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The Price of Anarchy of Strategic Queuing Systems 策略排队系统混乱的代价
IF 2.5 2区 计算机科学 Q2 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE Pub Date : 2023-05-23 DOI: https://dl.acm.org/doi/10.1145/3587250
Jason Gaitonde, Éva Tardos

Bounding the price of anarchy, which quantifies the damage to social welfare due to selfish behavior of the participants, has been an important area of research in algorithmic game theory. Classical work on such bounds in repeated games makes the strong assumption that the subsequent rounds of the repeated games are independent beyond any influence on play from past history. This work studies such bounds in environments that themselves change due to the actions of the agents. Concretely, we consider this problem in discrete-time queuing systems, where competitive queues try to get their packets served. In this model, a queue gets to send a packet at each step to one of the servers, which will attempt to serve the oldest arriving packet, and unprocessed packets are returned to each queue. We model this as a repeated game where queues compete for the capacity of the servers, but where the state of the game evolves as the length of each queue varies.

We analyze this queuing system from multiple perspectives. As a baseline measure, we first establish precise conditions on the queuing arrival rates and service capacities that ensure all packets clear efficiently under centralized coordination. We then show that if queues strategically choose servers according to independent and stationary distributions, the system remains stable provided it would be stable under coordination with arrival rates scaled up by a factor of just (frac{e}{e-1}). Finally, we extend these results to no-regret learning dynamics: if queues use learning algorithms satisfying the no-regret property to choose servers, then the requisite factor increases to 2, and both of these bounds are tight. Both of these results require new probabilistic techniques compared to the classical price of anarchy literature and show that in such settings, no-regret learning can exhibit efficiency loss due to myopia.

限制无政府状态的代价是量化参与者的自私行为对社会福利的损害,一直是算法博弈论的一个重要研究领域。关于重复博弈中这种界限的经典研究强有力地假设,重复博弈的后续回合是独立的,不受过去历史的任何影响。这项工作研究了环境中的边界,这些边界本身由于代理的行为而改变。具体地说,我们在离散时间排队系统中考虑这个问题,其中竞争队列试图让它们的数据包得到服务。在此模型中,队列在每一步向其中一个服务器发送数据包,该服务器将尝试为最早到达的数据包提供服务,而未处理的数据包将返回给每个队列。我们将其建模为一个重复的游戏,其中队列竞争服务器的容量,但随着每个队列的长度变化,游戏的状态也会发生变化。我们从多个角度来分析这个排队系统。作为基线度量,我们首先建立了精确的排队到达率和服务能力条件,以确保所有数据包在集中协调下有效清除。然后,我们证明,如果队列根据独立和平稳的分布策略性地选择服务器,系统保持稳定,只要它在到达率以(frac{e}{e-1})的比例扩大的协调下保持稳定。最后,我们将这些结果扩展到无遗憾学习动力学:如果队列使用满足无遗憾属性的学习算法来选择服务器,则必要因子增加到2,并且这两个边界都是紧的。这两个结果都需要新的概率技术,而不是经典的无政府主义文献,并表明在这种情况下,无后悔学习可能由于近视而表现出效率损失。
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引用次数: 0
Robustly Learning General Mixtures of Gaussians 鲁棒学习一般高斯混合
IF 2.5 2区 计算机科学 Q2 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE Pub Date : 2023-05-23 DOI: https://dl.acm.org/doi/10.1145/3583680
Allen Liu, Ankur Moitra

This work represents a natural coalescence of two important lines of work — learning mixtures of Gaussians and algorithmic robust statistics. In particular, we give the first provably robust algorithm for learning mixtures of any constant number of Gaussians. We require only mild assumptions on the mixing weights and that the total variation distance between components is bounded away from zero. At the heart of our algorithm is a new method for proving a type of dimension-independent polynomial identifiability — which we call robust identifiability — through applying a carefully chosen sequence of differential operations to certain generating functions that not only encode the parameters we would like to learn but also the system of polynomial equations we would like to solve. We show how the symbolic identities we derive can be directly used to analyze a natural sum-of-squares relaxation.

