3,443 research outputs found

    A Second Step Towards Complexity-Theoretic Analogs of Rice's Theorem

    Get PDF
    Rice's Theorem states that every nontrivial language property of the recursively enumerable sets is undecidable. Borchert and Stephan initiated the search for complexity-theoretic analogs of Rice's Theorem. In particular, they proved that every nontrivial counting property of circuits is UP-hard, and that a number of closely related problems are SPP-hard. The present paper studies whether their UP-hardness result itself can be improved to SPP-hardness. We show that their UP-hardness result cannot be strengthened to SPP-hardness unless unlikely complexity class containments hold. Nonetheless, we prove that every P-constructibly bi-infinite counting property of circuits is SPP-hard. We also raise their general lower bound from unambiguous nondeterminism to constant-ambiguity nondeterminism.Comment: 14 pages. To appear in Theoretical Computer Scienc

    Quantum Optimization Problems

    Full text link
    Krentel [J. Comput. System. Sci., 36, pp.490--509] presented a framework for an NP optimization problem that searches an optimal value among exponentially-many outcomes of polynomial-time computations. This paper expands his framework to a quantum optimization problem using polynomial-time quantum computations and introduces the notion of an ``universal'' quantum optimization problem similar to a classical ``complete'' optimization problem. We exhibit a canonical quantum optimization problem that is universal for the class of polynomial-time quantum optimization problems. We show in a certain relativized world that all quantum optimization problems cannot be approximated closely by quantum polynomial-time computations. We also study the complexity of quantum optimization problems in connection to well-known complexity classes.Comment: date change

    Revisiting the Complexity of Stability of Continuous and Hybrid Systems

    Full text link
    We develop a framework to give upper bounds on the "practical" computational complexity of stability problems for a wide range of nonlinear continuous and hybrid systems. To do so, we describe stability properties of dynamical systems using first-order formulas over the real numbers, and reduce stability problems to the delta-decision problems of these formulas. The framework allows us to obtain a precise characterization of the complexity of different notions of stability for nonlinear continuous and hybrid systems. We prove that bounded versions of the stability problems are generally decidable, and give upper bounds on their complexity. The unbounded versions are generally undecidable, for which we give upper bounds on their degrees of unsolvability

    Defining the Pose of any 3D Rigid Object and an Associated Distance

    Get PDF
    The pose of a rigid object is usually regarded as a rigid transformation, described by a translation and a rotation. However, equating the pose space with the space of rigid transformations is in general abusive, as it does not account for objects with proper symmetries -- which are common among man-made objects.In this article, we define pose as a distinguishable static state of an object, and equate a pose with a set of rigid transformations. Based solely on geometric considerations, we propose a frame-invariant metric on the space of possible poses, valid for any physical rigid object, and requiring no arbitrary tuning. This distance can be evaluated efficiently using a representation of poses within an Euclidean space of at most 12 dimensions depending on the object's symmetries. This makes it possible to efficiently perform neighborhood queries such as radius searches or k-nearest neighbor searches within a large set of poses using off-the-shelf methods. Pose averaging considering this metric can similarly be performed easily, using a projection function from the Euclidean space onto the pose space. The practical value of those theoretical developments is illustrated with an application of pose estimation of instances of a 3D rigid object given an input depth map, via a Mean Shift procedure
    corecore