11,061 research outputs found

    Dynamic Complexity Meets Parameterised Algorithms

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    Dynamic Complexity studies the maintainability of queries with logical formulas in a setting where the underlying structure or database changes over time. Most often, these formulas are from first-order logic, giving rise to the dynamic complexity class DynFO. This paper investigates extensions of DynFO in the spirit of parameterised algorithms. In this setting structures come with a parameter k and the extensions allow additional "space" of size f(k) (in the form of an additional structure of this size) or additional time f(k) (in the form of iterations of formulas) or both. The resulting classes are compared with their non-dynamic counterparts and other classes. The main part of the paper explores the applicability of methods for parameterised algorithms to this setting through case studies for various well-known parameterised problems

    Constant Rank Bimatrix Games are PPAD-hard

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    The rank of a bimatrix game (A,B) is defined as rank(A+B). Computing a Nash equilibrium (NE) of a rank-00, i.e., zero-sum game is equivalent to linear programming (von Neumann'28, Dantzig'51). In 2005, Kannan and Theobald gave an FPTAS for constant rank games, and asked if there exists a polynomial time algorithm to compute an exact NE. Adsul et al. (2011) answered this question affirmatively for rank-11 games, leaving rank-2 and beyond unresolved. In this paper we show that NE computation in games with rank ≥3\ge 3, is PPAD-hard, settling a decade long open problem. Interestingly, this is the first instance that a problem with an FPTAS turns out to be PPAD-hard. Our reduction bypasses graphical games and game gadgets, and provides a simpler proof of PPAD-hardness for NE computation in bimatrix games. In addition, we get: * An equivalence between 2D-Linear-FIXP and PPAD, improving a result by Etessami and Yannakakis (2007) on equivalence between Linear-FIXP and PPAD. * NE computation in a bimatrix game with convex set of Nash equilibria is as hard as solving a simple stochastic game. * Computing a symmetric NE of a symmetric bimatrix game with rank ≥6\ge 6 is PPAD-hard. * Computing a (1/poly(n))-approximate fixed-point of a (Linear-FIXP) piecewise-linear function is PPAD-hard. The status of rank-22 games remains unresolved

    Vertex Cover Kernelization Revisited: Upper and Lower Bounds for a Refined Parameter

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    An important result in the study of polynomial-time preprocessing shows that there is an algorithm which given an instance (G,k) of Vertex Cover outputs an equivalent instance (G',k') in polynomial time with the guarantee that G' has at most 2k' vertices (and thus O((k')^2) edges) with k' <= k. Using the terminology of parameterized complexity we say that k-Vertex Cover has a kernel with 2k vertices. There is complexity-theoretic evidence that both 2k vertices and Theta(k^2) edges are optimal for the kernel size. In this paper we consider the Vertex Cover problem with a different parameter, the size fvs(G) of a minimum feedback vertex set for G. This refined parameter is structurally smaller than the parameter k associated to the vertex covering number vc(G) since fvs(G) <= vc(G) and the difference can be arbitrarily large. We give a kernel for Vertex Cover with a number of vertices that is cubic in fvs(G): an instance (G,X,k) of Vertex Cover, where X is a feedback vertex set for G, can be transformed in polynomial time into an equivalent instance (G',X',k') such that |V(G')| <= 2k and |V(G')| <= O(|X'|^3). A similar result holds when the feedback vertex set X is not given along with the input. In sharp contrast we show that the Weighted Vertex Cover problem does not have a polynomial kernel when parameterized by the cardinality of a given vertex cover of the graph unless NP is in coNP/poly and the polynomial hierarchy collapses to the third level.Comment: Published in "Theory of Computing Systems" as an Open Access publicatio

    Making Queries Tractable on Big Data with Preprocessing

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    A query class is traditionally considered tractable if there exists a polynomial-time (PTIME) algorithm to answer its queries. When it comes to big data, however, PTIME al-gorithms often become infeasible in practice. A traditional and effective approach to coping with this is to preprocess data off-line, so that queries in the class can be subsequently evaluated on the data efficiently. This paper aims to pro-vide a formal foundation for this approach in terms of com-putational complexity. (1) We propose a set of Π-tractable queries, denoted by ΠT0Q, to characterize classes of queries that can be answered in parallel poly-logarithmic time (NC) after PTIME preprocessing. (2) We show that several natu-ral query classes are Π-tractable and are feasible on big data. (3) We also study a set ΠTQ of query classes that can be ef-fectively converted to Π-tractable queries by re-factorizing its data and queries for preprocessing. We introduce a form of NC reductions to characterize such conversions. (4) We show that a natural query class is complete for ΠTQ. (5) We also show that ΠT0Q ⊂ P unless P = NC, i.e., the set ΠT0Q of all Π-tractable queries is properly contained in the set P of all PTIME queries. Nonetheless, ΠTQ = P, i.e., all PTIME query classes can be made Π-tractable via proper re-factorizations. This work is a step towards understanding the tractability of queries in the context of big data. 1

    Intrinsically Motivated Goal Exploration Processes with Automatic Curriculum Learning

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    Intrinsically motivated spontaneous exploration is a key enabler of autonomous lifelong learning in human children. It enables the discovery and acquisition of large repertoires of skills through self-generation, self-selection, self-ordering and self-experimentation of learning goals. We present an algorithmic approach called Intrinsically Motivated Goal Exploration Processes (IMGEP) to enable similar properties of autonomous or self-supervised learning in machines. The IMGEP algorithmic architecture relies on several principles: 1) self-generation of goals, generalized as fitness functions; 2) selection of goals based on intrinsic rewards; 3) exploration with incremental goal-parameterized policy search and exploitation of the gathered data with a batch learning algorithm; 4) systematic reuse of information acquired when targeting a goal for improving towards other goals. We present a particularly efficient form of IMGEP, called Modular Population-Based IMGEP, that uses a population-based policy and an object-centered modularity in goals and mutations. We provide several implementations of this architecture and demonstrate their ability to automatically generate a learning curriculum within several experimental setups including a real humanoid robot that can explore multiple spaces of goals with several hundred continuous dimensions. While no particular target goal is provided to the system, this curriculum allows the discovery of skills that act as stepping stone for learning more complex skills, e.g. nested tool use. We show that learning diverse spaces of goals with intrinsic motivations is more efficient for learning complex skills than only trying to directly learn these complex skills

    Patching Colors with Tensors

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