这项工作代表了两条重要工作线的自然结合-高斯和算法鲁棒统计的学习混合。特别地,我们给出了第一个可证明的鲁棒算法,用于学习任意常数高斯分布的混合物。我们只需要对混合权值进行温和的假设,并且各分量之间的总变化距离有界远离零。我们算法的核心是一种新方法,用于证明一种与维无关的多项式可辨识性——我们称之为鲁棒可辨识性——通过对某些生成函数应用精心选择的微分运算序列,这些函数不仅编码了我们想要学习的参数,而且编码了我们想要求解的多项式方程系统。我们展示了我们推导的符号恒等式如何直接用于分析自然的平方和松弛。
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引用次数: 0
Stochastic Games with Synchronization Objectives 具有同步目标的随机游戏
IF 2.5 2区 计算机科学 Q2 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE Pub Date : 2023-05-23 DOI: https://dl.acm.org/doi/10.1145/3588866
Laurent Doyen

We consider two-player stochastic games played on a finite graph for infinitely many rounds. Stochastic games generalize both Markov decision processes (MDP) by adding an adversary player, and two-player deterministic games by adding stochasticity. The outcome of the game is a sequence of distributions over the graph states, representing the evolution of a population consisting of a continuum number of identical copies of a process modeled by the game graph. We consider synchronization objectives, which require the probability mass to accumulate in a set of target states, either always, once, infinitely often, or always after some point in the outcome sequence; and the winning modes of sure winning (if the accumulated probability is equal to 1) and almost-sure winning (if the accumulated probability is arbitrarily close to 1).

We present algorithms to compute the set of winning distributions for each of these synchronization modes, showing that the corresponding decision problem is PSPACE-complete for synchronizing once and infinitely often and PTIME-complete for synchronizing always and always after some point. These bounds are remarkably in line with the special case of MDPs, while the algorithmic solution and proof technique are considerably more involved, even for deterministic games. This is because those games have a flavor of imperfect information, in particular they are not determined and randomized strategies need to be considered, even if there is no stochastic choice in the game graph. Moreover, in combination with stochasticity in the game graph, finite-memory strategies are not sufficient in general.

我们考虑在有限图上进行无限回合的两人随机博弈。随机对策通过增加一个对手来推广马尔可夫决策过程,通过增加随机性来推广双参与者确定性对策。游戏的结果是图形状态上的一系列分布,表示由游戏图形模拟的过程的连续数相同副本组成的群体的进化。我们考虑同步目标,它要求概率质量在一组目标状态中积累,或者总是,一次,无限频繁,或者总是在结果序列中的某个点之后;并给出了确定获胜(累积概率等于1)和几乎获胜(累积概率任意接近1)的获胜模式。我们给出了计算每种同步模式的获胜分布集的算法,表明对应的决策问题对于一次和无限频繁同步是PSPACE-complete,对于总是和总是在某点之后同步是PTIME-complete。这些界限与mdp的特殊情况非常一致,而算法解决方案和证明技术则更加复杂,甚至对于确定性游戏也是如此。这是因为这些游戏具有不完全信息的特点,特别是它们不确定,需要考虑随机策略,即使游戏图表中没有随机选择。此外,结合博弈图的随机性,有限记忆策略在一般情况下是不够的。
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引用次数: 0
The One-Way Communication Complexity of Submodular Maximization with Applications to Streaming and Robustness 子模最大化的单向通信复杂度及其在流和鲁棒性中的应用
IF 2.5 2区 计算机科学 Q2 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE Pub Date : 2023-04-24 DOI: https://dl.acm.org/doi/10.1145/3588564
Moran Feldman, Ashkan Norouzi-Fard, Ola Svensson, Rico Zenklusen

We consider the classical problem of maximizing a monotone submodular function subject to a cardinality constraint, which, due to its numerous applications, has recently been studied in various computational models. We consider a clean multi-player model that lies between the offline and streaming model, and study it under the aspect of one-way communication complexity. Our model captures the streaming setting (by considering a large number of players), and, in addition, two player approximation results for it translate into the robust setting. We present tight one-way communication complexity results for our model, which, due to the above-mentioned connections, have multiple implications in the data stream and robust setting.

