1,165 research outputs found

    Average-case Hardness of RIP Certification

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    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

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    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

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    In this paper, we prove that assuming the exponential time hypothesis (ETH), there is no f(k)β‹…nko(1/log⁑log⁑k)f(k)\cdot n^{k^{o(1/\log\log k)}}-time algorithm that can decide whether an nn-vertex graph contains a clique of size kk or contains no clique of size k/2k/2, and no FPT algorithm can decide whether an input graph has a clique of size kk or no clique of size k/f(k)k/f(k), where f(k)f(k) is some function in k1βˆ’o(1)k^{1-o(1)}. Our results significantly improve the previous works [Lin21, LRSW22]. The crux of our proof is a framework to construct gap-producing reductions for the kk-Clique problem. More precisely, we show that given an error-correcting code C:Ξ£1kβ†’Ξ£2kβ€²C:\Sigma_1^k\to\Sigma_2^{k'} that is locally testable and smooth locally decodable in the parallel setting, one can construct a reduction which on input a graph GG outputs a graph Gβ€²G' in (kβ€²)O(1)β‹…nO(log⁑∣Σ2∣/log⁑∣Σ1∣)(k')^{O(1)}\cdot n^{O(\log|\Sigma_2|/\log|\Sigma_1|)} time such that: βˆ™\bullet If GG has a clique of size kk, then Gβ€²G' has a clique of size KK, where K=(kβ€²)O(1)K = (k')^{O(1)}. βˆ™\bullet If GG has no clique of size kk, then Gβ€²G' has no clique of size (1βˆ’Ξ΅)β‹…K(1-\varepsilon)\cdot K for some constant Ρ∈(0,1)\varepsilon\in(0,1). We then construct such a code with kβ€²=kΘ(log⁑log⁑k)k'=k^{\Theta(\log\log k)} and ∣Σ2∣=∣Σ1∣k0.54|\Sigma_2|=|\Sigma_1|^{k^{0.54}}, 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

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    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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