1,165 research outputs found
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
Some Applications of Coding Theory in Computational Complexity
Error-correcting codes and related combinatorial constructs play an important
role in several recent (and old) results in computational complexity theory. In
this paper we survey results on locally-testable and locally-decodable
error-correcting codes, and their applications to complexity theory and to
cryptography.
Locally decodable codes are error-correcting codes with sub-linear time
error-correcting algorithms. They are related to private information retrieval
(a type of cryptographic protocol), and they are used in average-case
complexity and to construct ``hard-core predicates'' for one-way permutations.
Locally testable codes are error-correcting codes with sub-linear time
error-detection algorithms, and they are the combinatorial core of
probabilistically checkable proofs
Improved Hardness of Approximating k-Clique under ETH
In this paper, we prove that assuming the exponential time hypothesis (ETH),
there is no -time algorithm that can decide
whether an -vertex graph contains a clique of size or contains no clique
of size , and no FPT algorithm can decide whether an input graph has a
clique of size or no clique of size , where is some function
in . Our results significantly improve the previous works [Lin21,
LRSW22]. The crux of our proof is a framework to construct gap-producing
reductions for the -Clique problem. More precisely, we show that given an
error-correcting code that is locally testable
and smooth locally decodable in the parallel setting, one can construct a
reduction which on input a graph outputs a graph in time such that:
If has a clique of size , then has a clique of size
, where .
If has no clique of size , then has no clique of size
for some constant .
We then construct such a code with and
, establishing the hardness results above.
Our code generalizes the derivative code [WY07] into the case with a super
constant order of derivatives.Comment: 48 page
A Continuation Method for Nash Equilibria in Structured Games
Structured game representations have recently attracted interest as models
for multi-agent artificial intelligence scenarios, with rational behavior most
commonly characterized by Nash equilibria. This paper presents efficient, exact
algorithms for computing Nash equilibria in structured game representations,
including both graphical games and multi-agent influence diagrams (MAIDs). The
algorithms are derived from a continuation method for normal-form and
extensive-form games due to Govindan and Wilson; they follow a trajectory
through a space of perturbed games and their equilibria, exploiting game
structure through fast computation of the Jacobian of the payoff function. They
are theoretically guaranteed to find at least one equilibrium of the game, and
may find more. Our approach provides the first efficient algorithm for
computing exact equilibria in graphical games with arbitrary topology, and the
first algorithm to exploit fine-grained structural properties of MAIDs.
Experimental results are presented demonstrating the effectiveness of the
algorithms and comparing them to predecessors. The running time of the
graphical game algorithm is similar to, and often better than, the running time
of previous approximate algorithms. The algorithm for MAIDs can effectively
solve games that are much larger than those solvable by previous methods
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