35 research outputs found
The Computational Complexity of Finding Stationary Points in Non-Convex Optimization
Finding approximate stationary points, i.e., points where the gradient is
approximately zero, of non-convex but smooth objective functions over
unrestricted -dimensional domains is one of the most fundamental problems in
classical non-convex optimization. Nevertheless, the computational and query
complexity of this problem are still not well understood when the dimension
of the problem is independent of the approximation error. In this paper, we
show the following computational and query complexity results:
1. The problem of finding approximate stationary points over unrestricted
domains is PLS-complete.
2. For , we provide a zero-order algorithm for finding
-approximate stationary points that requires at most
value queries to the objective function.
3. We show that any algorithm needs at least queries
to the objective function and/or its gradient to find -approximate
stationary points when . Combined with the above, this characterizes the
query complexity of this problem to be .
4. For , we provide a zero-order algorithm for finding
-KKT points in constrained optimization problems that requires at
most value queries to the objective function. This
closes the gap between the works of Bubeck and Mikulincer [2020] and Vavasis
[1993] and characterizes the query complexity of this problem to be
.
5. Combining our results with the recent result of Fearnley et al. [2022], we
show that finding approximate KKT points in constrained optimization is
reducible to finding approximate stationary points in unconstrained
optimization but the converse is impossible.Comment: Full version of COLT 2023 extended abstrac
The Hairy Ball Problem is PPAD-Complete
The Hairy Ball Theorem states that every continuous tangent vector field on an even-dimensional sphere must have a zero. We prove that the associated computational problem of computing an approximate zero is PPAD-complete. We also give a FIXP-hardness result for the general exact computation problem.
In order to show that this problem lies in PPAD, we provide new results on multiple-source variants of End-of-Line, the canonical PPAD-complete problem. In particular, finding an approximate zero of a Hairy Ball vector field on an even-dimensional sphere reduces to a 2-source End-of-Line problem. If the domain is changed to be the torus of genus g >= 2 instead (where the Hairy Ball Theorem also holds), then the problem reduces to a 2(g-1)-source End-of-Line problem.
These multiple-source End-of-Line results are of independent interest and provide new tools for showing membership in PPAD. In particular, we use them to provide the first full proof of PPAD-completeness for the Imbalance problem defined by Beame et al. in 1998
Two's Company, Three's a Crowd:Consensus-Halving for a Constant Number of Agents
We consider the -Consensus-Halving problem, in which a set of
heterogeneous agents aim at dividing a continuous resource into two (not
necessarily contiguous) portions that all of them simultaneously consider to be
of approximately the same value (up to ). This problem was
recently shown to be PPA-complete, for agents and cuts, even for very
simple valuation functions. In a quest to understand the root of the complexity
of the problem, we consider the setting where there is only a constant number
of agents, and we consider both the computational complexity and the query
complexity of the problem.
For agents with monotone valuation functions, we show a dichotomy: for two
agents the problem is polynomial-time solvable, whereas for three or more
agents it becomes PPA-complete. Similarly, we show that for two monotone agents
the problem can be solved with polynomially-many queries, whereas for three or
more agents, we provide exponential query complexity lower bounds. These
results are enabled via an interesting connection to a monotone Borsuk-Ulam
problem, which may be of independent interest. For agents with general
valuations, we show that the problem is PPA-complete and admits exponential
query complexity lower bounds, even for two agents
Maximum Nash Welfare and Other Stories About EFX
We consider the classic problem of fairly allocating indivisible goods among agents with additive valuation functions and explore the connection between two prominent fairness notions: maximum Nash welfare (MNW) and envy-freeness up to any good (EFX). We establish that an MNW allocation is always EFX as long as there are at most two possible values for the goods, whereas this implication is no longer true for three or more distinct values. As a notable consequence, this proves the existence of EFX allocations for these restricted valuation functions. While the efficient computation of an MNW allocation for two possible values remains an open problem, we present a novel algorithm for directly constructing EFX allocations in this setting. Finally, we study the question of whether an MNW allocation implies any EFX guarantee for general additive valuation functions under a natural new interpretation of approximate EFX allocations
Pure-Circuit: Strong Inapproximability for PPAD
The current state-of-the-art methods for showing inapproximability in PPAD
arise from the -Generalized-Circuit (-GCircuit)
problem. Rubinstein (2018) showed that there exists a small unknown constant
for which -GCircuit is PPAD-hard, and subsequent
work has shown hardness results for other problems in PPAD by using
-GCircuit as an intermediate problem.
We introduce Pure-Circuit, a new intermediate problem for PPAD, which can be
thought of as -GCircuit pushed to the limit as , and we show that the problem is PPAD-complete. We then prove
that -GCircuit is PPAD-hard for all by a
reduction from Pure-Circuit, and thus strengthen all prior work that has used
GCircuit as an intermediate problem from the existential-constant regime to the
large-constant regime.
We show that stronger inapproximability results can be derived by reducing
directly from Pure-Circuit. In particular, we prove tight inapproximability
results for computing -well-supported Nash equilibria in
two-action polymatrix games, as well as for finding approximate equilibria in
threshold games
Tight Inapproximability for Graphical Games
We provide a complete characterization for the computational complexity of
finding approximate equilibria in two-action graphical games. We consider the
two most well-studied approximation notions: -Nash equilibria
(-NE) and -well-supported Nash equilibria
(-WSNE), where . We prove that computing an
-NE is PPAD-complete for any constant , while a
very simple algorithm (namely, letting all players mix uniformly between their
two actions) yields a -NE. On the other hand, we show that computing an
-WSNE is PPAD-complete for any constant , while a
-WSNE is trivial to achieve, because any strategy profile is a -WSNE. All
of our lower bounds immediately also apply to graphical games with more than
two actions per player
Pure-Circuit: Strong Inapproximability for PPAD
The current state-of-the-art methods for showing inapproximability in PPAD arise from the ε-Generalized-Circuit (ε-GCircuit) problem. Rubinstein (2018) showed that there exists a small unknown constant ε for which ε-GCircuit is PPAD-hard, and subsequent work has shown hardness results for other problems in PPAD by using ε-GCircuit as an intermediate problem.
We introduce Pure-Circuit, a new intermediate problem for PPAD, which can be thought of as ε-GCircuit pushed to the limit as ε→1, and we show that the problem is PPAD-complete. We then prove that ε-GCircuit is PPAD-hard for all ε<0.1 by a reduction from Pure-Circuit, and thus strengthen all prior work that has used GCircuit as an intermediate problem from the existential-constant regime to the large-constant regime.
We show that stronger inapproximability results can be derived by reducing directly from Pure-Circuit. In particular, we prove tight inapproximability results for computing ε-well-supported Nash equilibria in two-action polymatrix games, as well as for finding approximate equilibria in threshold games