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A Correctness and Incorrectness Program Logic 正确和不正确的程序逻辑
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/10.1145/3582267
Roberto Bruni, Roberto Giacobazzi, Roberta Gori, Francesco Ranzato

Abstract interpretation is a well-known and extensively used method to extract over-approximate program invariants by a sound program analysis algorithm. Soundness means that no program errors are lost and it is, in principle, guaranteed by construction. Completeness means that the abstract interpreter reports no false alarms for all possible inputs, but this is extremely rare because it needs a very precise analysis. We introduce a weaker notion of completeness, called local completeness, which requires that no false alarms are produced only relatively to some fixed program inputs. Based on this idea, we introduce a program logic, called Local Completeness Logic for an abstract domain A, for proving both the correctness and incorrectness of program specifications. Our proof system, which is parameterized by an abstract domain A, combines over- and under-approximating reasoning. In a provable triple ⊦A [p] 𝖼 [q], 𝖼 is a program, q is an under-approximation of the strongest post-condition of 𝖼 on input p such that their abstractions in A coincide. This means that q is never too coarse, namely, under some mild assumptions, the abstract interpretation of 𝖼 does not yield false alarms for the input p iff q has no alarm. Therefore, proving ⊦A [p] 𝖼 [q] not only ensures that all the alarms raised in q are true ones, but also that if q does not raise alarms, then 𝖼 is correct. We also prove that if A is the straightforward abstraction making all program properties equivalent, then our program logic coincides with O’Hearn’s incorrectness logic, while for any other abstraction, contrary to the case of incorrectness logic, our logic can also establish program correctness.

摘要解释是一种众所周知的、广泛使用的方法,它通过一种完善的程序分析算法来提取过近似的程序不变量。健全性意味着不会丢失任何程序错误,原则上,它是由构造保证的。完整性意味着抽象解释器不会对所有可能的输入报告错误警报,但这种情况极为罕见,因为它需要非常精确的分析。我们引入了一个较弱的完整性概念,称为局部完整性,它要求仅相对于某些固定的程序输入不产生假警报。基于这一思想,我们引入了一种程序逻辑,称为抽象域a的局部完备逻辑,用于证明程序规范的正确性和不正确性。我们的证明系统由抽象域A参数化,结合了过逼近和欠逼近推理。在可证明三重体⊦a [p]𝖼[q]中,𝖼是一个程序,q是输入p上最强后置条件𝖼的一个低近似值,使得它们在a中的抽象重合。这意味着q永远不会太粗糙,也就是说,在一些温和的假设下,如果q没有报警,对𝖼的抽象解释不会对输入p产生假警报。因此,证明⊦A [p]𝖼[q]不仅保证了在q中发出的所有警报都是真实的,而且如果q没有发出警报,则𝖼是正确的。我们还证明,如果A是使所有程序属性相等的直接抽象,那么我们的程序逻辑与O 'Hearn的不正确逻辑是一致的,而对于任何其他抽象,与不正确逻辑的情况相反,我们的逻辑也可以建立程序正确性。
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引用次数: 0
Almost Optimal Exact Distance Oracles for Planar Graphs 几乎最优的精确距离预言为平面图形
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/10.1145/3580474
Panagiotis Charalampopoulos, Paweł Gawrychowski, Yaowei Long, Shay Mozes, Seth Pettie, Oren Weimann, Christian Wulff-Nilsen

We consider the problem of preprocessing a weighted directed planar graph in order to quickly answer exact distance queries. The main tension in this problem is between space S and query time Q, and since the mid-1990s all results had polynomial time-space tradeoffs, e.g., Q = ~ Θ(n/√ S) or Q = ~Θ(n5/2/S3/2).

In this article we show that there is no polynomial tradeoff between time and space and that it is possible to simultaneously achieve almost optimal space n1+o(1) and almost optimal query time no(1). More precisely, we achieve the following space-time tradeoffs:

  • n1+o(1) space and log2+o(1) n query time,

  • n log2+o(1) n space and no(1) query time,

  • n4/3+o(1) space and log1+o(1) n query time.

We reduce a distance query to a variety of point location problems in additively weighted Voronoi diagrams and develop new algorithms for the point location problem itself using several partially persistent dynamic tree data structures.

