816 research outputs found

    Three Puzzles on Mathematics, Computation, and Games

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    In this lecture I will talk about three mathematical puzzles involving mathematics and computation that have preoccupied me over the years. The first puzzle is to understand the amazing success of the simplex algorithm for linear programming. The second puzzle is about errors made when votes are counted during elections. The third puzzle is: are quantum computers possible?Comment: ICM 2018 plenary lecture, Rio de Janeiro, 36 pages, 7 Figure

    Analysis of a Splitting Estimator for Rare Event Probabilities in Jackson Networks

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    We consider a standard splitting algorithm for the rare-event simulation of overflow probabilities in any subset of stations in a Jackson network at level n, starting at a fixed initial position. It was shown in DeanDup09 that a subsolution to the Isaacs equation guarantees that a subexponential number of function evaluations (in n) suffice to estimate such overflow probabilities within a given relative accuracy. Our analysis here shows that in fact O(n^{2{\beta}+1}) function evaluations suffice to achieve a given relative precision, where {\beta} is the number of bottleneck stations in the network. This is the first rigorous analysis that allows to favorably compare splitting against directly computing the overflow probability of interest, which can be evaluated by solving a linear system of equations with O(n^{d}) variables.Comment: 23 page

    Polar Varieties and Efficient Real Equation Solving: The Hypersurface Case

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    The objective of this paper is to show how the recently proposed method by Giusti, Heintz, Morais, Morgenstern, Pardo \cite{gihemorpar} can be applied to a case of real polynomial equation solving. Our main result concerns the problem of finding one representative point for each connected component of a real bounded smooth hypersurface. The algorithm in \cite{gihemorpar} yields a method for symbolically solving a zero-dimensional polynomial equation system in the affine (and toric) case. Its main feature is the use of adapted data structure: Arithmetical networks and straight-line programs. The algorithm solves any affine zero-dimensional equation system in non-uniform sequential time that is polynomial in the length of the input description and an adequately defined {\em affine degree} of the equation system. Replacing the affine degree of the equation system by a suitably defined {\em real degree} of certain polar varieties associated to the input equation, which describes the hypersurface under consideration, and using straight-line program codification of the input and intermediate results, we obtain a method for the problem introduced above that is polynomial in the input length and the real degree.Comment: Late

    An Atypical Survey of Typical-Case Heuristic Algorithms

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    Heuristic approaches often do so well that they seem to pretty much always give the right answer. How close can heuristic algorithms get to always giving the right answer, without inducing seismic complexity-theoretic consequences? This article first discusses how a series of results by Berman, Buhrman, Hartmanis, Homer, Longpr\'{e}, Ogiwara, Sch\"{o}ening, and Watanabe, from the early 1970s through the early 1990s, explicitly or implicitly limited how well heuristic algorithms can do on NP-hard problems. In particular, many desirable levels of heuristic success cannot be obtained unless severe, highly unlikely complexity class collapses occur. Second, we survey work initiated by Goldreich and Wigderson, who showed how under plausible assumptions deterministic heuristics for randomized computation can achieve a very high frequency of correctness. Finally, we consider formal ways in which theory can help explain the effectiveness of heuristics that solve NP-hard problems in practice.Comment: This article is currently scheduled to appear in the December 2012 issue of SIGACT New

    Computing the homology of basic semialgebraic sets in weak exponential time

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    We describe and analyze an algorithm for computing the homology (Betti numbers and torsion coefficients) of basic semialgebraic sets which works in weak exponential time. That is, out of a set of exponentially small measure in the space of data the cost of the algorithm is exponential in the size of the data. All algorithms previously proposed for this problem have a complexity which is doubly exponential (and this is so for almost all data)

    The tropical shadow-vertex algorithm solves mean payoff games in polynomial time on average

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    We introduce an algorithm which solves mean payoff games in polynomial time on average, assuming the distribution of the games satisfies a flip invariance property on the set of actions associated with every state. The algorithm is a tropical analogue of the shadow-vertex simplex algorithm, which solves mean payoff games via linear feasibility problems over the tropical semiring (R{},max,+)(\mathbb{R} \cup \{-\infty\}, \max, +). The key ingredient in our approach is that the shadow-vertex pivoting rule can be transferred to tropical polyhedra, and that its computation reduces to optimal assignment problems through Pl\"ucker relations.Comment: 17 pages, 7 figures, appears in 41st International Colloquium, ICALP 2014, Copenhagen, Denmark, July 8-11, 2014, Proceedings, Part
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