71,946 research outputs found
Taming a non-convex landscape with dynamical long-range order: memcomputing Ising benchmarks
Recent work on quantum annealing has emphasized the role of collective
behavior in solving optimization problems. By enabling transitions of clusters
of variables, such solvers are able to navigate their state space and locate
solutions more efficiently despite having only local connections between
elements. However, collective behavior is not exclusive to quantum annealers,
and classical solvers that display collective dynamics should also possess an
advantage in navigating a non-convex landscape. Here, we give evidence that a
benchmark derived from quantum annealing studies is solvable in polynomial time
using digital memcomputing machines, which utilize a collection of dynamical
components with memory to represent the structure of the underlying
optimization problem. To illustrate the role of memory and clarify the
structure of these solvers we propose a simple model of these machines that
demonstrates the emergence of long-range order. This model, when applied to
finding the ground state of the Ising frustrated-loop benchmarks, undergoes a
transient phase of avalanches which can span the entire lattice and
demonstrates a connection between long-range behavior and their probability of
success. These results establish the advantages of computational approaches
based on collective dynamics of continuous dynamical systems
Tree Projections and Constraint Optimization Problems: Fixed-Parameter Tractability and Parallel Algorithms
Tree projections provide a unifying framework to deal with most structural
decomposition methods of constraint satisfaction problems (CSPs). Within this
framework, a CSP instance is decomposed into a number of sub-problems, called
views, whose solutions are either already available or can be computed
efficiently. The goal is to arrange portions of these views in a tree-like
structure, called tree projection, which determines an efficiently solvable CSP
instance equivalent to the original one. Deciding whether a tree projection
exists is NP-hard. Solution methods have therefore been proposed in the
literature that do not require a tree projection to be given, and that either
correctly decide whether the given CSP instance is satisfiable, or return that
a tree projection actually does not exist. These approaches had not been
generalized so far on CSP extensions for optimization problems, where the goal
is to compute a solution of maximum value/minimum cost. The paper fills the
gap, by exhibiting a fixed-parameter polynomial-time algorithm that either
disproves the existence of tree projections or computes an optimal solution,
with the parameter being the size of the expression of the objective function
to be optimized over all possible solutions (and not the size of the whole
constraint formula, used in related works). Tractability results are also
established for the problem of returning the best K solutions. Finally,
parallel algorithms for such optimization problems are proposed and analyzed.
Given that the classes of acyclic hypergraphs, hypergraphs of bounded
treewidth, and hypergraphs of bounded generalized hypertree width are all
covered as special cases of the tree projection framework, the results in this
paper directly apply to these classes. These classes are extensively considered
in the CSP setting, as well as in conjunctive database query evaluation and
optimization
Tractable Optimization Problems through Hypergraph-Based Structural Restrictions
Several variants of the Constraint Satisfaction Problem have been proposed
and investigated in the literature for modelling those scenarios where
solutions are associated with some given costs. Within these frameworks
computing an optimal solution is an NP-hard problem in general; yet, when
restricted over classes of instances whose constraint interactions can be
modelled via (nearly-)acyclic graphs, this problem is known to be solvable in
polynomial time. In this paper, larger classes of tractable instances are
singled out, by discussing solution approaches based on exploiting hypergraph
acyclicity and, more generally, structural decomposition methods, such as
(hyper)tree decompositions
Constraint satisfaction adaptive neural network and heuristics combined approaches for generalized job-shop scheduling
Copyright @ 2000 IEEEThis paper presents a constraint satisfaction adaptive neural network, together with several heuristics, to solve the generalized job-shop scheduling problem, one of NP-complete constraint satisfaction problems. The proposed neural network can be easily constructed and can adaptively adjust its weights of connections and biases of units based on the sequence and resource constraints of the job-shop scheduling problem during its processing. Several
heuristics that can be combined with the neural network are also presented. In the combined approaches, the neural network is used to obtain feasible solutions, the heuristic algorithms are used to improve
the performance of the neural network and the quality of the obtained solutions. Simulations have shown that the proposed
neural network and its combined approaches are efficient with respect to the quality of solutions and the solving speed.This work was supported by the Chinese National Natural Science Foundation under Grant 69684005 and the Chinese National High-Tech Program under Grant 863-511-9609-003, the EPSRC under Grant GR/L81468
Pure Nash Equilibria: Hard and Easy Games
We investigate complexity issues related to pure Nash equilibria of strategic
games. We show that, even in very restrictive settings, determining whether a
game has a pure Nash Equilibrium is NP-hard, while deciding whether a game has
a strong Nash equilibrium is SigmaP2-complete. We then study practically
relevant restrictions that lower the complexity. In particular, we are
interested in quantitative and qualitative restrictions of the way each players
payoff depends on moves of other players. We say that a game has small
neighborhood if the utility function for each player depends only on (the
actions of) a logarithmically small number of other players. The dependency
structure of a game G can be expressed by a graph DG(G) or by a hypergraph
H(G). By relating Nash equilibrium problems to constraint satisfaction problems
(CSPs), we show that if G has small neighborhood and if H(G) has bounded
hypertree width (or if DG(G) has bounded treewidth), then finding pure Nash and
Pareto equilibria is feasible in polynomial time. If the game is graphical,
then these problems are LOGCFL-complete and thus in the class NC2 of highly
parallelizable problems
Fine-grained dichotomies for the Tutte plane and Boolean #CSP
Jaeger, Vertigan, and Welsh [15] proved a dichotomy for the complexity of
evaluating the Tutte polynomial at fixed points: The evaluation is #P-hard
almost everywhere, and the remaining points admit polynomial-time algorithms.
Dell, Husfeldt, and Wahl\'en [9] and Husfeldt and Taslaman [12], in combination
with Curticapean [7], extended the #P-hardness results to tight lower bounds
under the counting exponential time hypothesis #ETH, with the exception of the
line , which was left open. We complete the dichotomy theorem for the
Tutte polynomial under #ETH by proving that the number of all acyclic subgraphs
of a given -vertex graph cannot be determined in time unless
#ETH fails.
Another dichotomy theorem we strengthen is the one of Creignou and Hermann
[6] for counting the number of satisfying assignments to a constraint
satisfaction problem instance over the Boolean domain. We prove that all
#P-hard cases are also hard under #ETH. The main ingredient is to prove that
the number of independent sets in bipartite graphs with vertices cannot be
computed in time unless #ETH fails. In order to prove our results,
we use the block interpolation idea by Curticapean [7] and transfer it to
systems of linear equations that might not directly correspond to
interpolation.Comment: 16 pages, 1 figur
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