2,673 research outputs found

    Pure Nash Equilibria: Hard and Easy Games

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    We investigate complexity issues related to pure Nash equilibria of strategic games. We show that, even in very restrictive settings, determining whether a game has a pure Nash Equilibrium is NP-hard, while deciding whether a game has a strong Nash equilibrium is SigmaP2-complete. We then study practically relevant restrictions that lower the complexity. In particular, we are interested in quantitative and qualitative restrictions of the way each players payoff depends on moves of other players. We say that a game has small neighborhood if the utility function for each player depends only on (the actions of) a logarithmically small number of other players. The dependency structure of a game G can be expressed by a graph DG(G) or by a hypergraph H(G). By relating Nash equilibrium problems to constraint satisfaction problems (CSPs), we show that if G has small neighborhood and if H(G) has bounded hypertree width (or if DG(G) has bounded treewidth), then finding pure Nash and Pareto equilibria is feasible in polynomial time. If the game is graphical, then these problems are LOGCFL-complete and thus in the class NC2 of highly parallelizable problems

    Challenges for Efficient Query Evaluation on Structured Probabilistic Data

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    Query answering over probabilistic data is an important task but is generally intractable. However, a new approach for this problem has recently been proposed, based on structural decompositions of input databases, following, e.g., tree decompositions. This paper presents a vision for a database management system for probabilistic data built following this structural approach. We review our existing and ongoing work on this topic and highlight many theoretical and practical challenges that remain to be addressed.Comment: 9 pages, 1 figure, 23 references. Accepted for publication at SUM 201

    Parameterized Two-Player Nash Equilibrium

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    We study the computation of Nash equilibria in a two-player normal form game from the perspective of parameterized complexity. Recent results proved hardness for a number of variants, when parameterized by the support size. We complement those results, by identifying three cases in which the problem becomes fixed-parameter tractable. These cases occur in the previously studied settings of sparse games and unbalanced games as well as in the newly considered case of locally bounded treewidth games that generalizes both these two cases

    Complexity of Non-Monotonic Logics

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    Over the past few decades, non-monotonic reasoning has developed to be one of the most important topics in computational logic and artificial intelligence. Different ways to introduce non-monotonic aspects to classical logic have been considered, e.g., extension with default rules, extension with modal belief operators, or modification of the semantics. In this survey we consider a logical formalism from each of the above possibilities, namely Reiter's default logic, Moore's autoepistemic logic and McCarthy's circumscription. Additionally, we consider abduction, where one is not interested in inferences from a given knowledge base but in computing possible explanations for an observation with respect to a given knowledge base. Complexity results for different reasoning tasks for propositional variants of these logics have been studied already in the nineties. In recent years, however, a renewed interest in complexity issues can be observed. One current focal approach is to consider parameterized problems and identify reasonable parameters that allow for FPT algorithms. In another approach, the emphasis lies on identifying fragments, i.e., restriction of the logical language, that allow more efficient algorithms for the most important reasoning tasks. In this survey we focus on this second aspect. We describe complexity results for fragments of logical languages obtained by either restricting the allowed set of operators (e.g., forbidding negations one might consider only monotone formulae) or by considering only formulae in conjunctive normal form but with generalized clause types. The algorithmic problems we consider are suitable variants of satisfiability and implication in each of the logics, but also counting problems, where one is not only interested in the existence of certain objects (e.g., models of a formula) but asks for their number.Comment: To appear in Bulletin of the EATC

    Parameterized complexity of DPLL search procedures

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    We study the performance of DPLL algorithms on parameterized problems. In particular, we investigate how difficult it is to decide whether small solutions exist for satisfiability and other combinatorial problems. For this purpose we develop a Prover-Delayer game which models the running time of DPLL procedures and we establish an information-theoretic method to obtain lower bounds to the running time of parameterized DPLL procedures. We illustrate this technique by showing lower bounds to the parameterized pigeonhole principle and to the ordering principle. As our main application we study the DPLL procedure for the problem of deciding whether a graph has a small clique. We show that proving the absence of a k-clique requires n steps for a non-trivial distribution of graphs close to the critical threshold. For the restricted case of tree-like Parameterized Resolution, this result answers a question asked in [11] of understanding the Resolution complexity of this family of formulas
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