1,225 research outputs found
Physical portrayal of computational complexity
Computational complexity is examined using the principle of increasing
entropy. To consider computation as a physical process from an initial instance
to the final acceptance is motivated because many natural processes have been
recognized to complete in non-polynomial time (NP). The irreversible process
with three or more degrees of freedom is found intractable because, in terms of
physics, flows of energy are inseparable from their driving forces. In
computational terms, when solving problems in the class NP, decisions will
affect subsequently available sets of decisions. The state space of a
non-deterministic finite automaton is evolving due to the computation itself
hence it cannot be efficiently contracted using a deterministic finite
automaton that will arrive at a solution in super-polynomial time. The solution
of the NP problem itself is verifiable in polynomial time (P) because the
corresponding state is stationary. Likewise the class P set of states does not
depend on computational history hence it can be efficiently contracted to the
accepting state by a deterministic sequence of dissipative transformations.
Thus it is concluded that the class P set of states is inherently smaller than
the set of class NP. Since the computational time to contract a given set is
proportional to dissipation, the computational complexity class P is a subset
of NP.Comment: 16, pages, 7 figure
Average-energy games
Two-player quantitative zero-sum games provide a natural framework to
synthesize controllers with performance guarantees for reactive systems within
an uncontrollable environment. Classical settings include mean-payoff games,
where the objective is to optimize the long-run average gain per action, and
energy games, where the system has to avoid running out of energy.
We study average-energy games, where the goal is to optimize the long-run
average of the accumulated energy. We show that this objective arises naturally
in several applications, and that it yields interesting connections with
previous concepts in the literature. We prove that deciding the winner in such
games is in NP inter coNP and at least as hard as solving mean-payoff games,
and we establish that memoryless strategies suffice to win. We also consider
the case where the system has to minimize the average-energy while maintaining
the accumulated energy within predefined bounds at all times: this corresponds
to operating with a finite-capacity storage for energy. We give results for
one-player and two-player games, and establish complexity bounds and memory
requirements.Comment: In Proceedings GandALF 2015, arXiv:1509.0685
Minimizing finite automata is computationally hard
It is known that deterministic finite automata (DFAs) can be algorithmically minimized, i.e., a DFA M can be converted to an equivalent DFA M' which has a minimal number of states. The minimization can be done efficiently [6]. On the other hand, it is known that unambiguous finite automata (UFAs) and nondeterministic finite automata (NFAs) can be algorithmically minimized too, but their minimization problems turn out to be NP-complete and PSPACE-complete [8]. In this paper, the time complexity of the minimization problem for two restricted types of finite automata is investigated. These automata are nearly deterministic, since they only allow a small amount of non determinism to be used. On the one hand, NFAs with a fixed finite branching are studied, i.e., the number of nondeterministic moves within every accepting computation is bounded by a fixed finite number. On the other hand, finite automata are investigated which are essentially deterministic except that there is a fixed number of different initial states which can be chosen nondeterministically. The main result is that the minimization problems for these models are computationally hard, namely NP-complete. Hence, even the slightest extension of the deterministic model towards a nondeterministic one, e.g., allowing at most one nondeterministic move in every accepting computation or allowing two initial states instead of one, results in computationally intractable minimization problems
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Fable: Finite automata based learning engine
The purpose of this thesis will be to demostrate the feasibility of building a system that is capable of automatically learning how to increase performance at a task that is presented to it by means of modeling the problem with a finite automation and the learning engine of FABLE. Current work in the field of automatic learning of FA\u27s (Finite Automation) is mostly focused on the building of the FA itself. This thesis will instead focus on the automated building of FA models to allow better decisions to be made in the future
Complexity, parallel computation and statistical physics
The intuition that a long history is required for the emergence of complexity
in natural systems is formalized using the notion of depth. The depth of a
system is defined in terms of the number of parallel computational steps needed
to simulate it. Depth provides an objective, irreducible measure of history
applicable to systems of the kind studied in statistical physics. It is argued
that physical complexity cannot occur in the absence of substantial depth and
that depth is a useful proxy for physical complexity. The ideas are illustrated
for a variety of systems in statistical physics.Comment: 21 pages, 7 figure
Synthesizing Finite-state Protocols from Scenarios and Requirements
Scenarios, or Message Sequence Charts, offer an intuitive way of describing
the desired behaviors of a distributed protocol. In this paper we propose a new
way of specifying finite-state protocols using scenarios: we show that it is
possible to automatically derive a distributed implementation from a set of
scenarios augmented with a set of safety and liveness requirements, provided
the given scenarios adequately \emph{cover} all the states of the desired
implementation. We first derive incomplete state machines from the given
scenarios, and then synthesis corresponds to completing the transition relation
of individual processes so that the global product meets the specified
requirements. This completion problem, in general, has the same complexity,
PSPACE, as the verification problem, but unlike the verification problem, is
NP-complete for a constant number of processes. We present two algorithms for
solving the completion problem, one based on a heuristic search in the space of
possible completions and one based on OBDD-based symbolic fixpoint computation.
We evaluate the proposed methodology for protocol specification and the
effectiveness of the synthesis algorithms using the classical alternating-bit
protocol.Comment: This is the working draft of a paper currently in submission.
(February 10, 2014
Bounded Rationality
The observation of the actual behavior by economic decision makers in the lab and in the field justifies that bounded rationality has been a generally accepted assumption in many socio-economic models. The goal of this paper is to illustrate the difficulties involved in providing a correct definition of what a rational (or irrational) agent is. In this paper we describe two frameworks that employ different approaches for analyzing bounded rationality. The first is a spatial segregation set-up that encompasses two optimization methodologies: backward induction and forward induction. The main result is that, even under the same state of knowledge, rational and non-rational agents may match their actions. The second framework elaborates on the relationship between irrationality and informational restrictions. We use the beauty contest (Nagel, 1995) as a device to explain this relationship.Behavioral economics, bounded rationality, partial information
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