724 research outputs found

    The Complexity of angel-daemons and game isomorphism

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    The analysis of the computational aspects of strategic situations is a basic field in Computer Sciences. Two main topics related to strategic games have been developed. First, introduction and analysis of a class of games (so called angel/daemon games) designed to asses web applications, have been considered. Second, the problem of isomorphism between strategic games has been analysed. Both parts have been separately considered. Angel-Daemon Games A service is a computational method that is made available for general use through a wide area network. The performance of web-services may fluctuate; at times of stress the performance of some services may be degraded (in extreme cases, to the point of failure). In this thesis uncertainty profiles and Angel-Daemon games are used to analyse servicebased behaviours in situations where probabilistic reasoning may not be appropriate. In such a game, an angel player acts on a bounded number of ¿angelic¿ services in a beneficial way while a daemon player acts on a bounded number of ¿daemonic¿ services in a negative way. Examples are used to illustrate how game theory can be used to analyse service-based scenarios in a realistic way that lies between over-optimism and over-pessimism. The resilience of an orchestration to service failure has been analysed - here angels and daemons are used to model services which can fail when placed under stress. The Nash equilibria of a corresponding Angel-Daemon game may be used to assign a ¿robustness¿ value to an orchestration. Finally, the complexity of equilibria problems for Angel-Daemon games has been analysed. It turns out that Angel-Daemon games are, at the best of our knowledge, the first natural example of zero-sum succinct games. The fact that deciding the existence of a pure Nash equilibrium or a dominant strategy for a given player is Sp 2-complete has been proven. Furthermore, computing the value of an Angel-Daemon game is EXP-complete. Thus, matching the already known complexity results of the corresponding problems for the generic families of succinctly represented games with exponential number of actions. Game Isomorphism The question of whether two multi-player strategic games are equivalent and the computational complexity of deciding such a property has been addressed. Three notions of isomorphisms, strong, weak and local have been considered. Each one of these isomorphisms preserves a different structure of the game. Strong isomorphism is defined to preserve the utility functions and Nash equilibria. Weak isomorphism preserves only the player preference relations and thus pure Nash equilibria. Local isomorphism preserves preferences defined only on ¿close¿ neighbourhood of strategy profiles. The problem of the computational complexity of game isomorphism, which depends on the level of succinctness of the description of the input games but it is independent of the isomorphism to consider, has been shown. Utilities in games can be given succinctly by Turing machines, boolean circuits or boolean formulas, or explicitly by tables. Actions can be given also explicitly or succinctly. When the games are given in general form, an explicit description of actions and a succinct description of utilities have been assumed. It is has been established that the game isomorphism problem for general form games is equivalent to the circuit isomorphism when utilities are described by Turing Machines; and to the boolean formula isomorphism problem when utilities are described by formulas. When the game is given in explicit form, it is has been proven that the game isomorphism problem is equivalent to the graph isomorphism problem. Finally, an equivalence classes of small games and their graphical representation have been also examined.Postprint (published version

    Limitations of Algebraic Approaches to Graph Isomorphism Testing

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    We investigate the power of graph isomorphism algorithms based on algebraic reasoning techniques like Gr\"obner basis computation. The idea of these algorithms is to encode two graphs into a system of equations that are satisfiable if and only if if the graphs are isomorphic, and then to (try to) decide satisfiability of the system using, for example, the Gr\"obner basis algorithm. In some cases this can be done in polynomial time, in particular, if the equations admit a bounded degree refutation in an algebraic proof systems such as Nullstellensatz or polynomial calculus. We prove linear lower bounds on the polynomial calculus degree over all fields of characteristic different from 2 and also linear lower bounds for the degree of Positivstellensatz calculus derivations. We compare this approach to recently studied linear and semidefinite programming approaches to isomorphism testing, which are known to be related to the combinatorial Weisfeiler-Lehman algorithm. We exactly characterise the power of the Weisfeiler-Lehman algorithm in terms of an algebraic proof system that lies between degree-k Nullstellensatz and degree-k polynomial calculus

