841 research outputs found
The Complexity of Online Manipulation of Sequential Elections
Most work on manipulation assumes that all preferences are known to the
manipulators. However, in many settings elections are open and sequential, and
manipulators may know the already cast votes but may not know the future votes.
We introduce a framework, in which manipulators can see the past votes but not
the future ones, to model online coalitional manipulation of sequential
elections, and we show that in this setting manipulation can be extremely
complex even for election systems with simple winner problems. Yet we also show
that for some of the most important election systems such manipulation is
simple in certain settings. This suggests that when using sequential voting,
one should pay great attention to the details of the setting in choosing one's
voting rule. Among the highlights of our classifications are: We show that,
depending on the size of the manipulative coalition, the online manipulation
problem can be complete for each level of the polynomial hierarchy or even for
PSPACE. We obtain the most dramatic contrast to date between the
nonunique-winner and unique-winner models: Online weighted manipulation for
plurality is in P in the nonunique-winner model, yet is coNP-hard (constructive
case) and NP-hard (destructive case) in the unique-winner model. And we obtain
what to the best of our knowledge are the first P^NP[1]-completeness and
P^NP-completeness results in the field of computational social choice, in
particular proving such completeness for, respectively, the complexity of
3-candidate and 4-candidate (and unlimited-candidate) online weighted coalition
manipulation of veto elections.Comment: 24 page
Dynamic Consistency of Conditional Simple Temporal Networks via Mean Payoff Games: a Singly-Exponential Time DC-Checking
Conditional Simple Temporal Network (CSTN) is a constraint-based
graph-formalism for conditional temporal planning. It offers a more flexible
formalism than the equivalent CSTP model of Tsamardinos, Vidal and Pollack,
from which it was derived mainly as a sound formalization. Three notions of
consistency arise for CSTNs and CSTPs: weak, strong, and dynamic. Dynamic
consistency is the most interesting notion, but it is also the most challenging
and it was conjectured to be hard to assess. Tsamardinos, Vidal and Pollack
gave a doubly-exponential time algorithm for deciding whether a CSTN is
dynamically-consistent and to produce, in the positive case, a dynamic
execution strategy of exponential size. In the present work we offer a proof
that deciding whether a CSTN is dynamically-consistent is coNP-hard and provide
the first singly-exponential time algorithm for this problem, also producing a
dynamic execution strategy whenever the input CSTN is dynamically-consistent.
The algorithm is based on a novel connection with Mean Payoff Games, a family
of two-player combinatorial games on graphs well known for having applications
in model-checking and formal verification. The presentation of such connection
is mediated by the Hyper Temporal Network model, a tractable generalization of
Simple Temporal Networks whose consistency checking is equivalent to
determining Mean Payoff Games. In order to analyze the algorithm we introduce a
refined notion of dynamic-consistency, named \epsilon-dynamic-consistency, and
present a sharp lower bounding analysis on the critical value of the reaction
time \hat{\varepsilon} where the CSTN transits from being, to not being,
dynamically-consistent. The proof technique introduced in this analysis of
\hat{\varepsilon} is applicable more in general when dealing with linear
difference constraints which include strict inequalities
Checking Dynamic Consistency of Conditional Hyper Temporal Networks via Mean Payoff Games (Hardness and (pseudo) Singly-Exponential Time Algorithm)
In this work we introduce the \emph{Conditional Hyper Temporal Network
(CHyTN)} model, which is a natural extension and generalization of both the
\CSTN and the \HTN model. Our contribution goes as follows. We show that
deciding whether a given \CSTN or CHyTN is dynamically consistent is
\coNP-hard. Then, we offer a proof that deciding whether a given CHyTN is
dynamically consistent is \PSPACE-hard, provided that the input instances are
allowed to include both multi-head and multi-tail hyperarcs. In light of this,
we continue our study by focusing on CHyTNs that allow only multi-head or only
multi-tail hyperarcs, and we offer the first deterministic (pseudo)
singly-exponential time algorithm for the problem of checking the
dynamic-consistency of such CHyTNs, also producing a dynamic execution strategy
whenever the input CHyTN is dynamically consistent. Since \CSTN{s} are a
special case of CHyTNs, this provides as a byproduct the first
sound-and-complete (pseudo) singly-exponential time algorithm for checking
dynamic-consistency in CSTNs. The proposed algorithm is based on a novel
connection between CSTN{s}/CHyTN{s} and Mean Payoff Games. The presentation of
the connection between \CSTN{s}/CHyTNs and \MPG{s} is mediated by the \HTN
model. In order to analyze the algorithm, we introduce a refined notion of
dynamic-consistency, named -dynamic-consistency, and present a sharp
lower bounding analysis on the critical value of the reaction time
where a \CSTN/CHyTN transits from being, to not being,
dynamically consistent. The proof technique introduced in this analysis of
is applicable more generally when dealing with linear
difference constraints which include strict inequalities.Comment: arXiv admin note: text overlap with arXiv:1505.0082
Packing Sporadic Real-Time Tasks on Identical Multiprocessor Systems
In real-time systems, in addition to the functional correctness recurrent
tasks must fulfill timing constraints to ensure the correct behavior of the
system. Partitioned scheduling is widely used in real-time systems, i.e., the
tasks are statically assigned onto processors while ensuring that all timing
constraints are met. The decision version of the problem, which is to check
whether the deadline constraints of tasks can be satisfied on a given number of
identical processors, has been known -complete in the strong sense.
