71,946 research outputs found

    Taming a non-convex landscape with dynamical long-range order: memcomputing Ising benchmarks

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    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

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    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

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    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

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    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

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    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

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    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 y=1y=1, 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 nn-vertex graph cannot be determined in time exp(o(n))exp(o(n)) 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 nn vertices cannot be computed in time exp(o(n))exp(o(n)) 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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