606 research outputs found

    A Unifying Theory for Graph Transformation

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    The field of graph transformation studies the rule-based transformation of graphs. An important branch is the algebraic graph transformation tradition, in which approaches are defined and studied using the language of category theory. Most algebraic graph transformation approaches (such as DPO, SPO, SqPO, and AGREE) are opinionated about the local contexts that are allowed around matches for rules, and about how replacement in context should work exactly. The approaches also differ considerably in their underlying formal theories and their general expressiveness (e.g., not all frameworks allow duplication). This dissertation proposes an expressive algebraic graph transformation approach, called PBPO+, which is an adaptation of PBPO by Corradini et al. The central contribution is a proof that PBPO+ subsumes (under mild restrictions) DPO, SqPO, AGREE, and PBPO in the important categorical setting of quasitoposes. This result allows for a more unified study of graph transformation metatheory, methods, and tools. A concrete example of this is found in the second major contribution of this dissertation: a graph transformation termination method for PBPO+, based on decreasing interpretations, and defined for general categories. By applying the proposed encodings into PBPO+, this method can also be applied for DPO, SqPO, AGREE, and PBPO

    Covering and Separation for Permutations and Graphs

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    This is a thesis of two parts, focusing on covering and separation topics of extremal combinatorics and graph theory, two major themes in this area. They entail the existence and properties of collections of combinatorial objects which together either represent all objects (covering) or can be used to distinguish all objects from each other (separation). We will consider a range of problems which come under these areas. The first part will focus on shattering k-sets with permutations. A family of permutations is said to shatter a given k-set if the permutations cover all possible orderings of the k elements. In particular, we investigate the size of permutation families which cover t orders for every possible k-set as well as study the problem of determining the largest number of k-sets that can be shattered by a family with given size. We provide a construction for a small permutation family which shatters every k-set. We also consider constructions of large families which do not shatter any triple. The second part will be concerned with the problem of separating path systems. A separating path system for a graph is a family of paths where, for any two edges, there is a path containing one edge but not the other. The aim is to find the size of the smallest such family. We will study the size of the smallest separating path system for a range of graphs, including complete graphs, complete bipartite graphs, and lattice-type graphs. A key technique we introduce is the use of generator paths - constructed to utilise the symmetric nature of Kn. We continue this symmetric approach for bipartite graphs and study the limitations of the method. We consider lattice-type graphs as an example of the most efficient possible separating systems for any graph

    Classical and quantum algorithms for scaling problems

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    This thesis is concerned with scaling problems, which have a plethora of connections to different areas of mathematics, physics and computer science. Although many structural aspects of these problems are understood by now, we only know how to solve them efficiently in special cases.We give new algorithms for non-commutative scaling problems with complexity guarantees that match the prior state of the art. To this end, we extend the well-known (self-concordance based) interior-point method (IPM) framework to Riemannian manifolds, motivated by its success in the commutative setting. Moreover, the IPM framework does not obviously suffer from the same obstructions to efficiency as previous methods. It also yields the first high-precision algorithms for other natural geometric problems in non-positive curvature.For the (commutative) problems of matrix scaling and balancing, we show that quantum algorithms can outperform the (already very efficient) state-of-the-art classical algorithms. Their time complexity can be sublinear in the input size; in certain parameter regimes they are also optimal, whereas in others we show no quantum speedup over the classical methods is possible. Along the way, we provide improvements over the long-standing state of the art for searching for all marked elements in a list, and computing the sum of a list of numbers.We identify a new application in the context of tensor networks for quantum many-body physics. We define a computable canonical form for uniform projected entangled pair states (as the solution to a scaling problem), circumventing previously known undecidability results. We also show, by characterizing the invariant polynomials, that the canonical form is determined by evaluating the tensor network contractions on networks of bounded size

    Algorithms and complexity for approximately counting hypergraph colourings and related problems

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    The past decade has witnessed advancements in designing efficient algorithms for approximating the number of solutions to constraint satisfaction problems (CSPs), especially in the local lemma regime. However, the phase transition for the computational tractability is not known. This thesis is dedicated to the prototypical problem of this kind of CSPs, the hypergraph colouring. Parameterised by the number of colours q, the arity of each hyperedge k, and the vertex maximum degree Δ, this problem falls into the regime of Lovász local lemma when Δ ≲ qᵏ. In prior, however, fast approximate counting algorithms exist when Δ ≲ qᵏ/³, and there is no known inapproximability result. In pursuit of this, our contribution is two-folded, stated as follows. • When q, k ≥ 4 are evens and Δ ≥ 5·qᵏ/², approximating the number of hypergraph colourings is NP-hard. • When the input hypergraph is linear and Δ ≲ qᵏ/², a fast approximate counting algorithm does exist

