1,224,447 research outputs found

    Computing the complete CS decomposition

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    An algorithm is developed to compute the complete CS decomposition (CSD) of a partitioned unitary matrix. Although the existence of the CSD has been recognized since 1977, prior algorithms compute only a reduced version (the 2-by-1 CSD) that is equivalent to two simultaneous singular value decompositions. The algorithm presented here computes the complete 2-by-2 CSD, which requires the simultaneous diagonalization of all four blocks of a unitary matrix partitioned into a 2-by-2 block structure. The algorithm appears to be the only fully specified algorithm available. The computation occurs in two phases. In the first phase, the unitary matrix is reduced to bidiagonal block form, as described by Sutton and Edelman. In the second phase, the blocks are simultaneously diagonalized using techniques from bidiagonal SVD algorithms of Golub, Kahan, and Demmel. The algorithm has a number of desirable numerical features.Comment: New in v3: additional discussion on efficiency, Wilkinson shifts, connection with tridiagonal QR iteration. New in v2: additional figures and a reorganization of the tex

    Computing quantum discord is NP-complete

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    We study the computational complexity of quantum discord (a measure of quantum correlation beyond entanglement), and prove that computing quantum discord is NP-complete. Therefore, quantum discord is computationally intractable: the running time of any algorithm for computing quantum discord is believed to grow exponentially with the dimension of the Hilbert space so that computing quantum discord in a quantum system of moderate size is not possible in practice. As by-products, some entanglement measures (namely entanglement cost, entanglement of formation, relative entropy of entanglement, squashed entanglement, classical squashed entanglement, conditional entanglement of mutual information, and broadcast regularization of mutual information) and constrained Holevo capacity are NP-hard/NP-complete to compute. These complexity-theoretic results are directly applicable in common randomness distillation, quantum state merging, entanglement distillation, superdense coding, and quantum teleportation; they may offer significant insights into quantum information processing. Moreover, we prove the NP-completeness of two typical problems: linear optimization over classical states and detecting classical states in a convex set, providing evidence that working with classical states is generically computationally intractable.Comment: The (published) journal version http://iopscience.iop.org/1367-2630/16/3/033027/article is more updated than the arXiv versions, and is accompanied with a general scientific summary for non-specialists in computational complexit

    On the Hardness of Almost-Sure Termination

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    This paper considers the computational hardness of computing expected outcomes and deciding (universal) (positive) almost-sure termination of probabilistic programs. It is shown that computing lower and upper bounds of expected outcomes is Σ10\Sigma_1^0- and Σ20\Sigma_2^0-complete, respectively. Deciding (universal) almost-sure termination as well as deciding whether the expected outcome of a program equals a given rational value is shown to be Π20\Pi^0_2-complete. Finally, it is shown that deciding (universal) positive almost-sure termination is Σ20\Sigma_2^0-complete (Π30\Pi_3^0-complete).Comment: MFCS 2015. arXiv admin note: text overlap with arXiv:1410.722

    NP-complete Problems and Physical Reality

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    Can NP-complete problems be solved efficiently in the physical universe? I survey proposals including soap bubbles, protein folding, quantum computing, quantum advice, quantum adiabatic algorithms, quantum-mechanical nonlinearities, hidden variables, relativistic time dilation, analog computing, Malament-Hogarth spacetimes, quantum gravity, closed timelike curves, and "anthropic computing." The section on soap bubbles even includes some "experimental" results. While I do not believe that any of the proposals will let us solve NP-complete problems efficiently, I argue that by studying them, we can learn something not only about computation but also about physics.Comment: 23 pages, minor correction

    Computing the Complete Gravitational Wavetrain from Relativistic Binary Inspiral

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    We present a new method for generating the nonlinear gravitational wavetrain from the late inspiral (pre-coalescence) phase of a binary neutron star system by means of a numerical evolution calculation in full general relativity. In a prototype calculation, we produce 214 wave cycles from corotating polytropes, representing the final part of the inspiral phase prior to reaching the ISCO. Our method is based on the inequality that the orbital decay timescale due to gravitational radiation is much longer than an orbital period and the approximation that gravitational radiation has little effect on the structure of the stars. We employ quasi-equilibrium sequences of binaries in circular orbit for the matter source in our field evolution code. We compute the gravity-wave energy flux, and, from this, the inspiral rate, at a discrete set of binary separations. From these data, we construct the gravitational waveform as a continuous wavetrain. Finally, we discuss the limitations of our current calculation, planned improvements, and potential applications of our method to other inspiral scenarios.Comment: 4 pages, 4 figure

    A Direct Reduction from k-Player to 2-Player Approximate Nash Equilibrium

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    We present a direct reduction from k-player games to 2-player games that preserves approximate Nash equilibrium. Previously, the computational equivalence of computing approximate Nash equilibrium in k-player and 2-player games was established via an indirect reduction. This included a sequence of works defining the complexity class PPAD, identifying complete problems for this class, showing that computing approximate Nash equilibrium for k-player games is in PPAD, and reducing a PPAD-complete problem to computing approximate Nash equilibrium for 2-player games. Our direct reduction makes no use of the concept of PPAD, thus eliminating some of the difficulties involved in following the known indirect reduction.Comment: 21 page

    Computing metric hulls in graphs

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    We prove that, given a closure function the smallest preimage of a closed set can be calculated in polynomial time in the number of closed sets. This confirms a conjecture of Albenque and Knauer and implies that there is a polynomial time algorithm to compute the convex hull-number of a graph, when all its convex subgraphs are given as input. We then show that computing if the smallest preimage of a closed set is logarithmic in the size of the ground set is LOGSNP-complete if only the ground set is given. A special instance of this problem is computing the dimension of a poset given its linear extension graph, that was conjectured to be in P. The intent to show that the latter problem is LOGSNP-complete leads to several interesting questions and to the definition of the isometric hull, i.e., a smallest isometric subgraph containing a given set of vertices SS. While for ∣S∣=2|S|=2 an isometric hull is just a shortest path, we show that computing the isometric hull of a set of vertices is NP-complete even if ∣S∣=3|S|=3. Finally, we consider the problem of computing the isometric hull-number of a graph and show that computing it is Σ2P\Sigma^P_2 complete.Comment: 13 pages, 3 figure
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