Even for just two players, a prior information-theoretic hardness result implies that no approximation factor above 1/2 can be achieved in our model, if only queries to feasible sets, i.e., sets respecting the cardinality constraint, are allowed. We show that the possibility of querying infeasible sets can actually be exploited to beat this bound, by presenting a tight 2/3-approximation taking exponential time, and an efficient 0.514-approximation. To the best of our knowledge, this is the first example where querying a submodular function on infeasible sets leads to provably better results. Through the above-mentioned link to the (non-streaming) robust setting, both of these algorithms improve on the current state-of-the-art for robust submodular maximization, showing that approximation factors beyond 1/2 are possible. Moreover, exploiting the link of our model to streaming, we settle the approximability for streaming algorithms by presenting a tight 1/2 + ε hardness result, based on the construction of a new family of coverage functions. This improves on a prior 0.586 hardness and matches, up to an arbitrarily small margin, the best known approximation algorithm.

我们考虑了受基数约束的单调次模函数最大化的经典问题,由于其众多的应用,最近在各种计算模型中进行了研究。我们考虑了一种介于离线和流模型之间的干净的多播放器模型,并从单向通信复杂性的角度对其进行了研究。我们的模型捕获了流设置(通过考虑大量的玩家),此外,它的两个玩家近似结果转化为鲁棒设置。我们为我们的模型提供了紧密的单向通信复杂性结果,由于上述联系,该模型在数据流和鲁棒设置中具有多重含义。即使只有两个玩家,先前的信息论硬度结果意味着,如果只允许查询可行集,即尊重基数约束的集,则在我们的模型中不能实现超过1/2的近似因子。我们展示了查询不可行集的可能性实际上可以被利用来打破这个界限,通过给出一个紧的2/3近似,花费指数时间,和一个有效的0.514近似。据我们所知,这是在不可行的集合上查询子模函数导致可证明的更好结果的第一个示例。通过上述链接到(非流)鲁棒设置,这两种算法都改进了当前最先进的鲁棒次模最大化,表明近似因子超过1/2是可能的。此外,利用我们的模型与流媒体的联系,我们在构建新的覆盖函数族的基础上,通过给出紧密的1/2 + ε硬度结果来解决流媒体算法的近似性。这改进了先前的0.586硬度,并匹配到任意小的裕度,这是最著名的近似算法。
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引用次数: 0
The One-Way Communication Complexity of Submodular Maximization with Applications to Streaming and Robustness 子模最大化的单向通信复杂度及其在流和鲁棒性中的应用
IF 2.5 2区 计算机科学 Q2 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE Pub Date : 2023-04-24 DOI: 10.1145/3588564
Moran Feldman, A. Norouzi-Fard, O. Svensson, R. Zenklusen
We consider the classical problem of maximizing a monotone submodular function subject to a cardinality constraint, which, due to its numerous applications, has recently been studied in various computational models. We consider a clean multiplayer model that lies between the offline and streaming model, and study it under the aspect of one-way communication complexity. Our model captures the streaming setting (by considering a large number of players), and, in addition, two-player approximation results for it translate into the robust setting. We present tight one-way communication complexity results for our model, which, due to the connections mentioned previously, have multiple implications in the data stream and robust setting. Even for just two players, a prior information-theoretic hardness result implies that no approximation factor above 1/2 can be achieved in our model, if only queries to feasible sets (i.e., sets respecting the cardinality constraint) are allowed. We show that the possibility of querying infeasible sets can actually be exploited to beat this bound, by presenting a tight 2/3-approximation taking exponential time, and an efficient 0.514-approximation. To the best of our knowledge, this is the first example where querying a submodular function