2,887 research outputs found
Tetris is Hard, Even to Approximate
In the popular computer game of Tetris, the player is given a sequence of
tetromino pieces and must pack them into a rectangular gameboard initially
occupied by a given configuration of filled squares; any completely filled row
of the gameboard is cleared and all pieces above it drop by one row. We prove
that in the offline version of Tetris, it is NP-complete to maximize the number
of cleared rows, maximize the number of tetrises (quadruples of rows
simultaneously filled and cleared), minimize the maximum height of an occupied
square, or maximize the number of pieces placed before the game ends. We
furthermore show the extreme inapproximability of the first and last of these
objectives to within a factor of p^(1-epsilon), when given a sequence of p
pieces, and the inapproximability of the third objective to within a factor of
(2 - epsilon), for any epsilon>0. Our results hold under several variations on
the rules of Tetris, including different models of rotation, limitations on
player agility, and restricted piece sets.Comment: 56 pages, 11 figure
Quantum annealing with Jarzynski equality
We show a practical application of the Jarzynski equality in quantum
computation. Its implementation may open a way to solve combinatorial
optimization problems, minimization of a real single-valued function, cost
function, with many arguments. We consider to incorpolate the Jarzynski
equality into quantum annealing, which is one of the generic algorithms to
solve the combinatorial optimization problem. The ordinary quantum annealing
suffers from non-adiabatic transitions whose rate is characterized by the
minimum energy gap of the quantum system under
consideration. The quantum sweep speed is therefore restricted to be extremely
slow for the achievement to obtain a solution without relevant errors. However,
in our strategy shown in the present study, we find that such a difficulty
would not matter.Comment: 4 pages, to appear in Phys. Rev. Let
Computational Difficulty of Global Variations in the Density Matrix Renormalization Group
The density matrix renormalization group (DMRG) approach is arguably the most
successful method to numerically find ground states of quantum spin chains. It
amounts to iteratively locally optimizing matrix-product states, aiming at
better and better approximating the true ground state. To date, both a proof of
convergence to the globally best approximation and an assessment of its
complexity are lacking. Here we establish a result on the computational
complexity of an approximation with matrix-product states: The surprising
result is that when one globally optimizes over several sites of local
Hamiltonians, avoiding local optima, one encounters in the worst case a
computationally difficult NP-hard problem (hard even in approximation). The
proof exploits a novel way of relating it to binary quadratic programming. We
discuss intriguing ramifications on the difficulty of describing quantum
many-body systems.Comment: 5 pages, 1 figure, RevTeX, final versio
NP-hardness of the cluster minimization problem revisited
The computational complexity of the "cluster minimization problem" is
revisited [L. T. Wille and J. Vennik, J. Phys. A 18, L419 (1985)]. It is argued
that the original NP-hardness proof does not apply to pairwise potentials of
physical interest, such as those that depend on the geometric distance between
the particles. A geometric analog of the original problem is formulated, and a
new proof for such potentials is provided by polynomial time transformation
from the independent set problem for unit disk graphs. Limitations of this
formulation are pointed out, and new subproblems that bear more direct
consequences to the numerical study of clusters are suggested.Comment: 8 pages, 2 figures, accepted to J. Phys. A: Math. and Ge
Quantum annealing with antiferromagnetic fluctuations
We introduce antiferromagnetic quantum fluctuations into quantum annealing in
addition to the conventional transverse-field term. We apply this method to the
infinite-range ferromagnetic p-spin model, for which the conventional quantum
annealing has been shown to have difficulties to find the ground state
efficiently due to a first-order transition. We study the phase diagram of this
system both analytically and numerically. Using the static approximation, we
find that there exists a quantum path to reach the final ground state from the
trivial initial state that avoids first-order transitions for intermediate
values of p. We also study numerically the energy gap between the ground state
and the first excited state and find evidence for intermediate values of p that
the time complexity scales polynomially with the system size at a second-order
transition point along the quantum path that avoids first-order transitions.
These results suggest that quantum annealing would be able to solve this
problem with intermediate values of p efficiently in contrast to the case with
only simple transverse-field fluctuations.Comment: 19 pages, 11 figures; Added references; To be published in Physical
Review
Edge Elimination in TSP Instances
The Traveling Salesman Problem is one of the best studied NP-hard problems in
combinatorial optimization. Powerful methods have been developed over the last
60 years to find optimum solutions to large TSP instances. The largest TSP
instance so far that has been solved optimally has 85,900 vertices. Its
solution required more than 136 years of total CPU time using the
branch-and-cut based Concorde TSP code [1]. In this paper we present graph
theoretic results that allow to prove that some edges of a TSP instance cannot
occur in any optimum TSP tour. Based on these results we propose a
combinatorial algorithm to identify such edges. The runtime of the main part of
our algorithm is for an n-vertex TSP instance. By combining our
approach with the Concorde TSP solver we are able to solve a large TSPLIB
instance more than 11 times faster than Concorde alone
Geometries for universal quantum computation with matchgates
Matchgates are a group of two-qubit gates associated with free fermions. They
are classically simulatable if restricted to act between nearest neighbors on a
one-dimensional chain, but become universal for quantum computation with
longer-range interactions. We describe various alternative geometries with
nearest-neighbor interactions that result in universal quantum computation with
matchgates only, including subtle departures from the chain. Our results pave
the way for new quantum computer architectures that rely solely on the simple
interactions associated with matchgates.Comment: 6 pages, 4 figures. Updated version includes an appendix extending
one of the result
Jarzynski Equality for an Energy-Controlled System
The Jarzynski equality (JE) is known as an exact identity for nonequillibrium
systems. The JE was originally formulated for isolated and isothermal systems,
while Adib reported an JE extended to an isoenergetic process. In this paper,
we extend the JE to an energy-controlled system. We make it possible to control
the instantaneous value of the energy arbitrarily in a nonequilibrium process.
Under our extension, the new JE is more practical and useful to calculate the
number of states and the entropy than the isoenergetic one. We also show
application of our JE to a kind of optimization problems.Comment: 6 pages, 1 figur
Quantum Algorithm to Solve Satisfiability Problems
A new quantum algorithm is proposed to solve Satisfiability(SAT) problems by
taking advantage of non-unitary transformation in ground state quantum
computer. The energy gap scale of the ground state quantum computer is analyzed
for 3-bit Exact Cover problems. The time cost of this algorithm on general SAT
problems is discussed.Comment: 5 pages, 3 figure
Finding Multiple New Optimal Locations in a Road Network
We study the problem of optimal location querying for location based services
in road networks, which aims to find locations for new servers or facilities.
The existing optimal solutions on this problem consider only the cases with one
new server. When two or more new servers are to be set up, the problem with
minmax cost criteria, MinMax, becomes NP-hard. In this work we identify some
useful properties about the potential locations for the new servers, from which
we derive a novel algorithm for MinMax, and show that it is efficient when the
number of new servers is small. When the number of new servers is large, we
propose an efficient 3-approximate algorithm. We verify with experiments on
real road networks that our solutions are effective and attains significantly
better result quality compared to the existing greedy algorithms
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