98 research outputs found
Modified Linear Programming and Class 0 Bounds for Graph Pebbling
Given a configuration of pebbles on the vertices of a connected graph , a
\emph{pebbling move} removes two pebbles from some vertex and places one pebble
on an adjacent vertex. The \emph{pebbling number} of a graph is the
smallest integer such that for each vertex and each configuration of
pebbles on there is a sequence of pebbling moves that places at least
one pebble on .
First, we improve on results of Hurlbert, who introduced a linear
optimization technique for graph pebbling. In particular, we use a different
set of weight functions, based on graphs more general than trees. We apply this
new idea to some graphs from Hurlbert's paper to give improved bounds on their
pebbling numbers.
Second, we investigate the structure of Class 0 graphs with few edges. We
show that every -vertex Class 0 graph has at least
edges. This disproves a conjecture of Blasiak et al. For diameter 2 graphs, we
strengthen this lower bound to , which is best possible. Further, we
characterize the graphs where the bound holds with equality and extend the
argument to obtain an identical bound for diameter 2 graphs with no cut-vertex.Comment: 19 pages, 8 figure
On Characterizing the Data Access Complexity of Programs
Technology trends will cause data movement to account for the majority of
energy expenditure and execution time on emerging computers. Therefore,
computational complexity will no longer be a sufficient metric for comparing
algorithms, and a fundamental characterization of data access complexity will
be increasingly important. The problem of developing lower bounds for data
access complexity has been modeled using the formalism of Hong & Kung's
red/blue pebble game for computational directed acyclic graphs (CDAGs).
However, previously developed approaches to lower bounds analysis for the
red/blue pebble game are very limited in effectiveness when applied to CDAGs of
real programs, with computations comprised of multiple sub-computations with
differing DAG structure. We address this problem by developing an approach for
effectively composing lower bounds based on graph decomposition. We also
develop a static analysis algorithm to derive the asymptotic data-access lower
bounds of programs, as a function of the problem size and cache size
LIPIcs
We study space complexity and time-space trade-offs with a focus not on peak memory usage but on overall memory consumption throughout the computation. Such a cumulative space measure was introduced for the computational model of parallel black pebbling by [Alwen and Serbinenko ’15] as a tool for obtaining results in cryptography. We consider instead the non- deterministic black-white pebble game and prove optimal cumulative space lower bounds and trade-offs, where in order to minimize pebbling time the space has to remain large during a significant fraction of the pebbling. We also initiate the study of cumulative space in proof complexity, an area where other space complexity measures have been extensively studied during the last 10–15 years. Using and extending the connection between proof complexity and pebble games in [Ben-Sasson and Nordström ’08, ’11] we obtain several strong cumulative space results for (even parallel versions of) the resolution proof system, and outline some possible future directions of study of this, in our opinion, natural and interesting space measure
Inapproximability of the Standard Pebble Game and Hard to Pebble Graphs
Pebble games are single-player games on DAGs involving placing and moving
pebbles on nodes of the graph according to a certain set of rules. The goal is
to pebble a set of target nodes using a minimum number of pebbles. In this
paper, we present a possibly simpler proof of the result in [CLNV15] and
strengthen the result to show that it is PSPACE-hard to determine the minimum
number of pebbles to an additive term for all , which improves upon the currently known additive constant hardness of
approximation [CLNV15] in the standard pebble game. We also introduce a family
of explicit, constant indegree graphs with nodes where there exists a graph
in the family such that using constant pebbles requires moves
to pebble in both the standard and black-white pebble games. This independently
answers an open question summarized in [Nor15] of whether a family of DAGs
exists that meets the upper bound of moves using constant pebbles
with a different construction than that presented in [AdRNV17].Comment: Preliminary version in WADS 201
Understanding Space in Proof Complexity: Separations and Trade-offs via Substitutions
For current state-of-the-art DPLL SAT-solvers the two main bottlenecks are
the amounts of time and memory used. In proof complexity, these resources
correspond to the length and space of resolution proofs. There has been a long
line of research investigating these proof complexity measures, but while
strong results have been established for length, our understanding of space and
how it relates to length has remained quite poor. In particular, the question
whether resolution proofs can be optimized for length and space simultaneously,
or whether there are trade-offs between these two measures, has remained
essentially open.