on infeasible sets leads to provably better results. Through the link to the (non-streaming) robust setting mentioned previously, both of these algorithms improve on the current state of the art for robust submodular maximization, showing that approximation factors beyond 1/2 are possible. Moreover, exploiting the link of our model to streaming, we settle the approximability for streaming algorithms by presenting a tight 1/2+ɛ hardness result, based on the construction of a new family of coverage functions. This improves on a prior 0.586 hardness and matches, up to an arbitrarily small margin, the best-known approximation algorithm.
我们考虑了受基数约束的单调次模函数最大化的经典问题,由于其众多的应用,最近在各种计算模型中进行了研究。我们考虑了一种介于离线和流模式之间的干净的多人模式,并从单向通信复杂性的角度对其进行了研究。我们的模型捕获了流设置(通过考虑大量玩家),此外,它的双玩家近似结果转化为鲁棒设置。我们为我们的模型提供了严格的单向通信复杂性结果,由于前面提到的连接,它在数据流和鲁棒设置中具有多重含义。即使只有两个玩家,先前的信息论硬度结果表明,如果只允许查询可行集(即尊重基数约束的集),则在我们的模型中不能实现超过1/2的近似因子。我们展示了查询不可行集的可能性实际上可以被利用来打破这个界限,通过给出一个紧的2/3近似,花费指数时间,和一个有效的0.514近似。据我们所知,这是在不可行的集合上查询子模函数导致可证明的更好结果的第一个示例。通过链接到前面提到的(非流)鲁棒设置,这两种算法都改进了鲁棒次模最大化的当前技术状态,表明近似因子超过1/2是可能的。此外,利用我们的模型与流媒体的联系,我们在构建新的覆盖函数族的基础上,通过给出一个紧密的1/2+ / /硬度结果来解决流媒体算法的近似性。这改进了先前的0.586硬度,并匹配到任意小的裕度,这是最著名的近似算法。
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引用次数: 1
On Exponential-time Hypotheses, Derandomization, and Circuit Lower Bounds 关于指数时间假设、非随机化和回路下界
2区 计算机科学 Q2 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE Pub Date : 2023-04-20 DOI: 10.1145/3593581
Lijie Chen, Ron Rothblum, Roei Tell, Eylon Yogev
The Exponential-Time Hypothesis (ETH) is a strengthening of the 𝒫 ≠ 𝒩𝒫 conjecture, stating that 3- SAT on n variables cannot be solved in (uniform) time 2 εċ n , for some ε > 0. In recent years, analogous hypotheses that are “exponentially strong” forms of other classical complexity conjectures (such as 𝒩𝒫⊈ ℬ𝒫𝒫 or co 𝒩𝒫⊈𝒩𝒫) have also been introduced and have become widely influential. In this work, we focus on the interaction of exponential-time hypotheses with the fundamental and closely related questions of derandomization and circuit lower bounds . We show that even relatively mild variants of exponential-time hypotheses have far-reaching implications to derandomization, circuit lower bounds, and the connections between the two. Specifically, we prove that: (1) The Randomized Exponential-Time Hypothesis (rETH) implies that ℬ𝒫𝒫 can be simulated on “average-case” in deterministic (nearly-)polynomial-time (i.e., in time 2 Õ(log( n )) = n loglog( n ) O(1) ). The derandomization relies on a conditional construction of a pseudorandom generator with near-exponential stretch (i.e., with seed length Õ(log ( n ))); this significantly improves the state-of-the-art in uniform “hardness-to-randomness” results, which previously only yielded pseudorandom generators with sub-exponential stretch from such hypotheses. (2) The Non-Deterministic Exponential-Time Hypothesis (NETH) implies that derandomization of ℬ𝒫𝒫 is completely equivalent to circuit lower bounds against ℰ, and in particular that pseudorandom generators are necessary for derandomization. In fact, we show that the foregoing equivalence follows from a very weak version of NETH, and we also show that this very weak version is necessary to prove a slightly stronger conclusion that we deduce from it. Last, we show that disproving certain exponential-time hypotheses requires proving breakthrough circuit lower bounds. In particular, if CircuitSAT for circuits over n bits of size poly(n) can be solved by probabilistic algorithms in time 2 n /polylog(n) , then ℬ𝒫ℰ does not have circuits of quasilinear size.
