33,269 research outputs found

    On the frontiers of polynomial computations in tropical geometry

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    We study some basic algorithmic problems concerning the intersection of tropical hypersurfaces in general dimension: deciding whether this intersection is nonempty, whether it is a tropical variety, and whether it is connected, as well as counting the number of connected components. We characterize the borderline between tractable and hard computations by proving NP\mathcal{NP}-hardness and #P\mathcal{P}-hardness results under various strong restrictions of the input data, as well as providing polynomial time algorithms for various other restrictions.Comment: 17 pages, 5 figures. To appear in Journal of Symbolic Computatio

    Applying machine learning to the problem of choosing a heuristic to select the variable ordering for cylindrical algebraic decomposition

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    Cylindrical algebraic decomposition(CAD) is a key tool in computational algebraic geometry, particularly for quantifier elimination over real-closed fields. When using CAD, there is often a choice for the ordering placed on the variables. This can be important, with some problems infeasible with one variable ordering but easy with another. Machine learning is the process of fitting a computer model to a complex function based on properties learned from measured data. In this paper we use machine learning (specifically a support vector machine) to select between heuristics for choosing a variable ordering, outperforming each of the separate heuristics.Comment: 16 page

    Equilibria, Fixed Points, and Complexity Classes

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    Many models from a variety of areas involve the computation of an equilibrium or fixed point of some kind. Examples include Nash equilibria in games; market equilibria; computing optimal strategies and the values of competitive games (stochastic and other games); stable configurations of neural networks; analysing basic stochastic models for evolution like branching processes and for language like stochastic context-free grammars; and models that incorporate the basic primitives of probability and recursion like recursive Markov chains. It is not known whether these problems can be solved in polynomial time. There are certain common computational principles underlying different types of equilibria, which are captured by the complexity classes PLS, PPAD, and FIXP. Representative complete problems for these classes are respectively, pure Nash equilibria in games where they are guaranteed to exist, (mixed) Nash equilibria in 2-player normal form games, and (mixed) Nash equilibria in normal form games with 3 (or more) players. This paper reviews the underlying computational principles and the corresponding classes

    Efficiently Detecting Torsion Points and Subtori

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    Suppose X is the complex zero set of a finite collection of polynomials in Z[x_1,...,x_n]. We show that deciding whether X contains a point all of whose coordinates are d_th roots of unity can be done within NP^NP (relative to the sparse encoding), under a plausible assumption on primes in arithmetic progression. In particular, our hypothesis can still hold even under certain failures of the Generalized Riemann Hypothesis, such as the presence of Siegel-Landau zeroes. Furthermore, we give a similar (but UNconditional) complexity upper bound for n=1. Finally, letting T be any algebraic subgroup of (C^*)^n we show that deciding whether X contains T is coNP-complete (relative to an even more efficient encoding),unconditionally. We thus obtain new non-trivial families of multivariate polynomial systems where deciding the existence of complex roots can be done unconditionally in the polynomial hierarchy -- a family of complexity classes lying between PSPACE and P, intimately connected with the P=?NP Problem. We also discuss a connection to Laurent's solution of Chabauty's Conjecture from arithmetic geometry.Comment: 21 pages, no figures. Final version, with additional commentary and references. Also fixes a gap in Theorems 2 (now Theorem 1.3) regarding translated subtor
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