为了快速回答精确距离查询,我们研究了加权有向平面图的预处理问题。这个问题的主要紧张关系是在空间S和查询时间Q之间,自20世纪90年代中期以来,所有结果都有多项式的时空权衡,例如,Q = ~Θ(n /√S)或Q = ~Θ(n5/2/S3/2)。在本文中,我们展示了时间和空间之间不存在多项式权衡,并且可以同时实现几乎最优的空间n1+o(1)和几乎最优的查询时间no(1)。更准确地说,我们实现了以下时空权衡:n1+o(1)空间和log2+o(1) n查询时间,n log2+o(1) n空间和no(1)查询时间,n1 /3+o(1)空间和log1+o(1) n查询时间。我们将距离查询简化为各种加性加权Voronoi图中的点定位问题,并使用几个部分持久的动态树数据结构开发了点定位问题本身的新算法。
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引用次数: 0
Almost Optimal Exact Distance Oracles for Planar Graphs 几乎最优的精确距离预言为平面图形
IF 2.5 2区 计算机科学 Q2 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE Pub Date : 2023-03-25 DOI: 10.1145/3580474
P. Charalampopoulos, Paweł Gawrychowski, Yaowei Long, S. Mozes, S. Pettie, O. Weimann, Christian Wulff-Nilsen
We consider the problem of preprocessing a weighted directed planar graph in order to quickly answer exact distance queries. The main tension in this problem is between space S and query time Q, and since the mid-1990s all results had polynomial time-space tradeoffs, e.g., Q = ~ Θ(n/√ S) or Q = ~Θ(n5/2/S3/2). In this article we show that there is no polynomial tradeoff between time and space and that it is possible to simultaneously achieve almost optimal space n1+o(1) and almost optimal query time no(1). More precisely, we achieve the following space-time tradeoffs: n1+o(1) space and log2+o(1) n query time, n log2+o(1) n space and no(1) query time, n4/3+o(1) space and log1+o(1) n query time. We reduce a distance query to a variety of point location problems in additively weighted Voronoi diagrams and develop new algorithms for the point location problem itself using several partially persistent dynamic tree data structures.
为了快速回答精确距离查询,我们研究了加权有向平面图的预处理问题。这个问题的主要紧张关系是在空间S和查询时间Q之间,自20世纪90年代中期以来,所有结果都有多项式的时空权衡,例如,Q = ~Θ(n /√S)或Q = ~Θ(n5/2/S3/2)。在本文中,我们展示了时间和空间之间不存在多项式权衡,并且可以同时实现几乎最优的空间n1+o(1)和几乎最优的查询时间no(1)。更准确地说,我们实现了以下时空权衡:n1+o(1)空间和log2+o(1) n查询时间,n log2+o(1) n空间和no(1)查询时间,n1 /3+o(1)空间和log1+o(1) n查询时间。我们将距离查询简化为各种加性加权Voronoi图中的点定位问题,并使用几个部分持久的动态树数据结构开发了点定位问题本身的新算法。
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引用次数: 1
Separating Rank Logic from Polynomial Time 从多项式时间中分离秩逻辑
2区 计算机科学 Q2 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE Pub Date : 2023-03-25 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 ℤ 2 i 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: 1
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 : 2023-03-22 DOI: 10.1145/3588866
L. 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;以及确定获胜(如果累积概率等于1)和几乎确定获胜(如果累积概率任意接近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,表明相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
A Universal Law of Robustness via Isoperimetry 等径法鲁棒性的普遍规律
IF 2.5 2区 计算机科学 Q2 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE Pub Date : 2023-03-21 DOI: https://dl.acm.org/doi/10.1145/3578580
Sébastien Bubeck, Mark Sellke

Classically, data interpolation with a parametrized model class is possible as long as the number of parameters is larger than the number of equations to be satisfied. A puzzling phenomenon in deep learning is that models are trained with many more parameters than what this classical theory would suggest. We propose a partial theoretical explanation for this phenomenon. We prove that for a broad class of data distributions and model classes, overparametrization is necessary if one wants to interpolate the data smoothly. Namely we show that smooth interpolation requires d times more parameters than mere interpolation, where d is the ambient data dimension. We prove this universal law of robustness for any smoothly parametrized function class with polynomial size weights, and any covariate distribution verifying isoperimetry (or a mixture thereof). In the case of two-layer neural networks and Gaussian covariates, this law was conjectured in prior work by Bubeck, Li, and Nagaraj. We also give an interpretation of our result as an improved generalization bound for model classes consisting of smooth functions.