指数时间假设(ETH)是对(一致)时间2 ε >,对于某些ε >, n个变量上的3- SAT不能在(一致)时间2 ε >0. 近年来,类似的假设是其他经典复杂性猜想的“指数强”形式(如:或)也被引入并产生了广泛的影响。在这项工作中,我们关注指数时间假设与非随机化和电路下界的基本和密切相关的问题的相互作用。我们表明,即使是相对温和的指数时间假设变体,对非随机化、回路下界以及两者之间的联系也有深远的影响。具体地说,我们证明了:(1)随机指数时间假设(rETH)表明,在确定的(近)多项式时间(即时间2 Õ(log(n)) = n logog (n) O(1))中,可以对“平均情况”进行模拟。非随机化依赖于具有近指数延伸的伪随机生成器的条件构造(即种子长度Õ(log (n)));这显着提高了统一的“随机硬度”结果的最新技术,以前只能从这些假设中产生具有次指数拉伸的伪随机生成器。(2)非确定性指数时间假设(Non-Deterministic Exponential-Time Hypothesis, NETH)表明,任意化的条件完全等价于任意化的电路下界,特别是任意化需要伪随机发生器。事实上,我们证明了前面的等价是从一个非常弱的NETH版本推导出来的,我们还表明,这个非常弱的版本是证明我们从它推导出的一个稍微强一点的结论所必需的。最后,我们证明了反驳某些指数时间假设需要证明突破电路的下界。特别地,如果对于大小为poly(n)的n位以上电路的CircuitSAT可以用概率算法在2n /polylog(n)的时间内求解,则可以证明,任意的电路都不具有拟线性大小。
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引用次数: 2
Intermediate Value Linearizability: A Quantitative Correctness Criterion 中间值线性化:一个定量正确性准则
IF 2.5 2区 计算机科学 Q2 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE Pub Date : 2023-04-18 DOI: https://dl.acm.org/doi/10.1145/3584699
Arik Rinberg, Idit Keidar
<p>Big data processing systems often employ batched updates and data sketches to estimate certain properties of large data. For example, a <i>CountMin sketch</i> approximates the frequencies at which elements occur in a data stream, and a <i>batched counter</i> counts events in batches. This article focuses on correctness criteria for concurrent implementations of such objects. Specifically, we consider <i>quantitative</i> objects, whose return values are from an ordered domain, with a particular emphasis on <i>(ε,δ)-bounded</i> objects that estimate a numerical quantity with an error of at most ε with probability at least 1 - δ.</p><p>The de facto correctness criterion for concurrent objects is linearizability. Intuitively, under linearizability, when a read overlaps an update, it must return the object’s value either before the update or after it. Consider, for example, a single batched increment operation that counts three new events, bumping a batched counter’s value from 7 to 10. In a linearizable implementation of the counter, a read overlapping this update must return either 7 or 10. We observe, however, that in typical use cases, any <i>intermediate</i> value between 7 and 10 would also be acceptable. To capture this additional degree of freedom, we propose <i>Intermediate Value Linearizability (IVL)</i>, a new correctness criterion that relaxes linearizability to allow returning intermediate values, for instance, 8 in the example above. Roughly speaking, IVL allows reads to return any value that is bounded between two return values that are legal under linearizability.</p><p>A key feature of IVL is that we can prove that concurrent IVL implementations of (ε,δ)-bounded objects are themselves (ε,δ)-bounded. To illustrate the power of this result, we give a straightforward and efficient concurrent implementation of an (ε,δ)-bounded CountMin sketch, which is IVL (albeit not linearizable).