# Francesco Pasquale

## Contact Details

NameFrancesco Pasquale |
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## Pubs By Year |
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## Pub CategoriesComputer Science - Discrete Mathematics (9) Computer Science - Distributed; Parallel; and Cluster Computing (7) Computer Science - Computer Science and Game Theory (4) Computer Science - Performance (2) Computer Science - Data Structures and Algorithms (2) Mathematics - Probability (1) |

## Publications Authored By Francesco Pasquale

We present a simple distributed algorithm that, given a regular graph consisting of two communities (or clusters), each inducing a good expander and such that the cut between them has sparsity $1/\mbox{polylog}(n)$, recovers the two communities. More precisely, upon running the protocol, every node assigns itself a binary label of $m = \Theta(\log n)$ bits, so that with high probability, for all but a small number of outliers, nodes within the same community are assigned labels with Hamming distance $o(m)$, while nodes belonging to different communities receive labels with Hamming distance at least $m/2 - o(m)$. We refer to such an outcome as a "community sensitive labeling" of the graph. Read More

Given an underlying graph, we consider the following \emph{dynamics}: Initially, each node locally chooses a value in $\{-1,1\}$, uniformly at random and independently of other nodes. Then, in each consecutive round, every node updates its local value to the average of the values held by its neighbors, at the same time applying an elementary, local clustering rule that only depends on the current and the previous values held by the node. We prove that the process resulting from this dynamics produces a clustering that exactly or approximately (depending on the graph) reflects the underlying cut in logarithmic time, under various graph models that exhibit a sparse balanced cut, including the stochastic block model. Read More

We consider the following distributed consensus problem: Each node in a complete communication network of size $n$ initially holds an \emph{opinion}, which is chosen arbitrarily from a finite set $\Sigma$. The system must converge toward a consensus state in which all, or almost all nodes, hold the same opinion. Moreover, this opinion should be \emph{valid}, i. Read More

By using concrete scenarios, we present and discuss a new concept of probabilistic Self-Stabilization in Distributed Systems. Read More

We study the following synchronous process that we call "repeated balls-into-bins". The process is started by assigning $n$ balls to $n$ bins in an arbitrary way. In every subsequent round, from each non-empty bin one ball is chosen according to some fixed strategy (random, FIFO, etc), and re-assigned to one of the $n$ bins uniformly at random. Read More

We study a \emph{Plurality-Consensus} process in which each of $n$ anonymous agents of a communication network initially supports an opinion (a color chosen from a finite set $[k]$). Then, in every (synchronous) round, each agent can revise his color according to the opinions currently held by a random sample of his neighbors. It is assumed that the initial color configuration exhibits a sufficiently large \emph{bias} $s$ towards a fixed plurality color, that is, the number of nodes supporting the plurality color exceeds the number of nodes supporting any other color by $s$ additional nodes. Read More

Randomized gossip is one of the most popular way of disseminating information in large scale networks. This method is appreciated for its simplicity, robustness, and efficiency. In the "push" protocol, every informed node selects, at every time step (a. Read More

We present the first general bounds on the mixing time of the Markov chain associated to the logit dynamics for wide classes of strategic games. The logit dynamics with inverse noise beta describes the behavior of a complex system whose individual components act selfishly and keep responding according to some partial ("noisy") knowledge of the system, where the capacity of the agent to know the system and compute her best move is measured by the inverse of the parameter beta. In particular, we prove nearly tight bounds for potential games and games with dominant strategies. Read More

Logit choice dynamics are a family of randomized best response dynamics based on the logit choice function [McFadden, 1974], used for modeling players with limited rationality and knowledge. In this paper we study the all-logit dynamics, where at each time step all players concurrently update their strategies according to the logit choice function. In the well studied one-logit dynamics [Blume, 1993] instead at each step only one randomly chosen player is allowed to update. Read More

Performance bounds for opportunistic networks have been derived in a number of recent papers for several key quantities, such as the expected delivery time of a unicast message, or the flooding time (a measure of how fast information spreads). However, to the best of our knowledge, none of the existing results is derived under a mobility model which is able to reproduce the power law+exponential tail dichotomy of the pairwise node inter-contact time distribution which has been observed in traces of several real opportunistic networks. The contributions of this paper are two-fold: first, we present a simple pairwise contact model -- called the Home-MEG model -- for opportunistic networks based on the observation made in previous work that pairs of nodes in the network tend to meet in very few, selected locations (home locations); this contact model is shown to be able to faithfully reproduce the power law+exponential tail dichotomy of inter-contact time. Read More

Logit Dynamics [Blume, Games and Economic Behavior, 1993] are randomized best response dynamics for strategic games: at every time step a player is selected uniformly at random and she chooses a new strategy according to a probability distribution biased toward strategies promising higher payoffs. This process defines an ergodic Markov chain, over the set of strategy profiles of the game, whose unique stationary distribution is the long-term equilibrium concept for the game. However, when the mixing time of the chain is large (e. Read More

Markovian evolving graphs are dynamic-graph models where the links among a fixed set of nodes change during time according to an arbitrary Markovian rule. They are extremely general and they can well describe important dynamic-network scenarios. We study the speed of information spreading in the "stationary phase" by analyzing the completion time of the "flooding mechanism". Read More

We study "logit dynamics" [Blume, Games and Economic Behavior, 1993] for strategic games. This dynamics works as follows: at every stage of the game a player is selected uniformly at random and she plays according to a "noisy" best-response where the noise level is tuned by a parameter $\beta$. Such a dynamics defines a family of ergodic Markov chains, indexed by $\beta$, over the set of strategy profiles. Read More

In this paper we study the connectivity problem for wireless networks under the Signal to Interference plus Noise Ratio (SINR) model. Given a set of radio transmitters distributed in some area, we seek to build a directed strongly connected communication graph, and compute an edge coloring of this graph such that the transmitter-receiver pairs in each color class can communicate simultaneously. Depending on the interference model, more or less colors, corresponding to the number of frequencies or time slots, are necessary. Read More

We consider a Mobile Ad-hoc NETworks (MANET) formed by "n" nodes that move independently at random over a finite square region of the plane. Nodes exchange data if they are at distance at most "r" within each other, where r>0 is the node transmission radius. The "flooding time" is the number of time steps required to broadcast a message from a source node to every node of the network. Read More