2,651 research outputs found

    Solving Hard Computational Problems Efficiently: Asymptotic Parametric Complexity 3-Coloring Algorithm

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    Many practical problems in almost all scientific and technological disciplines have been classified as computationally hard (NP-hard or even NP-complete). In life sciences, combinatorial optimization problems frequently arise in molecular biology, e.g., genome sequencing; global alignment of multiple genomes; identifying siblings or discovery of dysregulated pathways.In almost all of these problems, there is the need for proving a hypothesis about certain property of an object that can be present only when it adopts some particular admissible structure (an NP-certificate) or be absent (no admissible structure), however, none of the standard approaches can discard the hypothesis when no solution can be found, since none can provide a proof that there is no admissible structure. This article presents an algorithm that introduces a novel type of solution method to "efficiently" solve the graph 3-coloring problem; an NP-complete problem. The proposed method provides certificates (proofs) in both cases: present or absent, so it is possible to accept or reject the hypothesis on the basis of a rigorous proof. It provides exact solutions and is polynomial-time (i.e., efficient) however parametric. The only requirement is sufficient computational power, which is controlled by the parameter αN\alpha\in\mathbb{N}. Nevertheless, here it is proved that the probability of requiring a value of α>k\alpha>k to obtain a solution for a random graph decreases exponentially: P(α>k)2(k+1)P(\alpha>k) \leq 2^{-(k+1)}, making tractable almost all problem instances. Thorough experimental analyses were performed. The algorithm was tested on random graphs, planar graphs and 4-regular planar graphs. The obtained experimental results are in accordance with the theoretical expected results.Comment: Working pape

    Polynomial iterative algorithms for coloring and analyzing random graphs

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    We study the graph coloring problem over random graphs of finite average connectivity cc. Given a number qq of available colors, we find that graphs with low connectivity admit almost always a proper coloring whereas graphs with high connectivity are uncolorable. Depending on qq, we find the precise value of the critical average connectivity cqc_q. Moreover, we show that below cqc_q there exist a clustering phase c[cd,cq]c\in [c_d,c_q] in which ground states spontaneously divide into an exponential number of clusters. Furthermore, we extended our considerations to the case of single instances showing consistent results. This lead us to propose a new algorithm able to color in polynomial time random graphs in the hard but colorable region, i.e when c[cd,cq]c\in [c_d,c_q].Comment: 23 pages, 10 eps figure

    Parameterized Linear Temporal Logics Meet Costs: Still not Costlier than LTL

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    We continue the investigation of parameterized extensions of Linear Temporal Logic (LTL) that retain the attractive algorithmic properties of LTL: a polynomial space model checking algorithm and a doubly-exponential time algorithm for solving games. Alur et al. and Kupferman et al. showed that this is the case for Parametric LTL (PLTL) and PROMPT-LTL respectively, which have temporal operators equipped with variables that bound their scope in time. Later, this was also shown to be true for Parametric LDL (PLDL), which extends PLTL to be able to express all omega-regular properties. Here, we generalize PLTL to systems with costs, i.e., we do not bound the scope of operators in time, but bound the scope in terms of the cost accumulated during time. Again, we show that model checking and solving games for specifications in PLTL with costs is not harder than the corresponding problems for LTL. Finally, we discuss PLDL with costs and extensions to multiple cost functions.Comment: In Proceedings GandALF 2015, arXiv:1509.0685

    Constant Rank Bimatrix Games are PPAD-hard

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    The rank of a bimatrix game (A,B) is defined as rank(A+B). Computing a Nash equilibrium (NE) of a rank-00, i.e., zero-sum game is equivalent to linear programming (von Neumann'28, Dantzig'51). In 2005, Kannan and Theobald gave an FPTAS for constant rank games, and asked if there exists a polynomial time algorithm to compute an exact NE. Adsul et al. (2011) answered this question affirmatively for rank-11 games, leaving rank-2 and beyond unresolved. In this paper we show that NE computation in games with rank 3\ge 3, is PPAD-hard, settling a decade long open problem. Interestingly, this is the first instance that a problem with an FPTAS turns out to be PPAD-hard. Our reduction bypasses graphical games and game gadgets, and provides a simpler proof of PPAD-hardness for NE computation in bimatrix games. In addition, we get: * An equivalence between 2D-Linear-FIXP and PPAD, improving a result by Etessami and Yannakakis (2007) on equivalence between Linear-FIXP and PPAD. * NE computation in a bimatrix game with convex set of Nash equilibria is as hard as solving a simple stochastic game. * Computing a symmetric NE of a symmetric bimatrix game with rank 6\ge 6 is PPAD-hard. * Computing a (1/poly(n))-approximate fixed-point of a (Linear-FIXP) piecewise-linear function is PPAD-hard. The status of rank-22 games remains unresolved

    Comprehensive Border Bases for Zero Dimensional Parametric Polynomial Ideals

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    In this paper, we extend the idea of comprehensive Gr\"{o}bner bases given by Weispfenning (1992) to border bases for zero dimensional parametric polynomial ideals. For this, we introduce a notion of comprehensive border bases and border system, and prove their existence even in the cases where they do not correspond to any term order. We further present algorithms to compute comprehensive border bases and border system. Finally, we study the relation between comprehensive Gr\"{o}bner bases and comprehensive border bases w.r.t. a term order and give an algorithm to compute such comprehensive border bases from comprehensive Gr\"{o}bner bases.Comment: 15 pages, 8 sections and 3 algorithm
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