in computational complexity for LVLM deployment. Our code is available at https://github.com/yuanhui0325/TP-JSCC.

Mon 26 OctComputer Vision and Pattern Recognition
The gist
Large vision-language models for answering questions about 3D scenes need to send lots of visual data from devices to the cloud, which takes time and can get corrupted. The authors developed a method called TP-JSCC that smartly reduces the amount of data by selecting only the most important image parts and compressing them to send reliably even with noisy connections. Their approach keeps nearly all the important information while massively cutting data size and computing needed. This helps run big visual question-answering models on simple devices that work together with cloud servers.
Open → 2610.35489v1

Combinatorial algorithm finds minimum cost flows faster on dense graphs

Combinatorial Minimum Cost Flow in Almost-Linear Time on Dense Graphs

Abstract: We give a combinatorial algorithm that computes an exact minimum-cost flow in $n^{2+o(1)}$ time. This is the first combinatorial improvement since Goldberg-Tarjan [GT87], and is almost optimal in dense graphs. All previous faster algorithms, including the almost-linear-time algorithm of Chen et al. [CKL+22], rely on interior-point methods. Our main conceptual contribution is a black-box reduction from exact minimum-cost flow on general graphs to its approximation on DAGs, with only an $n^{o(1)}$ loss on the running time. This reduction allows future work on combinatorial minimum-cost flow to focus on DAGs, typically much easier to handle than general graphs. Our $n^{2+o(1)}$-time algorithm follows by combining this reduction with a simple augmenting-path-based approximation algorithm on DAGs. The reduction is based on a new structural result, called a flow-cost-preserving DAG projection. Given an arbitrary directed graph, this construction produces a DAG that approximately preserves both the congestion of flows and their cost up to a small loss.

Fri 23 OctData Structures and Algorithms
The gist
Minimum-cost flow problems involve finding the cheapest way to route stuff through a network. The authors present a new combinatorial algorithm that solves this problem faster than previous similar methods on dense networks. They introduce a technique that turns a general network into a simpler kind of network (a DAG) without losing much accuracy or speed. This helps because solving the problem on these simpler networks is easier, and their approach combines this with an existing method to get the faster overall result. This work could lead to simpler and faster algorithms for similar problems in the future.
Open → 2610.32556v1

PHastR speeds up minimal perfect hashing with less memory waste

PHastR: Faster Minimal Perfect Hashing with Rotated Layouts

Abstract: We present PHastR, a minimal perfect hash function of the PHast family. Like PHast+, the fast-to-build variant of PHast, PHastR finds feasible seeds with bit-parallel operations: its seeds move keys along rings of slots, and to evaluate the seeds of a bucket it cyclically shifts, for each key, a word recording which slots of its ring are used. Unlike PHast+, however, it avoids self-collisions, which make two keys of a bucket collide for (almost) all its seeds: more than a third of the buckets bumped by PHast+ with wrapping and multiplier 3 contain one. With 8-bit seeds, PHastR uses $1.94$ bits per key, the same space as the best variant of PHast+ with wrapping, but it is built in $37\%$ of the time, and its queries are $28\%$ faster on $10^9$ keys, as it bumps $0.5\%$ of the keys instead of $3.9\%$; they are faster also than those of PHast, which takes eleven times as long to build, and about as fast as those of PtrHash, which uses more than one bit per key more. With a larger expected bucket size PHastR comes within $0.02$ bits per key of the space of PHast, using $1.90$ bits per key, and still has faster queries. Its construction also scales better with the number of threads: with all the threads of a 48-core machine it is almost three times faster than that of PHast+. Finally, we argue that when each key can be placed only within a range of $W$ slots, every placement of $n$ random keys on $n$ slots, however found, must bump on large key sets a constant fraction of the keys: we derive a lower bound of about $0.1/W$ on this fraction, and we estimate that the best placement bumps about $1/2W$ of the keys, which is about on tenth of the keys bumped by PHastR.

