96,096 research outputs found

    The Complexity of Testing Properties of Simple Games

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    Simple games cover voting systems in which a single alternative, such as a bill or an amendment, is pitted against the status quo. A simple game or a yes-no voting system is a set of rules that specifies exactly which collections of ``yea'' votes yield passage of the issue at hand. A collection of ``yea'' voters forms a winning coalition. We are interested on performing a complexity analysis of problems on such games depending on the game representation. We consider four natural explicit representations, winning, loosing, minimal winning, and maximal loosing. We first analyze the computational complexity of obtaining a particular representation of a simple game from a different one. We show that some cases this transformation can be done in polynomial time while the others require exponential time. The second question is classifying the complexity for testing whether a game is simple or weighted. We show that for the four types of representation both problem can be solved in polynomial time. Finally, we provide results on the complexity of testing whether a simple game or a weighted game is of a special type. In this way, we analyze strongness, properness, decisiveness and homogeneity, which are desirable properties to be fulfilled for a simple game.Comment: 18 pages, LaTex fil

    On the complexity of problems on simple games

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    Simple games cover voting systems in which a single alternative, such as a bill or an amendment, is pitted against the status quo. A simple game or a yes–no voting system is a set of rules that specifies exactly which collections of “yea” votes yield passage of the issue at hand, each of these collections of “yea” voters forms a winning coalition. We are interested in performing a complexity analysis on problems defined on such families of games. This analysis as usual depends on the game representation used as input. We consider four natural explicit representations: winning, losing, minimal winning, and maximal losing. We first analyze the complexity of testing whether a game is simple and testing whether a game is weighted. We show that, for the four types of representations, both problems can be solved in polynomial time. Finally, we provide results on the complexity of testing whether a simple game or a weighted game is of a special type. We analyze strongness, properness, decisiveness and homogeneity, which are desirable properties to be fulfilled for a simple game. We finalize with some considerations on the possibility of representing a game in a more succinct representation showing a natural representation in which the recognition problem is hard.Preprin

    New Algorithms for Solving Tropical Linear Systems

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    The problem of solving tropical linear systems, a natural problem of tropical mathematics, has already proven to be very interesting from the algorithmic point of view: it is known to be in NPcoNPNP\cap coNP but no polynomial time algorithm is known, although counterexamples for existing pseudopolynomial algorithms are (and have to be) very complex. In this work, we continue the study of algorithms for solving tropical linear systems. First, we present a new reformulation of Grigoriev's algorithm that brings it closer to the algorithm of Akian, Gaubert, and Guterman; this lets us formulate a whole family of new algorithms, and we present algorithms from this family for which no known superpolynomial counterexamples work. Second, we present a family of algorithms for solving overdetermined tropical systems. We show that for weakly overdetermined systems, there are polynomial algorithms in this family. We also present a concrete algorithm from this family that can solve a tropical linear system defined by an m×nm\times n matrix with maximal element MM in time Θ((mn)poly(m,n,logM))\Theta\left({m \choose n} \mathrm{poly}\left(m, n, \log M\right)\right), and this time matches the complexity of the best of previously known algorithms for feasibility testing.Comment: 17 page

    Dagstuhl Reports : Volume 1, Issue 2, February 2011

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    Online Privacy: Towards Informational Self-Determination on the Internet (Dagstuhl Perspectives Workshop 11061) : Simone Fischer-Hübner, Chris Hoofnagle, Kai Rannenberg, Michael Waidner, Ioannis Krontiris and Michael Marhöfer Self-Repairing Programs (Dagstuhl Seminar 11062) : Mauro Pezzé, Martin C. Rinard, Westley Weimer and Andreas Zeller Theory and Applications of Graph Searching Problems (Dagstuhl Seminar 11071) : Fedor V. Fomin, Pierre Fraigniaud, Stephan Kreutzer and Dimitrios M. Thilikos Combinatorial and Algorithmic Aspects of Sequence Processing (Dagstuhl Seminar 11081) : Maxime Crochemore, Lila Kari, Mehryar Mohri and Dirk Nowotka Packing and Scheduling Algorithms for Information and Communication Services (Dagstuhl Seminar 11091) Klaus Jansen, Claire Mathieu, Hadas Shachnai and Neal E. Youn

    Robust self-testing of many-qubit states

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    We introduce a simple two-player test which certifies that the players apply tensor products of Pauli σX\sigma_X and σZ\sigma_Z observables on the tensor product of nn EPR pairs. The test has constant robustness: any strategy achieving success probability within an additive ε\varepsilon of the optimal must be poly(ε)\mathrm{poly}(\varepsilon)-close, in the appropriate distance measure, to the honest nn-qubit strategy. The test involves 2n2n-bit questions and 22-bit answers. The key technical ingredient is a quantum version of the classical linearity test of Blum, Luby, and Rubinfeld. As applications of our result we give (i) the first robust self-test for nn EPR pairs; (ii) a quantum multiprover interactive proof system for the local Hamiltonian problem with a constant number of provers and classical questions and answers, and a constant completeness-soundness gap independent of system size; (iii) a robust protocol for delegated quantum computation.Comment: 36 pages. Improves upon and supersedes our earlier submission arXiv:1512.0209

    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

    Manipulating the Quota in Weighted Voting Games

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    Weighted voting games provide a popular model of decision making in multiagent systems. Such games are described by a set of players, a list of players' weights, and a quota; a coalition of the players is said to be winning if the total weight of its members meets or exceeds the quota. The power of a player in such games is traditionally identified with her Shapley--Shubik index or her Banzhaf index, two classical power measures that reflect the player's marginal contributions under different coalition formation scenarios. In this paper, we investigate by how much the central authority can change a player's power, as measured by these indices, by modifying the quota. We provide tight upper and lower bounds on the changes in the individual player's power that can result from a change in quota. We also study how the choice of quota can affect the relative power of the players. From the algorithmic perspective, we provide an efficient algorithm for determining whether there is a value of the quota that makes a given player a {\em dummy}, i.e., reduces his power (as measured by both indices) to 0. On the other hand, we show that checking which of the two values of the quota makes this player more powerful is computationally hard, namely, complete for the complexity class PP, which is believed to be significantly more powerful than NP
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