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L is different from NP L 与 NP 不同
Pub Date : 2024-04-24 DOI: arxiv-2404.16562
J. Andres Montoya
We prove that the class LOGSPACE (L, for short) is different from the classNP.
我们证明类 LOGSPACE(简称 L)不同于类 NP。
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引用次数: 0
Complexity of Planar Graph Orientation Consistency, Promise-Inference, and Uniqueness, with Applications to Minesweeper Variants 平面图方向一致性、承诺推理和唯一性的复杂性,以及在扫雷变体中的应用
Pub Date : 2024-04-22 DOI: arxiv-2404.14519
MIT Hardness Group, Della Hendrickson, Andy Tockman
We study three problems related to the computational complexity of thepopular game Minesweeper. The first is consistency: given a set of clues, isthere any arrangement of mines that satisfies it? This problem has been knownto be NP-complete since 2000, but our framework proves it as a side effect. Thesecond is inference: given a set of clues, is there any cell that the playercan prove is safe? The coNP-completeness of this problem has been in theliterature since 2011, but we discovered a flaw that we believe is present inall published results, and we provide a fixed proof. Finally, the third issolvability: given the full state of a Minesweeper game, can the player win thegame by safely clicking all non-mine cells? This problem has not yet beenstudied, and we prove that it is coNP-complete.
我们研究了与流行游戏扫雷的计算复杂性有关的三个问题。第一个问题是一致性:给定一组线索,是否有任何地雷排列能满足它?自 2000 年以来,人们就知道这个问题是 NP-完全的,但我们的框架从侧面证明了这一点。第二个问题是推理:给定一组线索,游戏者能否证明其中任何一个单元是安全的?这个问题的 coNP 完备性早在 2011 年就已出现在文献中,但我们发现了一个缺陷,我们认为这个缺陷存在于所有已发表的结果中,我们提供了一个固定的证明。最后,第三个问题是可解性:给定扫雷游戏的完整状态,玩家能否通过安全点击所有非地雷单元格赢得游戏?这个问题还没有人研究过,我们证明了它的共NP完备性。
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引用次数: 0
Tetris with Few Piece Types 只有几种棋子的俄罗斯方块
Pub Date : 2024-04-16 DOI: arxiv-2404.10712
MIT Hardness Group, Erik D. Demaine, Holden Hall, Jeffery Li
We prove NP-hardness and #P-hardness of Tetris clearing (clearing an initialboard using a given sequence of pieces) with the Super Rotation System (SRS),even when the pieces are limited to any two of the seven Tetris piece types.This result is the first advance on a question posed twenty years ago: whichpiece sets are easy vs. hard? All previous Tetris NP-hardness proofs used fiveof the seven piece types. We also prove ASP-completeness of Tetris clearing,using three piece types, as well as versions of 3-Partition and Numerical3-Dimensional Matching where all input integers are distinct. Finally, we proveNP-hardness of Tetris survival and clearing under the "hard drops only" and"20G" modes, using two piece types, improving on a previous "hard drops only"result that used five piece types.
我们证明了使用超级旋转系统(SRS)进行俄罗斯方块清零(使用给定的棋子序列清零初始棋盘)的 NP 难性和 #P 难性,即使棋子仅限于七种俄罗斯方块棋子类型中的任意两种。之前所有的俄罗斯方块 NP 难度证明都使用了七种棋子类型中的五种。我们还证明了俄罗斯方块清除的 ASP 完备性,使用了三种棋子类型,以及所有输入整数都不同的 3-Partition 和 Numerical 3-Dimensional Matching 版本。最后,我们用两种棋子类型证明了俄罗斯方块在 "仅硬下落 "和 "20G "模式下生存和清除的非难性,改进了之前用五种棋子类型证明的 "仅硬下落 "结果。
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引用次数: 0
PSPACE-Hard 2D Super Mario Games: Thirteen Doors PSPACE-高难度 2D 超级马里奥游戏:十三道门
Pub Date : 2024-04-16 DOI: arxiv-2404.10380
MIT Hardness Group, Hayashi Ani, Erik D. Demaine, Holden Hall, Matias Korman
We prove PSPACE-hardness for fifteen games in the Super Mario Bros. 2Dplatforming video game series. Previously, only the original Super Mario Bros.was known to be PSPACE-hard (FUN 2016), though several of the games we studywere known to be NP-hard (FUN 2014). Our reductions build door gadgets withopen, close, and traverse traversals, in each case using mechanics unique tothe game. While some of our door constructions are similar to those from FUN2016, those for Super Mario Bros. 2, Super Mario Land 2, Super Mario World 2,and the New Super Mario Bros. series are quite different; notably, the SuperMario Bros. 2 door is extremely difficult. Doors remain elusive for just two 2DMario games (Super Mario Land and Super Mario Run); we prove that these gamesare at least NP-hard.