Tue 13 OctData Structures and Algorithms
The gist
Minimal perfect hashing helps computers quickly find unique spots for data without wasting space. The authors show that PHastR improves speed and memory use compared to earlier methods by smartly moving data keys around in a circular pattern and avoiding tricky collisions. This means they can build these data structures faster and make queries quicker, even on very large datasets. Also, PHastR works well when using many CPU cores at once.
Open → 2610.17833v1

Improved approximation algorithms for multi-depot and multi-path graphic TSP

Approximation Algorithms for Graphic Multi-Depot TSP and Graphic Multi-Path TSP

Abstract: We give improved approximation algorithms for two graphic TSP variants. First, we consider Multi-Depot TSP on graphic instances. In this variant, we are given an undirected graph with a set of depot vertices, and we are tasked with finding an Eulerian multi-edge set that connects each non-depot vertex to at least one depot. For this problem, Deppert, Kaul and Mnich (ESA 2023) presented a 3/2-approximation algorithm with running time exponential in the number of depots. We improve this result to a fully polynomial 3/2-approximation. Our algorithm is a variant of the classic Christofides-Serdyukov algorithm with an improved and simple analysis. On subcubic instances, we improve the approximation guarantee to 4/3 using the technique of removable pairings introduced by Mömke and Svensson (J. ACM 2016). We use a removable pairing to construct a set of disjoint cycles that can be completed to a cheap feasible solution. Second, we consider the Graphic Multi-Path TSP, which was previously considered by Alimi, Dahlmeier, Mömke, Pabst and Vargas Koch (SOSA 2026) who give a 2-approximation for this problem. Additionally, the authors present a reduction that shows that any better-than-two approximation for Graphic Multi-Depot TSP immediately leads to an improvement for Graphic Multi-Path TSP. We give an improved algorithm and analysis that yield an approximation guarantee of 1.9304.

Mon 12 OctData Structures and Algorithms
The gist
The paper addresses two traveling salesperson problems on networks where routes must connect multiple starting points or follow multiple paths. For the multi-depot version, it improves a known method to efficiently find routes connecting all points to any one of several depots, with better running time and approximation quality. For the multi-path version, the paper improves the guaranteed quality of a known method that finds paths covering all points. The authors apply advanced graph techniques to make these improvements.
Open → 2610.16893v1

Algorithm finds exact or approximate solutions for integer games with shared constraints

Computing Equilibria in Integer Programming Games with Shared Constraints

Abstract: We develop a cutting-plane algorithm for computing pure Nash equilibria in finite integer games with shared constraints, where a deviation may be feasible against one opponent profile and infeasible against another. Conditional equilibrium inequalities capture this dependence through an explicit activation term. We give affine encodings of costs and activation conditions and prove that the resulting inequalities characterize the equilibrium set exactly. Embedded as lazy constraints in branch-and-cut, they yield the Generalized Zero-Regret algorithm for optimizing a linear objective over exact or approximate equilibria; a bisection procedure maintains certified bounds on the smallest achievable approximation factor. We also prove that, when the conditional polytopes have integral vertices, a concave cost is constant on the minimal face containing an equilibrium strategy, so strict concavity forces vertex strategies; for uniform integer-splittable bin packing, a cost-preserving transformation yields vertex equilibria even without strict concavity. We give formulations for bin packing, network formation, and knapsack games with shared capacities and evaluate the algorithm on 3,300 instances, computing a socially optimal equilibrium on all but 43, certifying nonexistence on 16, and certifying approximation factors within a few percent where no exact equilibrium exists.

Sat 3 OctComputer Science and Game Theory
The gist
In some games, players choose whole-number strategies but must follow shared rules, and whether a player can change their move depends on what others do. The authors created a method that exactly describes all stable outcomes where no player wants to change their choice, even when changes might be allowed in some cases but not others. They embed this method into a process that efficiently searches for the best stable outcome or a close approximation and prove useful mathematical properties to guarantee good solutions. Their tests on thousands of examples show many can be solved exactly, a few have no stable solution, and some need near-exact ones.
Open → 2610.04279v1

RingStitch improves resource use in fragmented TPU clusters

RingStitch: Demand-Aware Optical Stitching for Fragmented TPU Clusters

Abstract: Large-scale AI training clusters increasingly use optical circuit switching (OCS) to reconfigure rack-level interconnects and create elastic accelerator slices. In multi-tenant TPU-style clusters, however, small and medium jobs often leave partial free capacity stranded inside racks. Although the aggregate free capacity may be sufficient for a new job, it cannot be used by local placement or coarse full-rack stitching. This paper presents RingStitch, an OCS-based defragmentation scheduler that turns fragmented rack capacity into schedulable resources. RingStitch follows a local-first policy, stitches compact cross-rack fragments only when needed, and orders the selected racks into a low-cost logical ring. Simulations on a TPU 8t-like SuperPod model show that RingStitch improves schedulability over local and full-rack baselines.

