186 research outputs found
On the Hardness of Signaling
There has been a recent surge of interest in the role of information in
strategic interactions. Much of this work seeks to understand how the realized
equilibrium of a game is influenced by uncertainty in the environment and the
information available to players in the game. Lurking beneath this literature
is a fundamental, yet largely unexplored, algorithmic question: how should a
"market maker" who is privy to additional information, and equipped with a
specified objective, inform the players in the game? This is an informational
analogue of the mechanism design question, and views the information structure
of a game as a mathematical object to be designed, rather than an exogenous
variable.
We initiate a complexity-theoretic examination of the design of optimal
information structures in general Bayesian games, a task often referred to as
signaling. We focus on one of the simplest instantiations of the signaling
question: Bayesian zero-sum games, and a principal who must choose an
information structure maximizing the equilibrium payoff of one of the players.
In this setting, we show that optimal signaling is computationally intractable,
and in some cases hard to approximate, assuming that it is hard to recover a
planted clique from an Erdos-Renyi random graph. This is despite the fact that
equilibria in these games are computable in polynomial time, and therefore
suggests that the hardness of optimal signaling is a distinct phenomenon from
the hardness of equilibrium computation. Necessitated by the non-local nature
of information structures, en-route to our results we prove an "amplification
lemma" for the planted clique problem which may be of independent interest
Mixture Selection, Mechanism Design, and Signaling
We pose and study a fundamental algorithmic problem which we term mixture
selection, arising as a building block in a number of game-theoretic
applications: Given a function from the -dimensional hypercube to the
bounded interval , and an matrix with bounded entries,
maximize over in the -dimensional simplex. This problem arises
naturally when one seeks to design a lottery over items for sale in an auction,
or craft the posterior beliefs for agents in a Bayesian game through the
provision of information (a.k.a. signaling).
We present an approximation algorithm for this problem when
simultaneously satisfies two smoothness properties: Lipschitz continuity with
respect to the norm, and noise stability. The latter notion, which
we define and cater to our setting, controls the degree to which
low-probability errors in the inputs of can impact its output. When is
both -Lipschitz continuous and -stable, we obtain an (additive)
PTAS for mixture selection. We also show that neither assumption suffices by
itself for an additive PTAS, and both assumptions together do not suffice for
an additive FPTAS.
We apply our algorithm to different game-theoretic applications from
mechanism design and optimal signaling. We make progress on a number of open
problems suggested in prior work by easily reducing them to mixture selection:
we resolve an important special case of the small-menu lottery design problem
posed by Dughmi, Han, and Nisan; we resolve the problem of revenue-maximizing
signaling in Bayesian second-price auctions posed by Emek et al. and Miltersen
and Sheffet; we design a quasipolynomial-time approximation scheme for the
optimal signaling problem in normal form games suggested by Dughmi; and we
design an approximation algorithm for the optimal signaling problem in the
voting model of Alonso and C\^{a}mara
Optimal detection of sparse principal components in high dimension
We perform a finite sample analysis of the detection levels for sparse
principal components of a high-dimensional covariance matrix. Our minimax
optimal test is based on a sparse eigenvalue statistic. Alas, computing this
test is known to be NP-complete in general, and we describe a computationally
efficient alternative test using convex relaxations. Our relaxation is also
proved to detect sparse principal components at near optimal detection levels,
and it performs well on simulated datasets. Moreover, using polynomial time
reductions from theoretical computer science, we bring significant evidence
that our results cannot be improved, thus revealing an inherent trade off
between statistical and computational performance.Comment: Published in at http://dx.doi.org/10.1214/13-AOS1127 the Annals of
Statistics (http://www.imstat.org/aos/) by the Institute of Mathematical
Statistics (http://www.imstat.org
Graph Algorithms and Applications
The mixture of data in real-life exhibits structure or connection property in nature. Typical data include biological data, communication network data, image data, etc. Graphs provide a natural way to represent and analyze these types of data and their relationships. Unfortunately, the related algorithms usually suffer from high computational complexity, since some of these problems are NP-hard. Therefore, in recent years, many graph models and optimization algorithms have been proposed to achieve a better balance between efficacy and efficiency. This book contains some papers reporting recent achievements regarding graph models, algorithms, and applications to problems in the real world, with some focus on optimization and computational complexity
Detecting communities is Hard (And Counting Them is Even Harder)
We consider the algorithmic problem of community detection in networks. Given an undirected friendship graph G, a subset
S of vertices is an (a,b)-community if: * Every member of the community is friends with an (a)-fraction of the community; and
* every non-member is friends with at most a (b)-fraction of the
community.
[Arora, Ge, Sachdeva, Schoenebeck 2012] gave a quasi-polynomial
time algorithm for enumerating all the (a,b)-communities
for any constants a>b.
Here, we prove that, assuming the Exponential Time Hypothesis (ETH),
quasi-polynomial time is in fact necessary - and even for a much weaker
approximation desideratum. Namely, distinguishing between:
* G contains an (1,o(1))-community; and
* G does not contain a (b,b+o(1))-community
for any b.
We also prove that counting the number of (1,o(1))-communities
requires quasi-polynomial time assuming the weaker #ETH
Average-case Hardness of RIP Certification
The restricted isometry property (RIP) for design matrices gives guarantees
for optimal recovery in sparse linear models. It is of high interest in
compressed sensing and statistical learning. This property is particularly
important for computationally efficient recovery methods. As a consequence,
even though it is in general NP-hard to check that RIP holds, there have been
substantial efforts to find tractable proxies for it. These would allow the
construction of RIP matrices and the polynomial-time verification of RIP given
an arbitrary matrix. We consider the framework of average-case certifiers, that
never wrongly declare that a matrix is RIP, while being often correct for
random instances. While there are such functions which are tractable in a
suboptimal parameter regime, we show that this is a computationally hard task
in any better regime. Our results are based on a new, weaker assumption on the
problem of detecting dense subgraphs
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