273 research outputs found

    A Birthday Repetition Theorem and Complexity of Approximating Dense CSPs

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    A (k×l)(k \times l)-birthday repetition Gk×l\mathcal{G}^{k \times l} of a two-prover game G\mathcal{G} is a game in which the two provers are sent random sets of questions from G\mathcal{G} of sizes kk and ll respectively. These two sets are sampled independently uniformly among all sets of questions of those particular sizes. We prove the following birthday repetition theorem: when G\mathcal{G} satisfies some mild conditions, val(Gk×l)val(\mathcal{G}^{k \times l}) decreases exponentially in Ω(kl/n)\Omega(kl/n) where nn is the total number of questions. Our result positively resolves an open question posted by Aaronson, Impagliazzo and Moshkovitz (CCC 2014). As an application of our birthday repetition theorem, we obtain new fine-grained hardness of approximation results for dense CSPs. Specifically, we establish a tight trade-off between running time and approximation ratio for dense CSPs by showing conditional lower bounds, integrality gaps and approximation algorithms. In particular, for any sufficiently large ii and for every k2k \geq 2, we show the following results: - We exhibit an O(q1/i)O(q^{1/i})-approximation algorithm for dense Max kk-CSPs with alphabet size qq via Ok(i)O_k(i)-level of Sherali-Adams relaxation. - Through our birthday repetition theorem, we obtain an integrality gap of q1/iq^{1/i} for Ω~k(i)\tilde\Omega_k(i)-level Lasserre relaxation for fully-dense Max kk-CSP. - Assuming that there is a constant ϵ>0\epsilon > 0 such that Max 3SAT cannot be approximated to within (1ϵ)(1-\epsilon) of the optimal in sub-exponential time, our birthday repetition theorem implies that any algorithm that approximates fully-dense Max kk-CSP to within a q1/iq^{1/i} factor takes (nq)Ω~k(i)(nq)^{\tilde \Omega_k(i)} time, almost tightly matching the algorithmic result based on Sherali-Adams relaxation.Comment: 45 page

    Syntactic Separation of Subset Satisfiability Problems

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    Variants of the Exponential Time Hypothesis (ETH) have been used to derive lower bounds on the time complexity for certain problems, so that the hardness results match long-standing algorithmic results. In this paper, we consider a syntactically defined class of problems, and give conditions for when problems in this class require strongly exponential time to approximate to within a factor of (1-epsilon) for some constant epsilon > 0, assuming the Gap Exponential Time Hypothesis (Gap-ETH), versus when they admit a PTAS. Our class includes a rich set of problems from additive combinatorics, computational geometry, and graph theory. Our hardness results also match the best known algorithmic results for these problems

    AM with Multiple Merlins

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    We introduce and study a new model of interactive proofs: AM(k), or Arthur-Merlin with k non-communicating Merlins. Unlike with the better-known MIP, here the assumption is that each Merlin receives an independent random challenge from Arthur. One motivation for this model (which we explore in detail) comes from the close analogies between it and the quantum complexity class QMA(k), but the AM(k) model is also natural in its own right. We illustrate the power of multiple Merlins by giving an AM(2) protocol for 3SAT, in which the Merlins' challenges and responses consist of only n^{1/2+o(1)} bits each. Our protocol has the consequence that, assuming the Exponential Time Hypothesis (ETH), any algorithm for approximating a dense CSP with a polynomial-size alphabet must take n^{(log n)^{1-o(1)}} time. Algorithms nearly matching this lower bound are known, but their running times had never been previously explained. Brandao and Harrow have also recently used our 3SAT protocol to show quasipolynomial hardness for approximating the values of certain entangled games. In the other direction, we give a simple quasipolynomial-time approximation algorithm for free games, and use it to prove that, assuming the ETH, our 3SAT protocol is essentially optimal. More generally, we show that multiple Merlins never provide more than a polynomial advantage over one: that is, AM(k)=AM for all k=poly(n). The key to this result is a subsampling theorem for free games, which follows from powerful results by Alon et al. and Barak et al. on subsampling dense CSPs, and which says that the value of any free game can be closely approximated by the value of a logarithmic-sized random subgame.Comment: 48 page