Several studies on this problem are based on approximations involving resource
augmentation, i.e., speeding up individual processors. This paper studies
another type of resource augmentation by allocating additional processors, a
topic that has not been explored until recently. We provide polynomial-time
algorithms and analysis, in which the approximation factors are dependent upon
the input instances. Specifically, the factors are related to the maximum ratio
of the period to the relative deadline of a task in the given task set. We also
show that these algorithms unfortunately cannot achieve a constant
approximation factor for general cases. Furthermore, we prove that the problem
does not admit any asymptotic polynomial-time approximation scheme (APTAS)
unless when the task set has constrained deadlines, i.e.,
the relative deadline of a task is no more than the period of the task.Comment: Accepted and to appear in ISAAC 2018, Yi-Lan, Taiwa
Trains, Games, and Complexity: 0/1/2-Player Motion Planning through Input/Output Gadgets
We analyze the computational complexity of motion planning through local
"input/output" gadgets with separate entrances and exits, and a subset of
allowed traversals from entrances to exits, each of which changes the state of
the gadget and thereby the allowed traversals. We study such gadgets in the 0-,
1-, and 2-player settings, in particular extending past
motion-planning-through-gadgets work to 0-player games for the first time, by
considering "branchless" connections between gadgets that route every gadget's
exit to a unique gadget's entrance. Our complexity results include containment
in L, NL, P, NP, and PSPACE; as well as hardness for NL, P, NP, and PSPACE. We
apply these results to show PSPACE-completeness for certain mechanics in
Factorio, [the Sequence], and a restricted version of Trainyard, improving
prior results. This work strengthens prior results on switching graphs and
reachability switching games.Comment: 37 pages, 36 figure
Complexity Bounds for the Controllability of Temporal Networks with Conditions, Disjunctions, and Uncertainty
In temporal planning, many different temporal network formalisms are used to
model real world situations. Each of these formalisms has different features
which affect how easy it is to determine whether the underlying network of
temporal constraints is consistent. While many of the simpler models have been
well-studied from a computational complexity perspective, the algorithms
developed for advanced models which combine features have very loose complexity
bounds. In this paper, we provide tight completeness bounds for strong, weak,
and dynamic controllability checking of temporal networks that have conditions,
disjunctions, and temporal uncertainty. Our work exposes some of the subtle
differences between these different structures and, remarkably, establishes a
guarantee that all of these problems are computable in PSPACE
On the Complexity of Conditional DAG Scheduling in Multiprocessor Systems
As parallel processing became ubiquitous in modern computing systems, parallel task models have been proposed to describe the structure of parallel applications. The workflow scheduling problem has been studied extensively over past years, focusing on multiprocessor systems and distributed environments (e.g. grids, clusters). In workflow scheduling, applications are modeled as directed acyclic graphs (DAGs). DAGs have also been introduced in the real-time scheduling community to model the execution of multi-threaded programs on a multi-core architecture. The DAG model assumes, in most cases, a fixed DAG structure capturing only straight-line code. Only recently, more general models have been proposed. In particular, the conditional DAG model allows the presence of control structures such as conditional (if-then-else) constructs. While first algorithmic results have been presented for the conditional DAG model, the complexity of schedulability analysis remains wide open. We perform a thorough analysis on the worst-case makespan (latest completion time) of a conditional DAG task under list scheduling (a.k.a. fixed-priority scheduling). We show several hardness results concerning the complexity of the optimization problem on multiple processors, even if the conditional DAG has a well-nested structure. For general conditional DAG tasks, the problem is intractable even on a single processor. Complementing these negative results, we show that certain practice-relevant DAG structures are very well tractable
On vanishing of Kronecker coefficients
We show that the problem of deciding positivity of Kronecker coefficients is
NP-hard. Previously, this problem was conjectured to be in P, just as for the
Littlewood-Richardson coefficients. Our result establishes in a formal way that
Kronecker coefficients are more difficult than Littlewood-Richardson
coefficients, unless P=NP.
We also show that there exists a #P-formula for a particular subclass of
Kronecker coefficients whose positivity is NP-hard to decide. This is an
evidence that, despite the hardness of the positivity problem, there may well
exist a positive combinatorial formula for the Kronecker coefficients. Finding
such a formula is a major open problem in representation theory and algebraic
combinatorics.
Finally, we consider the existence of the partition triples such that the Kronecker coefficient but the
Kronecker coefficient for some integer
. Such "holes" are of great interest as they witness the failure of the
saturation property for the Kronecker coefficients, which is still poorly
understood. Using insight from computational complexity theory, we turn our
hardness proof into a positive result: We show that not only do there exist
many such triples, but they can also be found efficiently. Specifically, we
show that, for any , there exists such that, for all
, there exist partition triples in the
Kronecker cone such that: (a) the Kronecker coefficient
is zero, (b) the height of is , (c) the height of is , and (d) . The proof of the last result
illustrates the effectiveness of the explicit proof strategy of GCT.Comment: 43 pages, 1 figur
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