96,096 research outputs found
The Complexity of Testing Properties of Simple Games
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
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
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 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 matrix with maximal
element in time , 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
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
We introduce a simple two-player test which certifies that the players apply
tensor products of Pauli and observables on the tensor
product of EPR pairs. The test has constant robustness: any strategy
achieving success probability within an additive of the optimal
must be -close, in the appropriate distance
measure, to the honest -qubit strategy. The test involves -bit questions
and -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
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
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
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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