图流中改进的三角形计数:多采样的能力

Neeraj Kavassery-Parakkat, K. Hanjani, A. Pavan
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引用次数: 4

摘要

在图流中估计三角形数量的一些著名的流算法如下:以足够高的概率采样单个三角形,并重复此基本步骤以获得全局三角形计数。例如,Buriol等人(PODS 2006)的算法均匀随机地选择单个顶点v和单个边e,并检查连接$v$和$e$的两个交叉边是否出现在流中。类似地,邻域采样算法(PVLDB 2013)尝试通过随机选择单个顶点v,单个邻居$v$ u$来对三角形进行采样,并等待第三条边完成三角形。在这两种算法中,基本采样步骤重复多次,以获得输入图流中全局三角形计数的估计。在这项工作中,我们提出了这些算法的多采样变体:对于Buriol等人的算法,不是随机选择单个顶点和边,而是随机采样多个顶点和多条边,并收集连接被采样顶点和被采样边的交叉边。在邻域抽样算法中,随机选取多条边,并选取它们的多个邻居。我们对这些算法进行了理论分析,并证明这些新算法改进了已知的空间和精度界限。实验表明,这些算法优于已知的三角形计数流算法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Improved Triangle Counting in Graph Streams: Power of Multi-Sampling
Some of the well known streaming algorithms to estimate number of triangles in a graph stream work as follows: Sample a single triangle with high enough probability and repeat this basic step to obtain a global triangle count. For example, the algorithm due to Buriol et al. (PODS 2006) uniformly at random picks a single vertex v and a single edge e and checks whether the two cross edges that connect $v$ to $e$ appear in the stream. Similarly, the neighborhood sampling algorithm (PVLDB 2013) attempts to sample a triangle by randomly choosing a single vertex v, a single neighbor $u$ of $v$ and waits for a third edge that completes the triangle. In both the algorithms, the basic sampling step is repeated multiple times to obtain an estimate for the global triangle count in the input graph stream. In this work, we propose a multi-sampling variant of these algorithms: In case of Buriol et al's algorithm, instead of randomly choosing a single vertex and edge, randomly sample multiple vertices and multiple edges and collect cross edges that connect sampled vertices to the sampled edges. In case of neighborhood sampling algorithm, randomly pick multiple edges and pick multiple neighbors of them. We provide a theoretical analysis of these algorithms and prove that these new algorithms improve upon the known space and accuracy bounds. We experimentally show that these algorithms outperform well known triangle counting streaming algorithms.
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