1,224,447 research outputs found
Computing the complete CS decomposition
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
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
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 - and -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
-complete. Finally, it is shown that deciding (universal) positive
almost-sure termination is -complete (-complete).Comment: MFCS 2015. arXiv admin note: text overlap with arXiv:1410.722
NP-complete Problems and Physical Reality
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
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
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
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 .
While for 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
. Finally, we consider the problem of computing the isometric
hull-number of a graph and show that computing it is complete.Comment: 13 pages, 3 figure
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