Tue 29 SeptNetworking and Internet Architecture
The gist
Large AI training centers use special optical connections to link many processors together. However, smaller jobs often leave unused processor space scattered across different racks, which is hard to use efficiently. The authors introduce RingStitch, a scheduler that cleverly connects these scattered resources, making it easier to run new jobs without wasting capacity. Their simulations show better job scheduling compared to usual methods.
Open → 2609.37627v1

Facility placing strategies improve voter control on a line

The Facility Advantage in the One-Round Discrete Voronoi Game on a Line

Abstract: In the one-round discrete Voronoi game a multiset $V$ of $n$ voters on a line is given; player P places $k$ facilities, player Q then places $\ell$, and each voter is won by the nearer facility, ties going to P. P wins if it keeps at least $n/2$ voters. In the vocabulary of competitive location this is the absolute $(\ell|k)$-centroid problem on a path with unit demands, and the responder's problem is the $(\ell|X_k)$-medianoid, whose closed form on a path -- the sum of the $\ell$ largest of at most $2k$ explicit marginals -- is due to Spoerhase and Wirth. We record this structure, with complete proofs, and draw two consequences that we believe are new. First, we compute the value of the game against a single responding facility, $Γ_{k,1}(V)$, together with an optimal strategy for P, in $O(n\log n)$ time for arbitrary positive real demands and every $k$. This improves the $O(kn\log^2 n)$ bound of Lazar and Tamir for the absolute $(1|k)$-centroid on a path. Second, we study the facility advantage $k^*(\ell)$, the least $k$ for which P wins every instance against $\ell$ facilities. We prove $k^*(\ell)\le 2\ell-1$, exhibit instances proving $k^*(\ell)\ge\ell+1$ for $2\le\ell\le6$ (an exact, computer-assisted proof resting on a half-integer discretisation), determine $k^*(1)=1$ and $k^*(2)=3$, and show that on uniform instances $k=\ell$ already suffices, so the extremal instances are weighted and Q wins them by a single voter. We conjecture $k^*(\ell)=\ell+1$ for all $\ell\ge2$.

Mon 21 SeptData Structures and AlgorithmsComputational GeometryComputer Science and Game Theory
The gist
This paper studies a game where two players place facilities along a line to win voters based on distance. The first player tries to secure at least half of all voters by placing a number of facilities before the second player responds. The researchers found a way to quickly calculate the best strategy when the second player places only one facility and analyzed how many facilities the first player needs to guarantee a win against multiple responding facilities. Their results also show some surprising details about when equal resources suffice or when the first player must have more facilities.
Open → 2609.24936v1

TempoTrace improves timing accuracy for tracing AI infrastructure

Accurate Distributed Tracing for Large-Scale AI Infrastructure: Time Synchronization as a Foundation for Reliable Observability

Abstract: Distributed tracing in large-scale AI infrastructure fails silently when clock accuracy is insufficient: causal events are misordered, fault attribution is corrupted, and performance diagnoses are unreliable. We present TempoTrace, a system that co-designs IEEE 1588v2 PTP time synchronization with distributed tracing to preserve causal ordering across heterogeneous, multi-tenant GPU clusters. We formally prove that NTP-grade clocks produce causal inversions at 25-30% of directed operation pairs under WAN/cloud conditions (11.3% under LAN NTP). A Laplace heavy-tail noise model extends the analysis beyond Gaussian assumptions, giving a weighted expected misorder rate of 27.76% vs. 29.37% Gaussian, confirming robustness to tail shape. TempoTrace reduces GPU-to-host timestamp uncertainty from 2.1 us to a design target of 0.056 us residual standard deviation via GPUDirect RDMA hardware timestamping, with sub-100 ns PTP synchronization. A bounded Sketch Vector Clock tracks causal relationships with false-positive rate below 10^-5 for up to four participants. A hybrid rule-based and XGBoost diagnosis engine achieves macro-F1 0.974 in controlled validation (1,800-incident corpus; McNemar p=1.25e-23). A formally proven multi-tenant model provides isolated logical clock domains. For RoCEv2/ECMP fabrics, P4-based in-band network telemetry corrects path-delay asymmetry, yielding 99.1% attribution accuracy. Application Confidence Policies let workloads specify precision requirements and degraded-mode fallback. Evaluation combines physical five-node measurements (NTP inversion rate 44.978%, Laplace fit preferred over Gaussian by AIC under congestion) and controlled synthetic validation with illustrative configurations from 512 to 16,384 H100 GPUs across InfiniBand and RoCEv2 fabrics.

