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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Achieving Optimal Backlog in Multi-Processor Cup Games · HackerPapers discussions</title><link>https://hackerpaper.kaipfister.de/p/1904.02861/</link><description>Collected HN comments and submissions linking this paper.</description><language>en</language><lastBuildDate>Mon, 02 Nov 2026 11:16:22 GMT</lastBuildDate><atom:link href="https://hackerpaper.kaipfister.de/p/1904.02861/feed.xml" rel="self" type="application/rss+xml" /><item><title>Achieving Optimal Backlog in Multi-Processor Cup Games — mentioned by williamkuszmaul</title><link>https://news.ycombinator.com/item?id=35453161</link><guid isPermaLink="false">urn:hackerpapers:mention:1904.02861:35453161</guid><pubDate>Wed, 05 Apr 2023 12:42:51 GMT</pubDate><description>&lt;p&gt;One important caveat: it is widely believed that randomization does make a big difference for data structures problems. For example hash tables (which use random hash functions) take O(1) time per operation, but it is conjectured that no deterministic data structure can match this. There are also problems in online algorithms where randomization provably changes what is possible, for example the &amp;quot;cup game problem.&amp;quot; (https://arxiv.org/abs/1904.02861) Finally, although randomized primality testing (1970s) is often credited as the start of randomized algorithms as a field, it&amp;#x27;s worth noting that…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/1904.02861/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.DS</category></item></channel></rss>