    Super-polylogarithmic hypergraph coloring hardness via low-degree long codes

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    We prove improved inapproximability results for hypergraph coloring using the low-degree polynomial code (aka, the 'short code' of Barak et. al. [FOCS 2012]) and the techniques proposed by Dinur and Guruswami [FOCS 2013] to incorporate this code for inapproximability results. In particular, we prove quasi-NP-hardness of the following problems on nn-vertex hyper-graphs: * Coloring a 2-colorable 8-uniform hypergraph with 22Ω(loglogn)2^{2^{\Omega(\sqrt{\log\log n})}} colors. * Coloring a 4-colorable 4-uniform hypergraph with 22Ω(loglogn)2^{2^{\Omega(\sqrt{\log\log n})}} colors. * Coloring a 3-colorable 3-uniform hypergraph with (logn)Ω(1/logloglogn)(\log n)^{\Omega(1/\log\log\log n)} colors. In each of these cases, the hardness results obtained are (at least) exponentially stronger than what was previously known for the respective cases. In fact, prior to this result, polylog n colors was the strongest quantitative bound on the number of colors ruled out by inapproximability results for O(1)-colorable hypergraphs. The fundamental bottleneck in obtaining coloring inapproximability results using the low- degree long code was a multipartite structural restriction in the PCP construction of Dinur-Guruswami. We are able to get around this restriction by simulating the multipartite structure implicitly by querying just one partition (albeit requiring 8 queries), which yields our result for 2-colorable 8-uniform hypergraphs. The result for 4-colorable 4-uniform hypergraphs is obtained via a 'query doubling' method. For 3-colorable 3-uniform hypergraphs, we exploit the ternary domain to design a test with an additive (as opposed to multiplicative) noise function, and analyze its efficacy in killing high weight Fourier coefficients via the pseudorandom properties of an associated quadratic form.Comment: 25 page

    Restricted Strip Covering and the Sensor Cover Problem

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    Given a set of objects with durations (jobs) that cover a base region, can we schedule the jobs to maximize the duration the original region remains covered? We call this problem the sensor cover problem. This problem arises in the context of covering a region with sensors. For example, suppose you wish to monitor activity along a fence by sensors placed at various fixed locations. Each sensor has a range and limited battery life. The problem is to schedule when to turn on the sensors so that the fence is fully monitored for as long as possible. This one dimensional problem involves intervals on the real line. Associating a duration to each yields a set of rectangles in space and time, each specified by a pair of fixed horizontal endpoints and a height. The objective is to assign a position to each rectangle to maximize the height at which the spanning interval is fully covered. We call this one dimensional problem restricted strip covering. If we replace the covering constraint by a packing constraint, the problem is identical to dynamic storage allocation, a scheduling problem that is a restricted case of the strip packing problem. We show that the restricted strip covering problem is NP-hard and present an O(log log n)-approximation algorithm. We present better approximations or exact algorithms for some special cases. For the uniform-duration case of restricted strip covering we give a polynomial-time, exact algorithm but prove that the uniform-duration case for higher-dimensional regions is NP-hard. Finally, we consider regions that are arbitrary sets, and we present an O(log n)-approximation algorithm.Comment: 14 pages, 6 figure

    Approximation Algorithms for Polynomial-Expansion and Low-Density Graphs

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    We study the family of intersection graphs of low density objects in low dimensional Euclidean space. This family is quite general, and includes planar graphs. We prove that such graphs have small separators. Next, we present efficient (1+ε)(1+\varepsilon)-approximation algorithms for these graphs, for Independent Set, Set Cover, and Dominating Set problems, among others. We also prove corresponding hardness of approximation for some of these optimization problems, providing a characterization of their intractability in terms of density

    Certifying solution geometry in random CSPs: counts, clusters and balance

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    An active topic in the study of random constraint satisfaction problems (CSPs) is the geometry of the space of satisfying or almost satisfying assignments as the function of the density, for which a precise landscape of predictions has been made via statistical physics-based heuristics. In parallel, there has been a recent flurry of work on refuting random constraint satisfaction problems, via nailing refutation thresholds for spectral and semidefinite programming-based algorithms, and also on counting solutions to CSPs. Inspired by this, the starting point for our work is the following question: what does the solution space for a random CSP look like to an efficient algorithm? In pursuit of this inquiry, we focus on the following problems about random Boolean CSPs at the densities where they are unsatisfiable but no refutation algorithm is known. 1. Counts. For every Boolean CSP we give algorithms that with high probability certify a subexponential upper bound on the number of solutions. We also give algorithms to certify a bound on the number of large cuts in a Gaussian-weighted graph, and the number of large independent sets in a random dd-regular graph. 2. Clusters. For Boolean 33CSPs we give algorithms that with high probability certify an upper bound on the number of clusters of solutions. 3. Balance. We also give algorithms that with high probability certify that there are no "unbalanced" solutions, i.e., solutions where the fraction of +1+1s deviates significantly from 50%50\%. Finally, we also provide hardness evidence suggesting that our algorithms for counting are optimal
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