6 research outputs found
(Almost) tight bounds for randomized and quantum Local Search on hypercubes and grids
The Local Search problem, which finds a local minimum of a black-box function
on a given graph, is of both practical and theoretical importance to many areas
in computer science and natural sciences. In this paper, we show that for the
Boolean hypercube \B^n, the randomized query complexity of Local Search is
and the quantum query complexity is
. We also show that for the constant dimensional grid
, the randomized query complexity is for and the quantum query complexity is for . New
lower bounds for lower dimensional grids are also given. These improve the
previous results by Aaronson [STOC'04], and Santha and Szegedy [STOC'04].
Finally we show for a new upper bound of on the quantum query complexity, which implies that Local Search on
grids exhibits different properties at low dimensions.Comment: 18 pages, 1 figure. v2: introduction rewritten, references added. v3:
a line for grant added. v4: upper bound section rewritte
Lower Bounds on Quantum Query Complexity
Shor's and Grover's famous quantum algorithms for factoring and searching
show that quantum computers can solve certain computational problems
significantly faster than any classical computer. We discuss here what quantum
computers_cannot_ do, and specifically how to prove limits on their
computational power. We cover the main known techniques for proving lower
bounds, and exemplify and compare the methods.Comment: survey, 23 page
Query Complexity of Approximate Equilibria in Anonymous Games
We study the computation of equilibria of anonymous games, via algorithms
that may proceed via a sequence of adaptive queries to the game's payoff
function, assumed to be unknown initially. The general topic we consider is
\emph{query complexity}, that is, how many queries are necessary or sufficient
to compute an exact or approximate Nash equilibrium.
We show that exact equilibria cannot be found via query-efficient algorithms.
We also give an example of a 2-strategy, 3-player anonymous game that does not
have any exact Nash equilibrium in rational numbers. However, more positive
query-complexity bounds are attainable if either further symmetries of the
utility functions are assumed or we focus on approximate equilibria. We
investigate four sub-classes of anonymous games previously considered by
\cite{bfh09, dp14}.
Our main result is a new randomized query-efficient algorithm that finds a
-approximate Nash equilibrium querying
payoffs and runs in time . This improves on the running
time of pre-existing algorithms for approximate equilibria of anonymous games,
and is the first one to obtain an inverse polynomial approximation in
poly-time. We also show how this can be utilized as an efficient
polynomial-time approximation scheme (PTAS). Furthermore, we prove that
payoffs must be queried in order to find any
-well-supported Nash equilibrium, even by randomized algorithms
Separations in proof complexity and TFNP
It is well-known that Resolution proofs can be efficiently simulated by Sherali–Adams (SA) proofs. We show, however, that any such simulation needs to exploit huge coefficients: Resolution cannot be efficiently simulated by SA when the coefficients are written in unary. We also show that Reversible Resolution (a variant of MaxSAT Resolution) cannot be efficiently simulated by Nullstellensatz (NS).
These results have consequences for total search problems. First, we characterise the classes , , by unary-SA, unary-NS, and Reversible Resolution, respectively. Second, we show that, relative to an oracle, ⊈, ⊈, and ⊈. In particular, together with prior work, this gives a complete picture of the black-box relationships between all classical classes introduced in the 1990s
Kvantu klejošanas un varbūtisko algoritmu ierobežojumi
Šajā darbā tiek pētīta algoritmu sarežģītība dažādos skaitļošanas modeļos. Konkrētāk, tiek pētītas kvantu klejošanas algoritmu īpašības un ierobežojumi, kā arī varbūtisko vaicājumalgoritmu darbības laika novērtēšanas metodes. Pirmajā daļā tiek aplūkotas Grovera kvantu klejošana un meklēšana grafos. Darbā tiek sniegts vispārīgs matemātisks apraksts klejošanas lokalizācijai un meklēšanas stacionārajiem stāvokļiem. Otrajā daļā tiek aplūkotas apakšējo novērtējumu metodes varbūtisko vaicājumalgoritmu modelī. Darbā tiek pierādīta klasisko pretinieka metožu asimptotiskā ekvivalence visur definētām funkcijām, un aprakstītas to atšķirības daļēji definētām funkcijām. Tiek arī aplūkota saistība starp bloku jutīgumu un daļskaitļu bloku jutīgumu.In this work, we study the complexity of algorithms in different models of computation. Specifically, we investigate properties and limitations of quantum walk algorithms, as well as methods for estimating the running time of randomized algorithms in the query complexity model. In the first part of the thesis, we study Grover’s quantum walk and search. We develop complete mathematical characterizations of the localization in quantum walk and of the stationary states in quantum walk search. In the second part, we study lower bound methods in the randomized query complexity model. We prove that classical adversary lower bounds are asymptotically equivalent for total functions and show that they differ for partial functions. We also investigate the relationship between block sensitivity and fractional block sensitivity