3 research outputs found
Do Hard SAT-Related Reasoning Tasks Become Easier in the Krom Fragment?
Many reasoning problems are based on the problem of satisfiability (SAT).
While SAT itself becomes easy when restricting the structure of the formulas in
a certain way, the situation is more opaque for more involved decision
problems. We consider here the CardMinSat problem which asks, given a
propositional formula and an atom , whether is true in some
cardinality-minimal model of . This problem is easy for the Horn
fragment, but, as we will show in this paper, remains -complete (and
thus -hard) for the Krom fragment (which is given by formulas in
CNF where clauses have at most two literals). We will make use of this fact to
study the complexity of reasoning tasks in belief revision and logic-based
abduction and show that, while in some cases the restriction to Krom formulas
leads to a decrease of complexity, in others it does not. We thus also consider
the CardMinSat problem with respect to additional restrictions to Krom formulas
towards a better understanding of the tractability frontier of such problems
Computational complexity of generators and nongenerators in algebra
We discuss the computational complexity of several prob- lems concerning subsets of an algebraic structure that generate the structure. We show that the problem of determining whether a given subset X generates an algebra A is P-complete, while determining the size of the smallest generating set is NP-complete. We also consider several questions related to the Frattini subuniverse, Φ(A), of an algebra A. We show that the membership problem for Φ(A) is co-NP-complete, while the membership problems for Φ(Φ(A)), Φ(Φ(Φ(A))),... all lie in the class P (NP)
Pure Nash Equilibria in Concurrent Deterministic Games
We study pure-strategy Nash equilibria in multi-player concurrent
deterministic games, for a variety of preference relations. We provide a novel
construction, called the suspect game, which transforms a multi-player
concurrent game into a two-player turn-based game which turns Nash equilibria
into winning strategies (for some objective that depends on the preference
relations of the players in the original game). We use that transformation to
design algorithms for computing Nash equilibria in finite games, which in most
cases have optimal worst-case complexity, for large classes of preference
relations. This includes the purely qualitative framework, where each player
has a single omega-regular objective that she wants to satisfy, but also the
larger class of semi-quantitative objectives, where each player has several
omega-regular objectives equipped with a preorder (for instance, a player may
want to satisfy all her objectives, or to maximise the number of objectives
that she achieves.)Comment: 72 page