2,887 research outputs found

    Tetris is Hard, Even to Approximate

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    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

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    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 Δmin.\Delta_{\rm min.} 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

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    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

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    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

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    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

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    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 O(n2logn)O(n^2 \log n) 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

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    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

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    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

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    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

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    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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