2,286 research outputs found
How to Play Unique Games against a Semi-Random Adversary
In this paper, we study the average case complexity of the Unique Games
problem. We propose a natural semi-random model, in which a unique game
instance is generated in several steps. First an adversary selects a completely
satisfiable instance of Unique Games, then she chooses an epsilon-fraction of
all edges, and finally replaces ("corrupts") the constraints corresponding to
these edges with new constraints. If all steps are adversarial, the adversary
can obtain any (1-epsilon) satisfiable instance, so then the problem is as hard
as in the worst case. In our semi-random model, one of the steps is random, and
all other steps are adversarial. We show that known algorithms for unique games
(in particular, all algorithms that use the standard SDP relaxation) fail to
solve semi-random instances of Unique Games.
We present an algorithm that with high probability finds a solution
satisfying a (1-delta) fraction of all constraints in semi-random instances (we
require that the average degree of the graph is Omega(log k). To this end, we
consider a new non-standard SDP program for Unique Games, which is not a
relaxation for the problem, and show how to analyze it. We present a new
rounding scheme that simultaneously uses SDP and LP solutions, which we believe
is of independent interest.
Our result holds only for epsilon less than some absolute constant. We prove
that if epsilon > 1/2, then the problem is hard in one of the models, the
result assumes the 2-to-2 conjecture.
Finally, we study semi-random instances of Unique Games that are at most
(1-epsilon) satisfiable. We present an algorithm that with high probability,
distinguishes between the case when the instance is a semi-random instance and
the case when the instance is an (arbitrary) (1-delta) satisfiable instance if
epsilon > c delta
Strong Parallel Repetition for Unique Games on Small Set Expanders
Strong Parallel Repetition for Unique Games on Small Set Expanders
The strong parallel repetition problem for unique games is to efficiently
reduce the 1-delta vs. 1-C*delta gap problem of Boolean unique games (where C>1
is a sufficiently large constant) to the 1-epsilon vs. epsilon gap problem of
unique games over large alphabet. Due to its importance to the Unique Games
Conjecture, this problem garnered a great deal of interest from the research
community. There are positive results for certain easy unique games (e.g.,
unique games on expanders), and an impossibility result for hard unique games.
In this paper we show how to bypass the impossibility result by enlarging the
alphabet sufficiently before repetition. We consider the case of unique games
on small set expanders for two setups: (i) Strong small set expanders that
yield easy unique games. (ii) Weaker small set expanders underlying possibly
hard unique games as long as the game is mildly fortified. We show how to
fortify unique games in both cases, i.e., how to transform the game so
sufficiently large induced sub-games have bounded value. We then prove strong
parallel repetition for the fortified games. Prior to this work fortification
was known for projection games but seemed hopeless for unique games
Parallel Repetition From Fortification
The Parallel Repetition Theorem upper-bounds the value of a repeated (tensored) two prover game in terms of the value of the base game and the number of repetitions. In this work we give a simple transformation on games – “fortification” – and show that for fortified games, the value of the repeated game decreases perfectly exponentially with the number of repetitions, up to an arbitrarily small additive error. Our proof is combinatorial and short. As corollaries, we obtain: (1) Starting from a PCP Theorem with soundness error bounded away from 1, we get a PCP with arbitrarily small constant soundness error. In particular, starting with the combinatorial PCP of Dinur, we get a combinatorial PCP with low error. The latter can be used for hardness of approximation as in the work of Hastad. (2) Starting from the work of the author and Raz, we get a projection PCP theorem with the smallest soundness error known today. The theorem yields nearly a quadratic improvement in the size compared to previous work. We then discuss the problem of derandomizing parallel repetition, and the limitations of the fortification idea in this setting. We point out a connection between the problem of derandomizing parallel repetition and the problem of composition. This connection could shed light on the so-called Projection Games Conjecture, which asks for projection PCP with minimal error.National Science Foundation (U.S.) (Grant 1218547
Information Value of Two-Prover Games
We introduce a generalization of the standard framework for studying the difficulty of two-prover games. Specifically, we study the model where Alice and Bob are allowed to communicate (with information constraints) - in contrast to the usual two-prover game where they are not allowed to communicate after receiving their respective input. We study the trade-off between the information cost of the protocol and the achieved value of the game after the protocol.
In particular, we show the connection of this trade-off and the amortized behavior of the game (i.e. repeated value of the game).
We show that if one can win the game with at least (1 - epsilon)-probability by communicating at most epsilon bits of information,
then one can win n copies with probability at least 2^{-O(epsilon n)}. This gives an intuitive explanation why Raz\u27s counter-example to strong parallel repetition [Raz2008] (the odd cycle game) is a counter-example to strong parallel repetition - one can win the odd-cycle game on a cycle of length by communicating O(m^{-2})-bits where m is the number of vertices.
Conversely, for projection games, we show that if one can win n copies with probability larger than (1-epsilon)^n,
then one can win one copy with at least (1 - O(epsilon))-probability by communicating O(epsilon) bits of information.
By showing the equivalence between information value and amortized value, we give an alternative direction for further works in studying amortized behavior of the two-prover games.
The main technical tool is the "Chi-Squared Lemma" which bounds the information cost of the protocol in terms of Chi-Squared distance,
instead of usual divergence. This avoids the square loss from using Pinsker\u27s Inequality
Parallel Repetition of Entangled Games
We consider one-round games between a classical referee and
two players. One of the main questions in this area is the
parallel repetition question: Is there a way to decrease the
maximum winning probability of a game without increasing
the number of rounds or the number of players? Classically,
efforts to resolve this question, open for many years, have
culminated in Raz’s celebrated parallel repetition theorem
on one hand, and in efficient product testers for PCPs on
the other.
In the case where players share entanglement, the only
previously known results are for special cases of games, and
are based on techniques that seem inherently limited. Here
we show for the first time that the maximum success probability
of entangled games can be reduced through parallel
repetition, provided it was not initially 1. Our proof is inspired
by a seminal result of Feige and Kilian in the context
of classical two-prover one-round interactive proofs. One of
the main components in our proof is an orthogonalization
lemma for operators, which might be of independent interest
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Information Value of Two-Prover Games
We introduce a generalization of the standard framework for studying the difficulty of two-prover games. Specifically, we study the model where Alice and Bob are allowed to communicate (with information constraints) - in contrast to the usual two-prover game where they are not allowed to communicate after receiving their respective input. We study the trade-off between the information cost of the protocol and the achieved value of the game after the protocol.
In particular, we show the connection of this trade-off and the amortized behavior of the game (i.e. repeated value of the game).
We show that if one can win the game with at least (1 - epsilon)-probability by communicating at most epsilon bits of information,
then one can win n copies with probability at least 2^{-O(epsilon n)}. This gives an intuitive explanation why Raz\u27s counter-example to strong parallel repetition [Raz2008] (the odd cycle game) is a counter-example to strong parallel repetition - one can win the odd-cycle game on a cycle of length by communicating O(m^{-2})-bits where m is the number of vertices.
Conversely, for projection games, we show that if one can win n copies with probability larger than (1-epsilon)^n,
then one can win one copy with at least (1 - O(epsilon))-probability by communicating O(epsilon) bits of information.
By showing the equivalence between information value and amortized value, we give an alternative direction for further works in studying amortized behavior of the two-prover games.
The main technical tool is the "Chi-Squared Lemma" which bounds the information cost of the protocol in terms of Chi-Squared distance,
instead of usual divergence. This avoids the square loss from using Pinsker\u27s Inequality
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