14,420 research outputs found

    Smoothed Complexity Theory

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    Smoothed analysis is a new way of analyzing algorithms introduced by Spielman and Teng (J. ACM, 2004). Classical methods like worst-case or average-case analysis have accompanying complexity classes, like P and AvgP, respectively. While worst-case or average-case analysis give us a means to talk about the running time of a particular algorithm, complexity classes allows us to talk about the inherent difficulty of problems. Smoothed analysis is a hybrid of worst-case and average-case analysis and compensates some of their drawbacks. Despite its success for the analysis of single algorithms and problems, there is no embedding of smoothed analysis into computational complexity theory, which is necessary to classify problems according to their intrinsic difficulty. We propose a framework for smoothed complexity theory, define the relevant classes, and prove some first hardness results (of bounded halting and tiling) and tractability results (binary optimization problems, graph coloring, satisfiability). Furthermore, we discuss extensions and shortcomings of our model and relate it to semi-random models.Comment: to be presented at MFCS 201

    Towards explaining the speed of kk-means

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    The kk-means method is a popular algorithm for clustering, known for its speed in practice. This stands in contrast to its exponential worst-case running-time. To explain the speed of the kk-means method, a smoothed analysis has been conducted. We sketch this smoothed analysis and a generalization to Bregman divergences

    Getting Feasible Variable Estimates From Infeasible Ones: MRF Local Polytope Study

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    This paper proposes a method for construction of approximate feasible primal solutions from dual ones for large-scale optimization problems possessing certain separability properties. Whereas infeasible primal estimates can typically be produced from (sub-)gradients of the dual function, it is often not easy to project them to the primal feasible set, since the projection itself has a complexity comparable to the complexity of the initial problem. We propose an alternative efficient method to obtain feasibility and show that its properties influencing the convergence to the optimum are similar to the properties of the Euclidean projection. We apply our method to the local polytope relaxation of inference problems for Markov Random Fields and demonstrate its superiority over existing methods.Comment: 20 page, 4 figure

    Smoothed Efficient Algorithms and Reductions for Network Coordination Games

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    Worst-case hardness results for most equilibrium computation problems have raised the need for beyond-worst-case analysis. To this end, we study the smoothed complexity of finding pure Nash equilibria in Network Coordination Games, a PLS-complete problem in the worst case. This is a potential game where the sequential-better-response algorithm is known to converge to a pure NE, albeit in exponential time. First, we prove polynomial (resp. quasi-polynomial) smoothed complexity when the underlying game graph is a complete (resp. arbitrary) graph, and every player has constantly many strategies. We note that the complete graph case is reminiscent of perturbing all parameters, a common assumption in most known smoothed analysis results. Second, we define a notion of smoothness-preserving reduction among search problems, and obtain reductions from 22-strategy network coordination games to local-max-cut, and from kk-strategy games (with arbitrary kk) to local-max-cut up to two flips. The former together with the recent result of [BCC18] gives an alternate O(n8)O(n^8)-time smoothed algorithm for the 22-strategy case. This notion of reduction allows for the extension of smoothed efficient algorithms from one problem to another. For the first set of results, we develop techniques to bound the probability that an (adversarial) better-response sequence makes slow improvements on the potential. Our approach combines and generalizes the local-max-cut approaches of [ER14,ABPW17] to handle the multi-strategy case: it requires a careful definition of the matrix which captures the increase in potential, a tighter union bound on adversarial sequences, and balancing it with good enough rank bounds. We believe that the approach and notions developed herein could be of interest in addressing the smoothed complexity of other potential and/or congestion games
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