188 research outputs found

    Assessing non-Markovian dynamics

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    We investigate what a snapshot of a quantum evolution - a quantum channel reflecting open system dynamics - reveals about the underlying continuous time evolution. Remarkably, from such a snapshot, and without imposing additional assumptions, it can be decided whether or not a channel is consistent with a time (in)dependent Markovian evolution, for which we provide computable necessary and sufficient criteria. Based on these, a computable measure of `Markovianity' is introduced. We discuss how the consistency with Markovian dynamics can be checked in quantum process tomography. The results also clarify the geometry of the set of quantum channels with respect to being solutions of time (in)dependent master equations.Comment: 5 pages, RevTex, 2 figures. (Except from typesetting) version to be published in the Physical Review Letter

    On the Solution of Linear Programming Problems in the Age of Big Data

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    The Big Data phenomenon has spawned large-scale linear programming problems. In many cases, these problems are non-stationary. In this paper, we describe a new scalable algorithm called NSLP for solving high-dimensional, non-stationary linear programming problems on modern cluster computing systems. The algorithm consists of two phases: Quest and Targeting. The Quest phase calculates a solution of the system of inequalities defining the constraint system of the linear programming problem under the condition of dynamic changes in input data. To this end, the apparatus of Fejer mappings is used. The Targeting phase forms a special system of points having the shape of an n-dimensional axisymmetric cross. The cross moves in the n-dimensional space in such a way that the solution of the linear programming problem is located all the time in an "-vicinity of the central point of the cross.Comment: Parallel Computational Technologies - 11th International Conference, PCT 2017, Kazan, Russia, April 3-7, 2017, Proceedings (to be published in Communications in Computer and Information Science, vol. 753

    On Relevant Equilibria in Reachability Games

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    We study multiplayer reachability games played on a finite directed graph equipped with target sets, one for each player. In those reachability games, it is known that there always exists a Nash equilibrium (NE) and a subgame perfect equilibrium (SPE). But sometimes several equilibria may coexist such that in one equilibrium no player reaches his target set whereas in another one several players reach it. It is thus very natural to identify "relevant" equilibria. In this paper, we consider different notions of relevant equilibria including Pareto optimal equilibria and equilibria with high social welfare. We provide complexity results for various related decision problems

    On the Number of Iterations for Dantzig-Wolfe Optimization and Packing-Covering Approximation Algorithms

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    We give a lower bound on the iteration complexity of a natural class of Lagrangean-relaxation algorithms for approximately solving packing/covering linear programs. We show that, given an input with mm random 0/1-constraints on nn variables, with high probability, any such algorithm requires Ω(ρlog(m)/ϵ2)\Omega(\rho \log(m)/\epsilon^2) iterations to compute a (1+ϵ)(1+\epsilon)-approximate solution, where ρ\rho is the width of the input. The bound is tight for a range of the parameters (m,n,ρ,ϵ)(m,n,\rho,\epsilon). The algorithms in the class include Dantzig-Wolfe decomposition, Benders' decomposition, Lagrangean relaxation as developed by Held and Karp [1971] for lower-bounding TSP, and many others (e.g. by Plotkin, Shmoys, and Tardos [1988] and Grigoriadis and Khachiyan [1996]). To prove the bound, we use a discrepancy argument to show an analogous lower bound on the support size of (1+ϵ)(1+\epsilon)-approximate mixed strategies for random two-player zero-sum 0/1-matrix games

    Mirror-Descent Methods in Mixed-Integer Convex Optimization

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    In this paper, we address the problem of minimizing a convex function f over a convex set, with the extra constraint that some variables must be integer. This problem, even when f is a piecewise linear function, is NP-hard. We study an algorithmic approach to this problem, postponing its hardness to the realization of an oracle. If this oracle can be realized in polynomial time, then the problem can be solved in polynomial time as well. For problems with two integer variables, we show that the oracle can be implemented efficiently, that is, in O(ln(B)) approximate minimizations of f over the continuous variables, where B is a known bound on the absolute value of the integer variables.Our algorithm can be adapted to find the second best point of a purely integer convex optimization problem in two dimensions, and more generally its k-th best point. This observation allows us to formulate a finite-time algorithm for mixed-integer convex optimization