经典地,只要参数的数量大于要满足的方程的数量,就可以使用参数化模型类进行数据插值。深度学习中一个令人困惑的现象是,模型训练时使用的参数比经典理论所建议的要多得多。我们对这一现象提出了部分的理论解释。我们证明了对于一类广泛的数据分布和模型类,如果想要平滑地插值数据,过度参数化是必要的。也就是说,我们表明平滑插值需要的参数是单纯插值的d倍,其中d是环境数据维数。对于任何具有多项式大小权重的光滑参数化函数类,以及任何验证等规性的协变量分布(或其混合物),我们证明了这一鲁棒性的普遍定律。在双层神经网络和高斯协变量的情况下,Bubeck、Li和Nagaraj在之前的工作中推测了这一定律。对于由光滑函数组成的模型类,我们也给出了一个改进的泛化界的解释。
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引用次数: 0
A New Algorithm for Euclidean Shortest Paths in the Plane 平面上欧氏最短路径的一种新算法
IF 2.5 2区 计算机科学 Q2 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE Pub Date : 2023-03-21 DOI: 10.1145/3580475
Haitao Wang
Given a set of pairwise disjoint polygonal obstacles in the plane, finding an obstacle-avoiding Euclidean shortest path between two points is a classical problem in computational geometry and has been studied extensively. Previously, Hershberger and Suri (in SIAM Journal on Computing, 1999) gave an algorithm of O(n log n) time and O(n log n) space, where n is the total number of vertices of all obstacles. Recently, by modifying Hershberger and Suri’s algorithm, Wang (in SODA’21) reduced the space to O(n) while the runtime of the algorithm is still O(n log n). In this article, we present a new algorithm of O(n+h log h) time and O(n) space, provided that a triangulation of the free space is given, where h is the number of obstacles. The algorithm is better than the previous work when h is relatively small. Our algorithm builds a shortest path map for a source point s so that given any query point t, the shortest path length from s to t can be computed in O(log n) time and a shortest s-t path can be produced in additional time linear in the number of edges of the path.
给定平面上一组两两不相交的多边形障碍物,求两点之间避障的欧氏最短路径是计算几何中的一个经典问题,已经得到了广泛的研究。此前,Hershberger和Suri(在SIAM Journal on Computing, 1999)给出了O(n log n)时间和O(n log n)空间的算法,其中n为所有障碍物顶点的总数。最近,Wang(在SODA ' 21)通过修改Hershberger和Suri的算法,将空间减少到O(n),而算法的运行时间仍然是O(n log n)。在本文中,我们提出了一个O(n+h log h)时间和O(n)空间的新算法,假设给出了自由空间的三角划分,其中h为障碍物的数量。当h相对较小时,算法优于之前的工作。我们的算法为源点s建立了一个最短路径映射,以便给定任何查询点t,从s到t的最短路径长度可以在O(log n)时间内计算出来,并且最短的s-t路径可以在路径边数线性的额外时间内产生。
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引用次数: 1
Universal almost Optimal Compression and Slepian-wolf Coding in Probabilistic Polynomial Time 概率多项式时间的通用几乎最优压缩和睡狼编码
IF 2.5 2区 计算机科学 Q2 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE Pub Date : 2023-03-21 DOI: https://dl.acm.org/doi/10.1145/3575807
Bruno Bauwens*, Marius Zimand

In a lossless compression system with target lengths, a compressor 𝒞 maps an integer m and a binary string x to an m-bit code p, and if m is sufficiently large, a decompressor 𝒟 reconstructs x from p. We call a pair (m,x) achievable for (𝒞,𝒟) if this reconstruction is successful. We introduce the notion of an optimal compressor 𝒞opt by the following universality property: For any compressor-decompressor pair (𝒞,𝒟), there exists a decompressor 𝒟 such that if (m,x) is achievable for (𝒞,𝒟), then (m + Δ , x) is achievable for (𝒞opt, 𝒟), where Δ is some small value called the overhead. We show that there exists an optimal compressor that has only polylogarithmic overhead and works in probabilistic polynomial time. Differently said, for any pair (𝒞,𝒟), no matter how slow 𝒞 is, or even if 𝒞 is non-computable, 𝒞opt is a fixed compressor that in polynomial time produces codes almost as short as those of 𝒞. The cost is that the corresponding decompressor is slower.

