1,012 research outputs found
Global Cardinality Constraints Make Approximating Some Max-2-CSPs Harder
Assuming the Unique Games Conjecture, we show that existing approximation algorithms for some Boolean Max-2-CSPs with cardinality constraints are optimal. In particular, we prove that Max-Cut with cardinality constraints is UG-hard to approximate within ~~0.858, and that Max-2-Sat with cardinality constraints is UG-hard to approximate within ~~0.929. In both cases, the previous best hardness results were the same as the hardness of the corresponding unconstrained Max-2-CSP (~~0.878 for Max-Cut, and ~~0.940 for Max-2-Sat).
The hardness for Max-2-Sat applies to monotone Max-2-Sat instances, meaning that we also obtain tight inapproximability for the Max-k-Vertex-Cover problem
The complexity of approximating conservative counting CSPs
We study the complexity of approximately solving the weighted counting
constraint satisfaction problem #CSP(F). In the conservative case, where F
contains all unary functions, there is a classification known for the case in
which the domain of functions in F is Boolean. In this paper, we give a
classification for the more general problem where functions in F have an
arbitrary finite domain. We define the notions of weak log-modularity and weak
log-supermodularity. We show that if F is weakly log-modular, then #CSP(F)is in
FP. Otherwise, it is at least as difficult to approximate as #BIS, the problem
of counting independent sets in bipartite graphs. #BIS is complete with respect
to approximation-preserving reductions for a logically-defined complexity class
#RHPi1, and is believed to be intractable. We further sub-divide the #BIS-hard
case. If F is weakly log-supermodular, then we show that #CSP(F) is as easy as
a (Boolean) log-supermodular weighted #CSP. Otherwise, we show that it is
NP-hard to approximate. Finally, we give a full trichotomy for the arity-2
case, where #CSP(F) is in FP, or is #BIS-equivalent, or is equivalent in
difficulty to #SAT, the problem of approximately counting the satisfying
assignments of a Boolean formula in conjunctive normal form. We also discuss
the algorithmic aspects of our classification.Comment: Minor revisio
AM with Multiple Merlins
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
Honest signaling in zero-sum games is hard, and lying is even harder
We prove that, assuming the exponential time hypothesis, finding an
\epsilon-approximately optimal symmetric signaling scheme in a two-player
zero-sum game requires quasi-polynomial time. This is tight by [Cheng et al.,
FOCS'15] and resolves an open question of [Dughmi, FOCS'14]. We also prove that
finding a multiplicative approximation is NP-hard.
We also introduce a new model where a dishonest signaler may publicly commit
to use one scheme, but post signals according to a different scheme. For this
model, we prove that even finding a (1-2^{-n})-approximately optimal scheme is
NP-hard
Counting Constraint Satisfaction Problems
This chapter surveys counting Constraint Satisfaction Problems (counting CSPs, or #CSPs) and their computational complexity. It aims to provide an introduction to the main concepts and techniques, and present a representative selection of results and open problems. It does not cover holants, which are the subject of a separate chapter
An Information-Based Neural Approach to Constraint Satisfaction
A novel artificial neural network approach to constraint satisfaction
problems is presented. Based on information-theoretical considerations, it
differs from a conventional mean-field approach in the form of the resulting
free energy. The method, implemented as an annealing algorithm, is numerically
explored on a testbed of K-SAT problems. The performance shows a dramatic
improvement to that of a conventional mean-field approach, and is comparable to
that of a state-of-the-art dedicated heuristic (Gsat+Walk). The real strength
of the method, however, lies in its generality -- with minor modifications it
is applicable to arbitrary types of discrete constraint satisfaction problems.Comment: 13 pages, 3 figures,(to appear in Neural Computation
The Quest for Strong Inapproximability Results with Perfect Completeness
The Unique Games Conjecture (UGC) has pinned down the approximability of all constraint satisfaction problems (CSPs), showing that a natural semidefinite programming relaxation offers the optimal worst-case approximation ratio for any CSP. This elegant picture, however, does not apply for CSP instances that are perfectly satisfiable, due to the imperfect completeness inherent in the UGC. For the important case when the input CSP instance admits a satisfying assignment, it therefore remains wide open to understand how well it can be approximated.
This work is motivated by the pursuit of a better understanding of the inapproximability of perfectly satisfiable instances of CSPs. Our main conceptual contribution is the formulation of a (hypergraph) version of Label Cover which we call "V label cover." Assuming a conjecture concerning the inapproximability of V label cover on perfectly satisfiable instances, we prove the following implications:
* There is an absolute constant c0 such that for k >= 3, given a satisfiable instance of Boolean k-CSP, it is hard to find an assignment satisfying more than c0 k^2/2^k fraction of the constraints.
* Given a k-uniform hypergraph, k >= 2, for all epsilon > 0, it is hard to tell if it is q-strongly colorable or has no independent set with an epsilon fraction of vertices, where q = ceiling[k + sqrt(k) - 0.5].
* Given a k-uniform hypergraph, k >= 3, for all epsilon > 0, it is hard to tell if it is (k-1)-rainbow colorable or has no independent set with an epsilon fraction of vertices.
We further supplement the above results with a proof that an ``almost Unique\u27\u27 version of Label Cover can be approximated within a constant factor on satisfiable instances
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