我们证明了《超级马里奥兄弟》2D 平台视频游戏系列中 15 款游戏的 PSPACE-hardness。在此之前,只有最初的《超级马里奥兄弟》被认为是 PSPACE-困难的(FUN 2016),尽管我们研究的几款游戏被认为是 NP-困难的(FUN 2014)。我们的还原用打开、关闭和横向穿越来构建门小工具,在每种情况下都使用了游戏特有的机制。虽然我们的一些门构造与 FUN2016 中的相似,但《超级马里奥兄弟 2》、《超级马里奥乐园 2》、《超级马里奥世界 2》和《新超级马里奥兄弟》系列的门构造却截然不同;值得注意的是,《超级马里奥兄弟 2》的门极其困难。只有两款 2DMario 游戏(《超级马里奥乐园》和《超级马里奥跑酷》)的门仍然难以捉摸;我们证明了这些游戏至少是 NP 难的。
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引用次数: 0
On the complexity of some cycle convexity parameters 论某些周期凸性参数的复杂性
Pub Date : 2024-04-14 DOI: arxiv-2404.09236
Carlos V. G. C. Lima, Thiago Marcilon, Pedro Paulo de Medeiros
The subject of graph convexity is well explored in the literature, theso-called interval convexities above all. In this work, we explore the cycleconvexity, whose interval function is $I(S) = S cup {u mid G[S cup {u}]$has a cycle containing $u}$. In this convexity, we prove that the decisionproblems associated to the parameters rank and convexity number are inNP-complete and W[1]-hard when parameterized by the solution size. We alsoprove that to determine whether the percolation time of a graph is at least $k$is NP-complete, but polynomial for cacti or when $kleq2$
图凸性这一主题在文献中得到了很好的探讨,尤其是所谓的区间凸性。在这项工作中,我们探讨了循环凸性,其区间函数为 $I(S) = S cup {u mid G[S cup {u}]$has a cycle containing $u/}$。在这个凸性中,我们证明了与参数秩和凸性数相关的决策问题在以解的大小为参数时是in(NP-complete)和W[1]-hard的。我们还证明,确定一个图的渗滤时间是否至少为 $k$ 是 NP-complete 的,但对于仙人掌或当 $kleq2$ 时是多项式的。
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引用次数: 0
Almost Optimal Time Lower Bound for Approximating Parameterized Clique, CSP, and More, under ETH 近似参数化 Clique、CSP 等的近似最优时间下限,ETH 下
Pub Date : 2024-04-13 DOI: arxiv-2404.08870
Venkatesan Guruswami, Bingkai Lin, Xuandi Ren, Yican Sun, Kewen Wu
The Parameterized Inapproximability Hypothesis (PIH), which is an analog ofthe PCP theorem in parameterized complexity, asserts that, there is a constant$varepsilon> 0$ such that for any computable function$f:mathbb{N}tomathbb{N}$, no $f(k)cdot n^{O(1)}$-time algorithm can, oninput a $k$-variable CSP instance with domain size $n$, find an assignmentsatisfying $1-varepsilon$ fraction of the constraints. A recent work byGuruswami, Lin, Ren, Sun, and Wu (STOC'24) established PIH under theExponential Time Hypothesis (ETH). In this work, we improve the quantitative aspects of PIH and prove (underETH) that approximating sparse parameterized CSPs within a constant factorrequires $n^{k^{1-o(1)}}$ time. This immediately implies that, assuming ETH,finding a $(k/2)$-clique in an $n$-vertex graph with a $k$-clique requires$n^{k^{1-o(1)}}$ time. We also prove almost optimal time lower bounds forapproximating $k$-ExactCover and Max $k$-Coverage. Our proof follows the blueprint of the previous work to identify a"vector-structured" ETH-hard CSP whose satisfiability can be checked via anappropriate form of "parallel" PCP. Using further ideas in the reduction, weguarantee additional structures for constraints in the CSP. We then leveragethis to design a parallel PCP of almost linear size based on Reed-Muller codesand derandomized low degree testing.
