34,252 research outputs found
Conditionally Optimal Algorithms for Generalized B\"uchi Games
Games on graphs provide the appropriate framework to study several central
problems in computer science, such as the verification and synthesis of
reactive systems. One of the most basic objectives for games on graphs is the
liveness (or B\"uchi) objective that given a target set of vertices requires
that some vertex in the target set is visited infinitely often. We study
generalized B\"uchi objectives (i.e., conjunction of liveness objectives), and
implications between two generalized B\"uchi objectives (known as GR(1)
objectives), that arise in numerous applications in computer-aided
verification. We present improved algorithms and conditional super-linear lower
bounds based on widely believed assumptions about the complexity of (A1)
combinatorial Boolean matrix multiplication and (A2) CNF-SAT. We consider graph
games with vertices, edges, and generalized B\"uchi objectives with
conjunctions. First, we present an algorithm with running time , improving the previously known and worst-case bounds. Our algorithm is optimal for dense graphs under (A1).
Second, we show that the basic algorithm for the problem is optimal for sparse
graphs when the target sets have constant size under (A2). Finally, we consider
GR(1) objectives, with conjunctions in the antecedent and
conjunctions in the consequent, and present an -time algorithm, improving the previously known -time algorithm for
Faster Algorithms for Rectangular Matrix Multiplication
Let {\alpha} be the maximal value such that the product of an n x n^{\alpha}
matrix by an n^{\alpha} x n matrix can be computed with n^{2+o(1)} arithmetic
operations. In this paper we show that \alpha>0.30298, which improves the
previous record \alpha>0.29462 by Coppersmith (Journal of Complexity, 1997).
More generally, we construct a new algorithm for multiplying an n x n^k matrix
by an n^k x n matrix, for any value k\neq 1. The complexity of this algorithm
is better than all known algorithms for rectangular matrix multiplication. In
the case of square matrix multiplication (i.e., for k=1), we recover exactly
the complexity of the algorithm by Coppersmith and Winograd (Journal of
Symbolic Computation, 1990).
These new upper bounds can be used to improve the time complexity of several
known algorithms that rely on rectangular matrix multiplication. For example,
we directly obtain a O(n^{2.5302})-time algorithm for the all-pairs shortest
paths problem over directed graphs with small integer weights, improving over
the O(n^{2.575})-time algorithm by Zwick (JACM 2002), and also improve the time
complexity of sparse square matrix multiplication.Comment: 37 pages; v2: some additions in the acknowledgment
The Quantum Query Complexity of Algebraic Properties
We present quantum query complexity bounds for testing algebraic properties.
For a set S and a binary operation on S, we consider the decision problem
whether is a semigroup or has an identity element. If S is a monoid, we
want to decide whether S is a group.
We present quantum algorithms for these problems that improve the best known
classical complexity bounds. In particular, we give the first application of
the new quantum random walk technique by Magniez, Nayak, Roland, and Santha
that improves the previous bounds by Ambainis and Szegedy. We also present
several lower bounds for testing algebraic properties.Comment: 13 pages, 0 figure
Dominance Product and High-Dimensional Closest Pair under
Given a set of points in , the Closest Pair problem is
to find a pair of distinct points in at minimum distance. When is
constant, there are efficient algorithms that solve this problem, and fast
approximate solutions for general . However, obtaining an exact solution in
very high dimensions seems to be much less understood. We consider the
high-dimensional Closest Pair problem, where for some , and the underlying metric is .
We improve and simplify previous results for Closest Pair, showing
that it can be solved by a deterministic strongly-polynomial algorithm that
runs in time, and by a randomized algorithm that runs in
expected time, where is the time bound for computing the
{\em dominance product} for points in . That is a matrix ,
such that ; this is the
number of coordinates at which dominates . For integer coordinates
from some interval , we obtain an algorithm that runs in
time, where
is the exponent of multiplying an matrix by an
matrix.
We also give slightly better bounds for , by using more recent
rectangular matrix multiplication bounds. Computing the dominance product
itself is an important task, since it is applied in many algorithms as a major
black-box ingredient, such as algorithms for APBP (all pairs bottleneck paths),
and variants of APSP (all pairs shortest paths)
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