1,480 research outputs found

    LIPIcs

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    We study space complexity and time-space trade-offs with a focus not on peak memory usage but on overall memory consumption throughout the computation. Such a cumulative space measure was introduced for the computational model of parallel black pebbling by [Alwen and Serbinenko ’15] as a tool for obtaining results in cryptography. We consider instead the non- deterministic black-white pebble game and prove optimal cumulative space lower bounds and trade-offs, where in order to minimize pebbling time the space has to remain large during a significant fraction of the pebbling. We also initiate the study of cumulative space in proof complexity, an area where other space complexity measures have been extensively studied during the last 10–15 years. Using and extending the connection between proof complexity and pebble games in [Ben-Sasson and Nordström ’08, ’11] we obtain several strong cumulative space results for (even parallel versions of) the resolution proof system, and outline some possible future directions of study of this, in our opinion, natural and interesting space measure

    On the Relative Strength of Pebbling and Resolution

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    The last decade has seen a revival of interest in pebble games in the context of proof complexity. Pebbling has proven a useful tool for studying resolution-based proof systems when comparing the strength of different subsystems, showing bounds on proof space, and establishing size-space trade-offs. The typical approach has been to encode the pebble game played on a graph as a CNF formula and then argue that proofs of this formula must inherit (various aspects of) the pebbling properties of the underlying graph. Unfortunately, the reductions used here are not tight. To simulate resolution proofs by pebblings, the full strength of nondeterministic black-white pebbling is needed, whereas resolution is only known to be able to simulate deterministic black pebbling. To obtain strong results, one therefore needs to find specific graph families which either have essentially the same properties for black and black-white pebbling (not at all true in general) or which admit simulations of black-white pebblings in resolution. This paper contributes to both these approaches. First, we design a restricted form of black-white pebbling that can be simulated in resolution and show that there are graph families for which such restricted pebblings can be asymptotically better than black pebblings. This proves that, perhaps somewhat unexpectedly, resolution can strictly beat black-only pebbling, and in particular that the space lower bounds on pebbling formulas in [Ben-Sasson and Nordstrom 2008] are tight. Second, we present a versatile parametrized graph family with essentially the same properties for black and black-white pebbling, which gives sharp simultaneous trade-offs for black and black-white pebbling for various parameter settings. Both of our contributions have been instrumental in obtaining the time-space trade-off results for resolution-based proof systems in [Ben-Sasson and Nordstrom 2009].Comment: Full-length version of paper to appear in Proceedings of the 25th Annual IEEE Conference on Computational Complexity (CCC '10), June 201

    Reversibility and Adiabatic Computation: Trading Time and Space for Energy

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    Future miniaturization and mobilization of computing devices requires energy parsimonious `adiabatic' computation. This is contingent on logical reversibility of computation. An example is the idea of quantum computations which are reversible except for the irreversible observation steps. We propose to study quantitatively the exchange of computational resources like time and space for irreversibility in computations. Reversible simulations of irreversible computations are memory intensive. Such (polynomial time) simulations are analysed here in terms of `reversible' pebble games. We show that Bennett's pebbling strategy uses least additional space for the greatest number of simulated steps. We derive a trade-off for storage space versus irreversible erasure. Next we consider reversible computation itself. An alternative proof is provided for the precise expression of the ultimate irreversibility cost of an otherwise reversible computation without restrictions on time and space use. A time-irreversibility trade-off hierarchy in the exponential time region is exhibited. Finally, extreme time-irreversibility trade-offs for reversible computations in the thoroughly unrealistic range of computable versus noncomputable time-bounds are given.Comment: 30 pages, Latex. Lemma 2.3 should be replaced by the slightly better ``There is a winning strategy with n+2n+2 pebbles and m1m-1 erasures for pebble games GG with TG=m2nT_G= m2^n, for all m1m \geq 1'' with appropriate further changes (as pointed out by Wim van Dam). This and further work on reversible simulations as in Section 2 appears in quant-ph/970300

    Reversible Simulation of Irreversible Computation by Pebble Games

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    Reversible simulation of irreversible algorithms is analyzed in the stylized form of a `reversible' pebble game. While such simulations incur little overhead in additional computation time, they use a large amount of additional memory space during the computation. The reacheable reversible simulation instantaneous descriptions (pebble configurations) are characterized completely. As a corollary we obtain the reversible simulation by Bennett and that among all simulations that can be modelled by the pebble game, Bennett's simulation is optimal in that it uses the least auxiliary space for the greatest number of simulated steps. One can reduce the auxiliary storage overhead incurred by the reversible simulation at the cost of allowing limited erasing leading to an irreversibility-space tradeoff. We show that in this resource-bounded setting the limited erasing needs to be performed at precise instants during the simulation. We show that the reversible simulation can be modified so that it is applicable also when the simulated computation time is unknown.Comment: 11 pages, Latex, Submitted to Physica

    Understanding Space in Proof Complexity: Separations and Trade-offs via Substitutions