Sun 20 SeptDistributed, Parallel, and Cluster Computing
The gist
When many computers work together to run artificial intelligence tasks, knowing the exact order of events is very important for fixing problems and understanding performance. The authors show that usual time synchronization methods often mix up the order of events, causing unreliable results. They designed TempoTrace, which uses very precise clock synchronization and smart tracking to keep events in the right order even in large GPU clusters. This system helps detect faults more reliably and lets users specify how precise timing should be.
Open → 2609.23301v1

Strategyproof facility location on a circle with improved approximation ratio

A Randomized $\frac32$-Approximation for Strategic Facility Location on a Circle

Abstract: We study strategyproof mechanisms for locating a single facility on a circle so as to serve a set of strategic agents under the utilitarian social cost objective. We analyze a simple parity-dependent mechanism that randomizes between the Random Dictator (RD) mechanism and the Proportional Circle Distance (PCD) mechanism. For an odd number \(n\) of agents, this mechanism mixes RD and PCD with equal probability, as originally proposed by Rogowski and Dziubi{ń}ski (IJCAI 2025). For even \(n\), it mixes RD with a random-deletion extension of PCD, in which one agent is removed uniformly at random before PCD is applied to the remaining agents. Our main result shows that this mechanism is strategyproof and achieves an approximation ratio of \(\frac32\) for every \(n\ge 3\). This improves the \(\frac74\) upper bound of Rogowski and Dziubi{ń}ski, which applied only to odd \(n\), and extends the guarantee to even numbers of agents. Finally, we establish a lower bound of \(\frac{11}{10}\) on the approximation ratio of any randomized strategyproof mechanism, improving on the previous lower bound of \(1.0456\) due to Meir (SAGT 2019).

Fri 11 SeptComputer Science and Game Theory
The gist
This paper looks at how to fairly choose a spot on a circular path to build one facility so that a group of people, each with their own honest preferences, are served well. The authors study a method that mixes two known ways to pick this spot, ensuring that no one can benefit by lying about their location. They prove this mixed method works better than previous approaches, giving a closer-to-optimal solution for any number of people. They also show that no random method can do much better than their guaranteed performance.
Open → 2609.12792v1

SemBridge creates communication plans linking distributed tensor systems

SemBridge: Compiling Consumer Observations into Cross-Stack Communication Plans

Abstract: Distributed-tensor systems specify where values reside, while collective systems optimize how requested operations execute. At a boundary between vendor runtimes that cannot share a native communicator, neither abstraction states what a remote consumer must observe. SemBridge fills this gap by compiling graph and runtime facts into a typed contract for the consumer-visible result and its delivery obligations. The contract captures provenance, substitutability, completion, authority, demand, and native-domain locality. A deterministic lowerer constructs backend-neutral communication plans, and a symbolic checker validates each plan before execution across CUDA/NCCL and CANN/HCCL. An independent layout-only planner handles all 72 structural transitions but establishes only 54 complete obligations; a byte-only minimizer proposes 40 semantically invalid candidates, all rejected by SemBridge. On nine real edges, SemBridge produces distinct observation-aware plans that reduce startups on all nine and payload bytes on the three result edges. A live CUDA/CANN run derives and executes full-logit reconstruction, source projection, and owner-token delivery from log-probability, token-only, and owner-scoped requests. On a measured two-host 1-GbE capacity-spillover deployment, source projection cuts result traffic by more than 99.97% and increases throughput by 8.92-80.20% across Dense, MoE, and MiniMax workloads. All 18 MiniMax restart pairs at concurrency 1, 8, and 16 favor source projection. A Qwen3-14B MLP slice additionally verifies bitwise activation-shard delivery and HCCL completion of row-parallel partials. These results establish consumer observation as a semantic layer between placement and collective execution.

Tue 8 SeptDistributed, Parallel, and Cluster Computing
The gist
When computers work together to process complex data, they need clear rules about who sees what and when. This paper presents SemBridge, a system that builds precise contracts explaining how data moves between parts of a distributed system. The authors show that these contracts help create efficient communication plans that work across different hardware and software setups. Their tests demonstrate big reductions in data traffic and faster processing in real-world workloads.
Open → 2609.08231v1