    LIPIcs, Volume 251, ITCS 2023, Complete Volume

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    LIPIcs, Volume 251, ITCS 2023, Complete Volum

    Borel versions of the Local Lemma and LOCAL algorithms for graphs of finite asymptotic separation index

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    Asymptotic separation index is a parameter that measures how easily a Borel graph can be approximated by its subgraphs with finite components. In contrast to the more classical notion of hyperfiniteness, asymptotic separation index is well-suited for combinatorial applications in the Borel setting. The main result of this paper is a Borel version of the Lov\'asz Local Lemma -- a powerful general-purpose tool in probabilistic combinatorics -- under a finite asymptotic separation index assumption. As a consequence, we show that locally checkable labeling problems that are solvable by efficient randomized distributed algorithms admit Borel solutions on bounded degree Borel graphs with finite asymptotic separation index. From this we derive a number of corollaries, for example a Borel version of Brooks's theorem for graphs with finite asymptotic separation index

    Nonlocal games and their device-independent quantum applications

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    Device-independence is a property of certain protocols that allows one to ensure their proper execution given only classical interaction with devices and assuming the correctness of the laws of physics. This scenario describes the most general form of cryptographic security, in which no trust is placed in the hardware involved; indeed, one may even take it to have been prepared by an adversary. Many quantum tasks have been shown to admit device-independent protocols by augmentation with "nonlocal games". These are games in which noncommunicating parties jointly attempt to fulfil some conditions imposed by a referee. We introduce examples of such games and examine the optimal strategies of players who are allowed access to different possible shared resources, such as entangled quantum states. We then study their role in self-testing, private random number generation, and secure delegated quantum computation. Hardware imperfections are naturally incorporated in the device-independent scenario as adversarial, and we thus also perform noise robustness analysis where feasible. We first study a generalization of the Mermin–Peres magic square game to arbitrary rectangular dimensions. After exhibiting some general properties, these "magic rectangle" games are fully characterized in terms of their optimal win probabilities for quantum strategies. We find that for m×n magic rectangle games with dimensions m,n≥3, there are quantum strategies that win with certainty, while for dimensions 1×n quantum strategies do not outperform classical strategies. The final case of dimensions 2×n is richer, and we give upper and lower bounds that both outperform the classical strategies. As an initial usage scenario, we apply our findings to quantum certified randomness expansion to find noise tolerances and rates for all magic rectangle games. To do this, we use our previous results to obtain the winning probabilities of games with a distinguished input for which the devices give a deterministic outcome and follow the analysis of C. A. Miller and Y. Shi [SIAM J. Comput. 46, 1304 (2017)]. Self-testing is a method to verify that one has a particular quantum state from purely classical statistics. For practical applications, such as device-independent delegated verifiable quantum computation, it is crucial that one self-tests multiple Bell states in parallel while keeping the quantum capabilities required of one side to a minimum. We use our 3×n magic rectangle games to obtain a self-test for n Bell states where one side needs only to measure single-qubit Pauli observables. The protocol requires small input sizes [constant for Alice and O(log n) bits for Bob] and is robust with robustness O(n⁵/²√ε), where ε is the closeness of the ideal (perfect) correlations to those observed. To achieve the desired self-test, we introduce a one-side-local quantum strategy for the magic square game that wins with certainty, we generalize this strategy to the family of 3×n magic rectangle games, and we supplement these nonlocal games with extra check rounds (of single and pairs of observables). Finally, we introduce a device-independent two-prover scheme in which a classical verifier can use a simple untrusted quantum measurement device (the client device) to securely delegate a quantum computation to an untrusted quantum server. To do this, we construct a parallel self-testing protocol to perform device-independent remote state preparation of n qubits and compose this with the unconditionally secure universal verifiable blind quantum computation (VBQC) scheme of J. F. Fitzsimons and E. Kashefi [Phys. Rev. A 96, 012303 (2017)]. Our self-test achieves a multitude of desirable properties for the application we consider, giving rise to practical and fully device-independent VBQC. It certifies parallel measurements of all cardinal and intercardinal directions in the XY-plane as well as the computational basis, uses few input questions (of size logarithmic in n for the client and a constant number communicated to the server), and requires only single-qubit measurements to be performed by the client device