We also show that each such optimal compressor can be used for distributed compression, in which case it can achieve optimal compression rates as given in the Slepian–Wolf theorem and even for the Kolmogorov complexity variant of this theorem.

在具有目标长度的无损压缩系统中,压缩器将一个整数m和一个二进制字符串x 映射到一个m位代码p,如果m足够大,则解压器将从p中重构出x。如果重构成功,我们称其为一对(m,x)。我们通过以下通用性引入了最优压缩器𝒞opt的概念:对于任何压缩器-解压缩器对(,),存在一个解压缩器',使得如果(m,x)对于(,)是可实现的,那么(m + Δ,x)对于(𝒞opt,)是可实现的,其中Δ是一个称为开销的小值。我们证明了存在一个最优的压缩器,它只有多对数开销并且在概率多项式时间内工作。换句话说,对于任何对(),不管它的速度有多慢,或者即使它是不可计算的,𝒞opt都是一个固定的压缩器,它在多项式时间内产生的代码几乎和它的代码一样短。代价是相应的解压速度变慢。我们还证明了每个这样的最优压缩器都可以用于分布式压缩,在这种情况下,它可以达到Slepian-Wolf定理中给出的最优压缩率,甚至可以达到该定理的Kolmogorov复杂度变体。
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引用次数: 0
A New Algorithm for Euclidean Shortest Paths in the Plane 平面上欧氏最短路径的一种新算法
IF 2.5 2区 计算机科学 Q2 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE Pub Date : 2023-03-21 DOI: https://dl.acm.org/doi/10.1145/3580475
Haitao Wang

Given a set of pairwise disjoint polygonal obstacles in the plane, finding an obstacle-avoiding Euclidean shortest path between two points is a classical problem in computational geometry and has been studied extensively. Previously, Hershberger and Suri (in SIAM Journal on Computing, 1999) gave an algorithm of O(n log n) time and O(n log n) space, where n is the total number of vertices of all obstacles. Recently, by modifying Hershberger and Suri’s algorithm, Wang (in SODA’21) reduced the space to O(n) while the runtime of the algorithm is still O(n log n). In this article, we present a new algorithm of O(n+h log h) time and O(n) space, provided that a triangulation of the free space is given, where h is the number of obstacles. The algorithm is better than the previous work when h is relatively small. Our algorithm builds a shortest path map for a source point s so that given any query point t, the shortest path length from s to t can be computed in O(log n) time and a shortest s-t path can be produced in additional time linear in the number of edges of the path.

给定平面上一组两两不相交的多边形障碍物,求两点之间避障的欧氏最短路径是计算几何中的一个经典问题,已经得到了广泛的研究。此前,Hershberger和Suri(在SIAM Journal on Computing, 1999)给出了O(n log n)时间和O(n log n)空间的算法,其中n为所有障碍物顶点的总数。最近,Wang(在SODA ' 21)通过修改Hershberger和Suri的算法,将空间减少到O(n),而算法的运行时间仍然是O(n log n)。在本文中,我们提出了一个O(n+h log h)时间和O(n)空间的新算法,假设给出了自由空间的三角划分,其中h为障碍物的数量。当h相对较小时,算法优于之前的工作。我们的算法为源点s建立了一个最短路径映射,以便给定任何查询点t,从s到t的最短路径长度可以在O(log n)时间内计算出来,并且最短的s-t路径可以在路径边数线性的额外时间内产生。
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引用次数: 0
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 : 2023-03-17 DOI: 10.1145/3587250
J. Gaitonde, É. 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: 2
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