In this paper, we remedy this situation by proving a host of length-space
trade-off results for resolution. Our collection of trade-offs cover almost the
whole range of values for the space complexity of formulas, and most of the
trade-offs are superpolynomial or even exponential and essentially tight. Using
similar techniques, we show that these trade-offs in fact extend to the
exponentially stronger k-DNF resolution proof systems, which operate with
formulas in disjunctive normal form with terms of bounded arity k. We also
answer the open question whether the k-DNF resolution systems form a strict
hierarchy with respect to space in the affirmative.
Our key technical contribution is the following, somewhat surprising,
theorem: Any CNF formula F can be transformed by simple variable substitution
into a new formula F' such that if F has the right properties, F' can be proven
in essentially the same length as F, whereas on the other hand the minimal
number of lines one needs to keep in memory simultaneously in any proof of F'
is lower-bounded by the minimal number of variables needed simultaneously in
any proof of F. Applying this theorem to so-called pebbling formulas defined in
terms of pebble games on directed acyclic graphs, we obtain our results.Comment: This paper is a merged and updated version of the two ECCC technical
reports TR09-034 and TR09-047, and it hence subsumes these two report
Towards Understanding and Harnessing the Potential of Clause Learning
Efficient implementations of DPLL with the addition of clause learning are
the fastest complete Boolean satisfiability solvers and can handle many
significant real-world problems, such as verification, planning and design.
Despite its importance, little is known of the ultimate strengths and
limitations of the technique. This paper presents the first precise
characterization of clause learning as a proof system (CL), and begins the task
of understanding its power by relating it to the well-studied resolution proof
system. In particular, we show that with a new learning scheme, CL can provide
exponentially shorter proofs than many proper refinements of general resolution
(RES) satisfying a natural property. These include regular and Davis-Putnam
resolution, which are already known to be much stronger than ordinary DPLL. We
also show that a slight variant of CL with unlimited restarts is as powerful as
RES itself. Translating these analytical results to practice, however, presents
a challenge because of the nondeterministic nature of clause learning
algorithms. We propose a novel way of exploiting the underlying problem
structure, in the form of a high level problem description such as a graph or
PDDL specification, to guide clause learning algorithms toward faster
solutions. We show that this leads to exponential speed-ups on grid and
randomized pebbling problems, as well as substantial improvements on certain
ordering formulas
Bounds for the quantifier depth in finite-variable logics: Alternation hierarchy
Given two structures G and H distinguishable in FO^k (first-order logic with k variables), let A^k(G,H) denote the minimum alternation depth of a FO^k formula distinguishing G from H. Let A^k(n) be the maximum value of A^k(G,H) over n-element structures. We prove the strictness of the quantifier alternation hierarchy of FO^2 in a strong quantitative form, namely A^2(n) >= n/8-2, which is tight up to a constant factor. For each k >= 2, it holds that A^k(n) > log_(k+1) n-2 even over colored trees, which is also tight up to a constant factor if k >= 3. For k >= 3 the last lower bound holds also over uncolored trees, while the alternation hierarchy of FO^2 collapses even over all uncolored graphs.
We also show examples of colored graphs G and H on n vertices that can be distinguished in FO^2 much more succinctly if the alternation number is increased just by one: while in Sigma_i it is possible to distinguish G from H with bounded quantifier depth, in Pi_i this requires quantifier depth Omega(n2). The quadratic lower bound is best possible here because, if G and H can be distinguished in FO^k with i quantifier alternations, this can be done with quantifier depth n^(2k-2)
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