    Jake pozicione igre

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    In this thesis, we study 2-player combinatorial games on graphs. We devote a lot of attention to strong positional games, where both players have the same goal. First, we consider the so-called fixed graph strong Avoider-Avoider game in which two players called Red and Blue alternately claim edges of the complete graph Kn, and the player who first completes a copy of a fixed graph F loses the game. If neither of the players claimed a copy of F in his graph and all the elements of the board are claimed, the game is declared a draw. Even though these games have been studied for decades, there are very few known results. We make a step forward by proving that Blue has a winning strategy it two different games of this kind. Furthermore, we introduce strong CAvoiderCAvoider F games where the claimed edges of each player must form a connected graph throughout the game. This is a natural extension of the strong Avoider-Avoider games, with a connectedness constraint. We prove that Blue can win in three standard CAvoider-CAvoider F games. Next, we study strong Maker-Maker F games, where now, the player who first occupies a copy of F is the winner. It is well-known that the outcome of these games when both players play optimally can be either the first player's win or a draw. We are interested in finding the achievement number a(F) of a strong Maker-Maker F game, that is, the smallest n for which Red has a winning strategy. We can find the exact value a(F) for several graphs F, including paths, cycles, perfect matchings, and a subclass of trees on n vertices. We also give the upper and lower bounds for the achievement number of stars and trees. Finally, we introduce generalized saturation games as a natural extension of two different types of combinatorial games, saturation games and Constructor-Blocker games. In the generalized saturation game, two graphs H and F are given in advance. Two players called Max and Mini alternately claim unclaimed edges of the complete graph Kn and together gradually building the game graph G, the graph that consists of all edges claimed by both players. The graph G must never contain a copy of F, and the game ends when there are no more moves, i.e. when G is a saturated F-free graph. We are interested in the score of this game, that is, the number of copies of the graph H in G at the end of the game. Max wants to maximize this score, whereas Mini tries to minimize it. The game is played under the assumption that both players play optimally. We study several generalized saturation games for natural choices of F and H, in an effort to locate the score of the game as precisely as possible.У овој тези проучавамо комбинаторне игре на графовима које играју 2 играча. Посебну пажњу посвећујемо јаким позиционим играма, у којима оба играча имају исти циљ. Прво, посматрамо такозвану јаку Авојдер-Авојдер игру са задатим фиксним графом у којој два играча, Црвени и Плави наизменично селектују гране комплетног графа Kn, а играч који први селектује копију фиксног графа F губи игру. Ако ниједан од играча не садржи копију од F у свом графу и сви елементи табле су селектовани, игра се проглашава нерешеном. Иако су ове игре проучаване деценијама, врло је мало познатих резултата. Ми смо направили корак напред доказавши да Плави има победничку стратегију у две различите игре ове врсте. Такође, уводимо јаке ЦАвојдер-ЦАвојдер F игре у којима граф сваког играча мора остати повезан током игре. Ово је природно проширење јаких Авојдер-Авојдер игара, са ограничењем повезаности. Доказујемо да Плави може да победи у три стандардне ЦАвојдер-ЦАвојдер F игре. Затим проучавамо јаке Мејкер-Мејкер F игре, у којима је играч који први селектује копију од F победник. Познато је да исход ових игара уколико оба играча играју оптимално може бити или победа првог играча или нерешено. Циљ нам је да пронађемо ачивмент број а(F) јаке Мејкер-Мејкер F игре, односно најмање n за које Црвени има победничку стратегију. Дајемо тачну вредност a(F) за неколико графова F, укључујући путеве, циклусе, савршене мечинге и поткласу стабала са n чворова. Такође, дајемо горње и доње ограничење ачивмент броја за звезде и стабла. Коначно, уводимо уопштене игре сатурације као природно проширење две различите врсте комбинаторних игара, игара сатурације и Конструктор-Блокер игара. У уопштеној игри сатурације унапред су дата два графа H и F. Два играча по имену Макс и Мини наизменично селектују слободне гране комплетног графа Kn и заједно постепено граде граф игре G, који се састоји од свих грана које су селектовала оба играча. Граф G не сме да садржи копију од F, а игра се завршава када више нема потеза, односно када је G сатуриран граф који не садржи F. Занима нас резултат ове игре, односно, број копија графа H у G на крају игре. Макс жели да максимизира овај резултат, док Мини покушава да га минимизира. Игра се под претпоставком да оба играча играју оптимално. Проучавамо неколико уопштених игара сатурације за природне изборе F и H, у настојању да што прецизније одредимо резултат игре.U ovoj tezi proučavamo kombinatorne igre na grafovima koje igraju 2 igrača. Posebnu pažnju posvećujemo jakim pozicionim igrama, u kojima oba igrača imaju isti cilj. Prvo, posmatramo takozvanu jaku Avojder-Avojder igru sa zadatim fiksnim grafom u kojoj dva igrača, Crveni i Plavi naizmenično selektuju grane kompletnog grafa Kn, a igrač koji prvi selektuje kopiju fiksnog grafa F gubi igru. Ako nijedan od igrača ne sadrži kopiju od F u svom grafu i svi elementi table su selektovani, igra se proglašava nerešenom. Iako su ove igre proučavane decenijama, vrlo je malo poznatih rezultata. Mi smo napravili korak napred dokazavši da Plavi ima pobedničku strategiju u dve različite igre ove vrste. Takođe, uvodimo jake CAvojder-CAvojder F igre u kojima graf svakog igrača mora ostati povezan tokom igre. Ovo je prirodno proširenje jakih Avojder-Avojder igara, sa ograničenjem povezanosti. Dokazujemo da Plavi može da pobedi u tri standardne CAvojder-CAvojder F igre. Zatim proučavamo jake Mejker-Mejker F igre, u kojima je igrač koji prvi selektuje kopiju od F pobednik. Poznato je da ishod ovih igara ukoliko oba igrača igraju optimalno može biti ili pobeda prvog igrača ili nerešeno. Cilj nam je da pronađemo ačivment broj a(F) jake Mejker-Mejker F igre, odnosno najmanje n za koje Crveni ima pobedničku strategiju. Dajemo tačnu vrednost a(F) za nekoliko grafova F, uključujući puteve, cikluse, savršene mečinge i potklasu stabala sa n čvorova. Takođe, dajemo gornje i donje ograničenje ačivment broja za zvezde i stabla. Konačno, uvodimo uopštene igre saturacije kao prirodno proširenje dve različite vrste kombinatornih igara, igara saturacije i Konstruktor-Bloker igara. U uopštenoj igri saturacije unapred su data dva grafa H i F. Dva igrača po imenu Maks i Mini naizmenično selektuju slobodne grane kompletnog grafa Kn i zajedno postepeno grade graf igre G, koji se sastoji od svih grana koje su selektovala oba igrača. Graf G ne sme da sadrži kopiju od F, a igra se završava kada više nema poteza, odnosno kada je G saturiran graf koji ne sadrži F. Zanima nas rezultat ove igre, odnosno, broj kopija grafa H u G na kraju igre. Maks želi da maksimizira ovaj rezultat, dok Mini pokušava da ga minimizira. Igra se pod pretpostavkom da oba igrača igraju optimalno. Proučavamo nekoliko uopštenih igara saturacije za prirodne izbore F i H, u nastojanju da što preciznije odredimo rezultat igre