</p><p>We present four examples for IVL objects, each showcasing a different way of using IVL. The first is a simple wait-free IVL batched counter, with <i>O</i>(1) step complexity for update. The next considers an (ε,δ)-bounded CountMin sketch and further shows how to relax IVL using the notion of <i>r</i>-relaxation. Our third example is a non-atomic iterator over a data structure. In this example, we augment the data structure with an <i>auxiliary history variable</i> state that includes “tombstones” for items deleted from the data structure. Here, IVL semantics are required at the augmented level. Finally, using a <i>priority queue</i>, we show that some objects require IVL to be paired with other correctness criteria; indeed, a natural correctness notion for a concurrent priority queue is IVL coupled with sequential consistency.</p><p>Last, we show that IVL allows for inherently cheaper implementations than linearizable ones. In particular, we show a lower bound of Ω (<i>n</i>) on the step complexity of the update operation of any wait-free linearizable
大数据处理系统经常使用批量更新和数据草图来估计大数据的某些属性。例如,CountMin草图近似于元素在数据流中出现的频率,批处理计数器分批计数事件。本文主要关注这类对象的并发实现的正确性标准。具体地说,我们考虑定量对象,其返回值来自有序域,特别强调(ε,δ)有界对象,其估计数值数量的误差最多为ε,概率至少为1 - δ。并发对象的事实上的正确性标准是线性化。直观地说,在线性化条件下,当读取操作与更新操作重叠时,它必须返回对象的值,要么在更新操作之前,要么在更新操作之后。例如,考虑单个批处理增量操作,该操作计数三个新事件,将批处理计数器的值从7增加到10。在可线性化的计数器实现中,与此更新重叠的读操作必须返回7或10。然而,我们观察到,在典型的用例中,7到10之间的任何中间值也是可以接受的。为了获得这个额外的自由度,我们提出了中间值线性化(Intermediate Value Linearizability, IVL),这是一个新的正确性标准,它放宽了线性化,允许返回中间值,例如上面的例子中的8。粗略地说,IVL允许读取返回在线性化条件下合法的两个返回值之间的任何值。IVL的一个关键特征是我们可以证明(ε,δ)有界对象的并发IVL实现本身是(ε,δ)有界的。为了说明这个结果的力量,我们给出了一个(ε,δ)有界CountMin草图的简单有效的并发实现,它是IVL(尽管不是线性化的)。我们给出了IVL对象的四个示例,每个示例都展示了使用IVL的不同方式。第一个是简单的无等待IVL批处理计数器,更新的步骤复杂度为0(1)步。接下来考虑一个(ε,δ)有界的CountMin草图,并进一步展示如何使用r-松弛的概念来松弛IVL。第三个例子是数据结构上的非原子迭代器。在这个例子中,我们用一个辅助的历史变量状态来扩展数据结构,其中包括从数据结构中删除的项的“墓碑”。这里,在增强级别需要IVL语义。最后,使用优先级队列,我们展示了一些对象需要IVL与其他正确性标准配对;实际上,并发优先级队列的自然正确性概念是IVL与顺序一致性相结合。最后,我们展示了IVL允许比线性化实现更便宜的实现。特别是,我们展示了来自单写多读寄存器的任何无等待线性批处理计数器的更新操作的步复杂度的下界Ω (n),这比我们的O(1) IVL实现更昂贵。
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引用次数: 0
Lower Bounds for Semialgebraic Range Searching and Stabbing Problems 半代数范围搜索与刺入问题的下界
IF 2.5 2区 计算机科学 Q2 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE Pub Date : 2023-04-18 DOI: https://dl.acm.org/doi/10.1145/3578574
Peyman Afshani, Pingan Cheng
<p>In the semialgebraic range searching problem, we are given a set of <i>n</i> points in ℝ<sup><i>d</i></sup>, and we want to preprocess the points such that for any query range belonging to a family of constant complexity semialgebraic sets (Tarski cells), all the points intersecting the range can be reported or counted efficiently. When the ranges are composed of simplices, the problem is well-understood: It can be solved using <i>S(n)</i> space and with <i>Q(n)</i> query time with (S(n)Q(n)^d = tilde{O}(n^d),) where the (tilde{O}(cdot)) notation hides polylogarithmic factors and this trade-off is tight (up to <i>n</i><sup><i>o</i>(1)</sup> factors). In particular, there exist “low space” structures that use <i>O(n)</i> space with <i>O</i>(<i>n</i><sup>1-1/<i>d</i>}</sup>) query time [8, 25] and “fast query” structures that use <i>O</i>(<i>n</i><sup><i>d</i></sup>) space with <i>O</i>(log <i>n</i>) query time [9]. However, for general semialgebraic ranges, only “low space” solutions are known, but the best solutions [7] match the same trade-off curve as simplex queries, with <i>O</i>(<i>n</i>) space and (tilde{O}(n^{1-1/d})) query time. It has been conjectured that the same could be done for the “fast query” case, but this open problem has stayed unresolved.