    An Exponential Lower Bound for the Latest Deterministic Strategy Iteration Algorithms

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    This paper presents a new exponential lower bound for the two most popular deterministic variants of the strategy improvement algorithms for solving parity, mean payoff, discounted payoff and simple stochastic games. The first variant improves every node in each step maximizing the current valuation locally, whereas the second variant computes the globally optimal improvement in each step. We outline families of games on which both variants require exponentially many strategy iterations

    Non-Zero Sum Games for Reactive Synthesis

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    In this invited contribution, we summarize new solution concepts useful for the synthesis of reactive systems that we have introduced in several recent publications. These solution concepts are developed in the context of non-zero sum games played on graphs. They are part of the contributions obtained in the inVEST project funded by the European Research Council.Comment: LATA'16 invited pape

    Tropically convex constraint satisfaction

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    A semilinear relation S is max-closed if it is preserved by taking the componentwise maximum. The constraint satisfaction problem for max-closed semilinear constraints is at least as hard as determining the winner in Mean Payoff Games, a notorious problem of open computational complexity. Mean Payoff Games are known to be in the intersection of NP and co-NP, which is not known for max-closed semilinear constraints. Semilinear relations that are max-closed and additionally closed under translations have been called tropically convex in the literature. One of our main results is a new duality for open tropically convex relations, which puts the CSP for tropically convex semilinaer constraints in general into NP intersected co-NP. This extends the corresponding complexity result for scheduling under and-or precedence constraints, or equivalently the max-atoms problem. To this end, we present a characterization of max-closed semilinear relations in terms of syntactically restricted first-order logic, and another characterization in terms of a finite set of relations L that allow primitive positive definitions of all other relations in the class. We also present a subclass of max-closed constraints where the CSP is in P; this class generalizes the class of max-closed constraints over finite domains, and the feasibility problem for max-closed linear inequalities. Finally, we show that the class of max-closed semilinear constraints is maximal in the sense that as soon as a single relation that is not max-closed is added to L, the CSP becomes NP-hard.Comment: 29 pages, 2 figure

    Optimal Reachability in Divergent Weighted Timed Games

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    Weighted timed games are played by two players on a timed automaton equipped with weights: one player wants to minimise the accumulated weight while reaching a target, while the other has an opposite objective. Used in a reactive synthesis perspective, this quantitative extension of timed games allows one to measure the quality of controllers. Weighted timed games are notoriously difficult and quickly undecidable, even when restricted to non-negative weights. Decidability results exist for subclasses of one-clock games, and for a subclass with non-negative weights defined by a semantical restriction on the weights of cycles. In this work, we introduce the class of divergent weighted timed games as a generalisation of this semantical restriction to arbitrary weights. We show how to compute their optimal value, yielding the first decidable class of weighted timed games with negative weights and an arbitrary number of clocks. In addition, we prove that divergence can be decided in polynomial space. Last, we prove that for untimed games, this restriction yields a class of games for which the value can be computed in polynomial time

    Polynomial-Time Amoeba Neighborhood Membership and Faster Localized Solving

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    We derive efficient algorithms for coarse approximation of algebraic hypersurfaces, useful for estimating the distance between an input polynomial zero set and a given query point. Our methods work best on sparse polynomials of high degree (in any number of variables) but are nevertheless completely general. The underlying ideas, which we take the time to describe in an elementary way, come from tropical geometry. We thus reduce a hard algebraic problem to high-precision linear optimization, proving new upper and lower complexity estimates along the way.Comment: 15 pages, 9 figures. Submitted to a conference proceeding
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