    The Tur\'an density of tight cycles in three-uniform hypergraphs

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    The Tur\'an density of an rr-uniform hypergraph H\mathcal{H}, denoted π(H)\pi(\mathcal{H}), is the limit of the maximum density of an nn-vertex rr-uniform hypergraph not containing a copy of H\mathcal{H}, as nn \to \infty. Denote by C\mathcal{C}_{\ell} the 33-uniform tight cycle on \ell vertices. Mubayi and R\"odl gave an ``iterated blow-up'' construction showing that the Tur\'an density of C5\mathcal{C}_5 is at least 2330.4642\sqrt{3} - 3 \approx 0.464, and this bound is conjectured to be tight. Their construction also does not contain C\mathcal{C}_{\ell} for larger \ell not divisible by 33, which suggests that it might be the extremal construction for these hypergraphs as well. Here, we determine the Tur\'an density of C\mathcal{C}_{\ell} for all large \ell not divisible by 33, showing that indeed π(C)=233\pi(\mathcal{C}_{\ell}) = 2\sqrt{3} - 3. To our knowledge, this is the first example of a Tur\'an density being determined where the extremal construction is an iterated blow-up construction. A key component in our proof, which may be of independent interest, is a 33-uniform analogue of the statement ``a graph is bipartite if and only if it does not contain an odd cycle''.Comment: 34 pages, 4 figures (final version accepted to IMRN plus a few comments in conclusion
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