</p><p>Here, we disprove this conjecture. We give the first nontrivial lower bounds for semialgebraic range searching and other related problems. More precisely, we show that any data structure for reporting the points between two concentric circles, a problem that we call 2D annulus reporting, with <i>Q</i>(<i>n</i>) query time must use (S(n)=overset{scriptscriptstyle o}{Omega }(n^3/Q(n)^5)) space, where the (overset{scriptscriptstyle o}{Omega }(cdot)) notation hides (n^{o(1)}) factors, meaning, for (Q(n)=log ^{O(1)}n), (overset{scriptscriptstyle o}{Omega }(n^3)) space must be used. In addition, we study the problem of reporting the subset of input points in a polynomial slab defined by (lbrace (x,y)in mathbb {R}^2:P(x)le yle P(x)+wrbrace), where (P(x)=sum _{i=0}^Delta a_i x^i) is a univariate polynomial of degree Δ and (a_0, ldots , a_Delta , w) are given at the query time, a problem that we call polynomial slab reporting. For this, we show a space lower bound of (overset{scriptscriptstyle o}{Omega }(n^{Delta +1}/Q(n)^{(Delta +3)Delta /2})), which implies that for (Q(n)=log ^{O(1)}n), we must use (overset{scriptscriptstyle o}{Omega }(n^{Delta +1})) space. We also consider the dual semialgebraic stabbing problems of semialgebraic range searching and present lower bounds for them. In particular, we show that in linear space, any data structure that solves 2D annulus stabbing problems must use (Omega (n^{2/3})) query time. Note that this almost matches the upper bound obtained by lifting 2D annuli to 3D. Like semialgebraic range searching, we also present lower bounds for general polynomial slab stabbing problems. Again, our lower bounds are almost tight for linear size data structures in th
在半代数范围搜索问题中,我们给定一个由n个点组成的集合,我们希望对这些点进行预处理,使得对于属于一类常复杂度半代数集(Tarski单元)的任意查询范围,所有与该范围相交的点都能被有效地报告或计数。当范围由简单项组成时,问题就很容易理解了:它可以使用S(n)空间和Q(n)查询时间通过(S(n)Q(n)^d = tilde{O}(n^d),)来解决,其中(tilde{O}(cdot))符号隐藏了多对数因子,并且这种权衡是紧密的(最多不包含1个因子)。特别是,存在使用O(n)空间和O(n1-1/d})查询时间的“低空间”结构[8,25],以及使用O(nd)空间和O(log n)查询时间的“快速查询”结构[9]。然而,对于一般的半代数范围,只有“低空间”解是已知的,但最佳解[7]与单纯形查询匹配相同的权衡曲线,具有O(n)空间和(tilde{O}(n^{1-1/d}))查询时间。据推测,对于“快速查询”的情况也可以这样做,但这个开放的问题尚未解决。在这里,我们反驳这个猜想。给出了半代数范围搜索和其他相关问题的第一非平凡下界。更准确地说,我们表明任何用于报告两个同心圆之间的点的数据结构,我们称之为二维环空报告的问题,具有Q(n)查询时间必须使用(S(n)=overset{scriptscriptstyle o}{Omega }(n^3/Q(n)^5))空间,其中(overset{scriptscriptstyle o}{Omega }(cdot))符号隐藏了(n^{o(1)})因子,这意味着,对于(Q(n)=log ^{O(1)}n), (overset{scriptscriptstyle o}{Omega }(n^3))空间必须使用。此外,我们研究了报告由(lbrace (x,y)in mathbb {R}^2:P(x)le yle P(x)+wrbrace)定义的多项式板中输入点子集的问题,其中(P(x)=sum _{i=0}^Delta a_i x^i)是查询时给出的次为Δ和(a_0, ldots , a_Delta , w)的单变量多项式,我们称之为多项式板报告问题。为此,我们显示了(overset{scriptscriptstyle o}{Omega }(n^{Delta +1}/Q(n)^{(Delta +3)Delta /2}))的空间下界,这意味着对于(Q(n)=log ^{O(1)}n),我们必须使用(overset{scriptscriptstyle o}{Omega }(n^{Delta +1}))空间。我们还考虑了半代数范围搜索的对偶半代数刺刺问题,并给出了它们的下界。特别是,我们证明了在线性空间中,任何解决二维环空刺入问题的数据结构都必须使用(Omega (n^{2/3}))查询时间。注意,这几乎与将2D环空提升到3D所获得的上限相匹配。与半代数范围搜索一样,我们也给出了一般多项式板刺问题的下界。同样,在这种情况下,我们的下界对于线性大小的数据结构来说几乎是紧的。
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引用次数: 0
Lower Bounds on Implementing Mediators in Asynchronous Systems with Rational and Malicious Agents 在具有理性和恶意代理的异步系统中实现中介的下限
IF 2.5 2区 计算机科学 Q2 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE Pub Date : 2023-03-25 DOI: https://dl.acm.org/doi/10.1145/3578579
Ivan Geffner, Joseph Y. Halpern