    Cutting Planes Width and the Complexity of Graph Isomorphism Refutations

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    The width complexity measure plays a central role in Resolution and other propositional proof systems like Polynomial Calculus (under the name of degree). The study of width lower bounds is the most extended method for proving size lower bounds, and it is known that for these systems, proofs with small width also imply the existence of proofs with small size. Not much has been studied, however, about the width parameter in the Cutting Planes (CP) proof system, a measure that was introduced by Dantchev and Martin in 2011 under the name of CP cutwidth. In this paper, we study the width complexity of CP refutations of graph isomorphism formulas. For a pair of non-isomorphic graphs G and H, we show a direct connection between the Weisfeiler-Leman differentiation number WL(G, H) of the graphs and the width of a CP refutation for the corresponding isomorphism formula Iso(G, H). In particular, we show that if WL(G, H) ? k, then there is a CP refutation of Iso(G, H) with width k, and if WL(G, H) > k, then there are no CP refutations of Iso(G, H) with width k-2. Similar results are known for other proof systems, like Resolution, Sherali-Adams, or Polynomial Calculus. We also obtain polynomial-size CP refutations from our width bound for isomorphism formulas for graphs with constant WL-dimension

    Visibly Pushdown Automata: From Language Equivalence to Simulation and Bisimulation

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    The First-Order Theory of Ground Tree Rewrite Graphs

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    We prove that the complexity of the uniform first-order theory of ground tree rewrite graphs is in ATIME(2^{2^{poly(n)}},O(n)). Providing a matching lower bound, we show that there is some fixed ground tree rewrite graph whose first-order theory is hard for ATIME(2^{2^{poly(n)}},poly(n)) with respect to logspace reductions. Finally, we prove that there exists a fixed ground tree rewrite graph together with a single unary predicate in form of a regular tree language such that the resulting structure has a non-elementary first-order theory.Comment: accepted for Logical Methods in Computer Scienc

    Quantum Proofs

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    Quantum information and computation provide a fascinating twist on the notion of proofs in computational complexity theory. For instance, one may consider a quantum computational analogue of the complexity class \class{NP}, known as QMA, in which a quantum state plays the role of a proof (also called a certificate or witness), and is checked by a polynomial-time quantum computation. For some problems, the fact that a quantum proof state could be a superposition over exponentially many classical states appears to offer computational advantages over classical proof strings. In the interactive proof system setting, one may consider a verifier and one or more provers that exchange and process quantum information rather than classical information during an interaction for a given input string, giving rise to quantum complexity classes such as QIP, QSZK, and QMIP* that represent natural quantum analogues of IP, SZK, and MIP. While quantum interactive proof systems inherit some properties from their classical counterparts, they also possess distinct and uniquely quantum features that lead to an interesting landscape of complexity classes based on variants of this model. In this survey we provide an overview of many of the known results concerning quantum proofs, computational models based on this concept, and properties of the complexity classes they define. In particular, we discuss non-interactive proofs and the complexity class QMA, single-prover quantum interactive proof systems and the complexity class QIP, statistical zero-knowledge quantum interactive proof systems and the complexity class \class{QSZK}, and multiprover interactive proof systems and the complexity classes QMIP, QMIP*, and MIP*.Comment: Survey published by NOW publisher

    Quantum and non-signalling graph isomorphisms

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    We introduce the (G,H)-isomorphism game, a new two-player non-local game that classical players can win with certainty iff the graphs G and H are isomorphic. We then define quantum and non-signalling isomorphisms by considering perfect quantum and non-signalling strategies for this game. We prove that non-signalling isomorphism coincides with fractional isomorphism, giving the latter an operational interpretation. We show that quantum isomorphism is equivalent to the feasibility of two polynomial systems obtained by relaxing standard integer programs for graph isomorphism to Hermitian variables. Finally, we provide a reduction from linear binary constraint system games to isomorphism games. This reduction provides examples of quantum isomorphic graphs that are not isomorphic, implies that the tensor product and commuting operator frameworks result in different notions of quantum isomorphism, and proves that both relations are undecidable.Peer ReviewedPostprint (author's final draft
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