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    For current state-of-the-art DPLL SAT-solvers the two main bottlenecks are the amounts of time and memory used. In proof complexity, these resources correspond to the length and space of resolution proofs. There has been a long line of research investigating these proof complexity measures, but while strong results have been established for length, our understanding of space and how it relates to length has remained quite poor. In particular, the question whether resolution proofs can be optimized for length and space simultaneously, or whether there are trade-offs between these two measures, has remained essentially open. In this paper, we remedy this situation by proving a host of length-space trade-off results for resolution. Our collection of trade-offs cover almost the whole range of values for the space complexity of formulas, and most of the trade-offs are superpolynomial or even exponential and essentially tight. Using similar techniques, we show that these trade-offs in fact extend to the exponentially stronger k-DNF resolution proof systems, which operate with formulas in disjunctive normal form with terms of bounded arity k. We also answer the open question whether the k-DNF resolution systems form a strict hierarchy with respect to space in the affirmative. Our key technical contribution is the following, somewhat surprising, theorem: Any CNF formula F can be transformed by simple variable substitution into a new formula F' such that if F has the right properties, F' can be proven in essentially the same length as F, whereas on the other hand the minimal number of lines one needs to keep in memory simultaneously in any proof of F' is lower-bounded by the minimal number of variables needed simultaneously in any proof of F. Applying this theorem to so-called pebbling formulas defined in terms of pebble games on directed acyclic graphs, we obtain our results.Comment: This paper is a merged and updated version of the two ECCC technical reports TR09-034 and TR09-047, and it hence subsumes these two report

    Inapproximability of the Standard Pebble Game and Hard to Pebble Graphs

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    Pebble games are single-player games on DAGs involving placing and moving pebbles on nodes of the graph according to a certain set of rules. The goal is to pebble a set of target nodes using a minimum number of pebbles. In this paper, we present a possibly simpler proof of the result in [CLNV15] and strengthen the result to show that it is PSPACE-hard to determine the minimum number of pebbles to an additive n1/3ϵn^{1/3-\epsilon} term for all ϵ>0\epsilon > 0, which improves upon the currently known additive constant hardness of approximation [CLNV15] in the standard pebble game. We also introduce a family of explicit, constant indegree graphs with nn nodes where there exists a graph in the family such that using constant kk pebbles requires Ω(nk)\Omega(n^k) moves to pebble in both the standard and black-white pebble games. This independently answers an open question summarized in [Nor15] of whether a family of DAGs exists that meets the upper bound of O(nk)O(n^k) moves using constant kk pebbles with a different construction than that presented in [AdRNV17].Comment: Preliminary version in WADS 201

    Approximating Cumulative Pebbling Cost Is Unique Games Hard

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    The cumulative pebbling complexity of a directed acyclic graph GG is defined as cc(G)=minPiPi\mathsf{cc}(G) = \min_P \sum_i |P_i|, where the minimum is taken over all legal (parallel) black pebblings of GG and Pi|P_i| denotes the number of pebbles on the graph during round ii. Intuitively, cc(G)\mathsf{cc}(G) captures the amortized Space-Time complexity of pebbling mm copies of GG in parallel. The cumulative pebbling complexity of a graph GG is of particular interest in the field of cryptography as cc(G)\mathsf{cc}(G) is tightly related to the amortized Area-Time complexity of the Data-Independent Memory-Hard Function (iMHF) fG,Hf_{G,H} [AS15] defined using a constant indegree directed acyclic graph (DAG) GG and a random oracle H()H(\cdot). A secure iMHF should have amortized Space-Time complexity as high as possible, e.g., to deter brute-force password attacker who wants to find xx such that fG,H(x)=hf_{G,H}(x) = h. Thus, to analyze the (in)security of a candidate iMHF fG,Hf_{G,H}, it is crucial to estimate the value cc(G)\mathsf{cc}(G) but currently, upper and lower bounds for leading iMHF candidates differ by several orders of magnitude. Blocki and Zhou recently showed that it is NP\mathsf{NP}-Hard to compute cc(G)\mathsf{cc}(G), but their techniques do not even rule out an efficient (1+ε)(1+\varepsilon)-approximation algorithm for any constant ε>0\varepsilon>0. We show that for any constant c>0c > 0, it is Unique Games hard to approximate cc(G)\mathsf{cc}(G) to within a factor of cc. (See the paper for the full abstract.)Comment: 28 pages, updated figures and corrected typo

    RiffleScrambler - a memory-hard password storing function

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    We introduce RiffleScrambler: a new family of directed acyclic graphs and a corresponding data-independent memory hard function with password independent memory access. We prove its memory hardness in the random oracle model. RiffleScrambler is similar to Catena -- updates of hashes are determined by a graph (bit-reversal or double-butterfly graph in Catena). The advantage of the RiffleScrambler over Catena is that the underlying graphs are not predefined but are generated per salt, as in Balloon Hashing. Such an approach leads to higher immunity against practical parallel attacks. RiffleScrambler offers better efficiency than Balloon Hashing since the in-degree of the underlying graph is equal to 3 (and is much smaller than in Ballon Hashing). At the same time, because the underlying graph is an instance of a Superconcentrator, our construction achieves the same time-memory trade-offs.Comment: Accepted to ESORICS 201
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