Abraham, Dolev, Geffner, and Halpern [1] proved that, in asynchronous systems, a (k, t)-robust equilibrium for n players and a trusted mediator can be implemented without the mediator as long as n > 4(k+t), where an equilibrium is (k, t)-robust if, roughly speaking, no coalition of t players can decrease the payoff of any of the other players, and no coalition of k players can increase their payoff by deviating. We prove that this bound is tight, in the sense that if n ≤ 4(k+t) there exist (k, t)-robust equilibria with a mediator that cannot be implemented by the players alone. Even though implementing (k, t)-robust mediators seems closely related to implementing asynchronous multiparty (k+t)-secure computation [6], to the best of our knowledge there is no known straightforward reduction from one problem to another. Nevertheless, we show that there is a non-trivial reduction from a slightly weaker notion of (k+t)-secure computation, which we call (k+t)-strict secure computation, to implementing (k, t)-robust mediators. We prove the desired lower bound by showing that there are functions on n variables that cannot be (k+t)-strictly securely computed if n ≤ 4(k+t). This also provides a simple alternative proof for the well-known lower bound of 4t+1 on asynchronous secure computation in the presence of up to t malicious agents [4, 8, 10].

Abraham, Dolev, Geffner, and Halpern[1]证明了在异步系统中,只要n >4(k+t),其中均衡是(k, t)-鲁棒性,粗略地说,如果t个参与者的联盟不能减少其他参与者的收益,并且k个参与者的联盟不能通过偏离来增加他们的收益。我们证明了这个界是紧的,即如果n≤4(k+t),存在(k, t)个具有中介的鲁棒均衡,且不能由参与人单独实现。尽管实现(k, t)健壮的中介器似乎与实现异步多方(k+t)安全计算密切相关[6],但据我们所知,没有已知的从一个问题到另一个问题的直接简化。然而,我们证明了从稍微弱一点的(k+t)安全计算的概念(我们称之为(k+t)严格安全计算)到实现(k, t)鲁棒中介的非平凡简化。我们通过证明n个变量上的函数不能是(k+t)——当n≤4(k+t)时严格安全计算,证明了期望的下界。这也为异步安全计算中存在多达t个恶意代理时众所周知的4t+1下界提供了一个简单的替代证明[4,8,10]。
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引用次数: 0
Separating Rank Logic from Polynomial Time 从多项式时间中分离秩逻辑
IF 2.5 2区 计算机科学 Q2 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE Pub Date : 2023-03-25 DOI: https://dl.acm.org/doi/10.1145/3572918
Moritz Lichter

In the search for a logic capturing polynomial time the most promising candidates are Choiceless Polynomial Time (CPT) and rank logic. Rank logic extends fixed-point logic with counting by a rank operator over prime fields. We show that the isomorphism problem for CFI graphs over ℤ2i cannot be defined in rank logic, even if the base graph is totally ordered. However, CPT can define this isomorphism problem. We thereby separate rank logic from CPT and in particular from polynomial time.

在寻找捕获多项式时间的逻辑时,最有希望的候选是无选择多项式时间(CPT)和秩逻辑。秩逻辑扩展了定点逻辑,使用秩算子对素数域进行计数。我们证明了CFI图的同构问题不能在秩逻辑中定义,即使基图是完全有序的。然而,CPT可以定义这个同构问题。因此我们将秩逻辑从CPT中分离出来,特别是从多项式时间中分离出来。
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引用次数: 0
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