参数化不可逼近假说(PIH)是参数化复杂性中 PCP 定理的一个类似物,它断言,存在一个常数$varepsilon> 0$,对于任何可计算函数$f:没有一个$f(k)cdot n^{O(1)}$ 时的算法可以在输入一个域大小为$n$的$k$变量 CSP 实例时,找到一个满足$1-varepsilon$部分约束的赋值。最近,Guruswami、Lin、Ren、Sun 和 Wu(STOC'24)的一项研究建立了指数时间假说(ETH)下的 PIH。在这项工作中,我们改进了 PIH 的定量方面,并证明(在 ETH 下)在常数因子内逼近稀疏参数化 CSP 需要 $n^{k^{1-o(1)}}$ 时间。这立即意味着,假设 ETH,在一个有 $k$-clique 的 $n$ 顶点图中找到一个 $(k/2)$-clique 需要 $n^{k^{1-o(1)}}$ 时间。我们还证明了接近 $k$-ExactCover 和 Max $k$-Coverage 的几乎最优时间下限。我们的证明沿袭了前人的工作蓝图,即找出一种 "向量结构 "的 ETH 难 CSP,通过 "并行 "PCP 的适当形式检查其满足性。利用还原中的进一步想法,我们保证了 CSP 中约束的附加结构。然后,我们利用这一点,基于里德-穆勒代码和去随机化低度测试,设计出了几乎线性大小的并行 PCP。
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引用次数: 0
Resolution Over Linear Equations: Combinatorial Games for Tree-like Size and Space 线性方程的解析:树状大小和空间的组合游戏
Pub Date : 2024-04-12 DOI: arxiv-2404.08370
Svyatoslav Gryaznov, Sergei Ovcharov, Artur Riazanov
We consider the proof system Res($oplus$) introduced by Itsykson and Sokolov(Ann. Pure Appl. Log.'20), which is an extension of the resolution proof systemand operates with disjunctions of linear equations over $mathbb{F}_2$. We study characterizations of tree-like size and space of Res($oplus$)refutations using combinatorial games. Namely, we introduce a class ofextensible formulas and prove tree-like size lower bounds on it usingProver-Delayer games, as well as space lower bounds. This class is ofparticular interest since it contains many classical combinatorial principles,including the pigeonhole, ordering, and dense linear ordering principles. Furthermore, we present the width-space relation for Res($oplus$)generalizing the results by Atserias and Dalmau (J. Comput. Syst. Sci.'08) andtheir variant of Spoiler-Duplicator games.
我们考虑了由 Itsykson 和 Sokolov 引入的 Res($oplus$) 证明系统(Ann. Pure Appl. Log.我们利用组合博弈来研究树状大小和 Res($oplus$)refutations 空间的特征。也就是说,我们引入了一类可扩展公式,并用 "验证者-德赖尔 "博弈证明了它的树状大小下界以及空间下界。这一类公式特别有意思,因为它包含了许多经典的组合原理,包括鸽子洞原理、排序原理和密集线性排序原理。此外,我们提出了 Res($oplus$) 的宽度-空间关系,概括了 Atserias 和 Dalmau (J. Comput. Syst. Sci.'08) 的结果及其 Spoiler-Duplicator 博弈的变体。
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引用次数: 0
Lifting with Inner Functions of Polynomial Discrepancy 用多项式差异内函数提升
Pub Date : 2024-04-11 DOI: arxiv-2404.07606
Yahel Manor, Or Meir
Lifting theorems are theorems that bound the communication complexity of acomposed function $fcirc g^{n}$ in terms of the query complexity of $f$ andthe communication complexity of $g$. Such theorems constitute a powerfulgeneralization of direct-sum theorems for $g$, and have seen numerousapplications in recent years. We prove a new lifting theorem that works forevery two functions $f,g$ such that the discrepancy of $g$ is at most inversepolynomial in the input length of $f$. Our result is a significantgeneralization of the known direct-sum theorem for discrepancy, and extends therange of inner functions $g$ for which lifting theorems hold.
提升定理是指用 $f$ 的查询复杂度和 $g$ 的通信复杂度来约束组合函数 $fcirc g^{n}$ 的通信复杂度的定理。此类定理构成了直接求和定理对 $g$ 的有力概括,近年来得到了大量应用。我们证明了一个新的提升定理,它适用于两个函数 $f,g$,使得 $g$ 的差异至多是 $f$ 输入长度的反五次方。我们的结果是对已知直接相加差异定理的重要概括,并扩展了提升定理成立的内函数 $g$ 的范围。
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引用次数: 0
Optimal Communication Complexity of Chained Index 链式索引的最佳通信复杂度
Pub Date : 2024-04-10 DOI: arxiv-2404.07026
Janani Sundaresan
We study the CHAIN communication problem introduced by Cormode et al. [ICALP2019]. It is a generalization of the well-studied INDEX problem. For $kgeq 1$,in CHAIN$_{n,k}$, there are $k$ instances of INDEX, all with the same answer.They are shared between $k+1$ players as follows. Player 1 has the first string$X^1 in {0,1}^n$, player 2 has the first index $sigma^1 in [n]$ and thesecond string $X^2 in {0,1}^n$, player 3 has the second index $sigma^2 in[n]$ along with the third string $X^3 in {0,1}^n$, and so on. Player $k+1$has the last index $sigma^k in [n]$. The communication is one way from eachplayer to the next, starting from player 1 to player 2, then from player 2 toplayer 3 and so on. Player $k+1$, after receiving the message from player $k$,has to output a single bit which is the answer to all $k$ instances of INDEX. It was proved that the CHAIN$_{n,k}$ problem requires $Omega(n/k^2)$communication by Cormode et al., and they used it to prove streaming lowerbounds for approximation of maximum independent sets. Subsequently, it was usedby Feldman et al. [STOC 2020] to prove lower bounds for streaming submodularmaximization. However, these works do not get optimal bounds on thecommunication complexity of CHAIN$_{n,k}$, and in fact, it was conjectured byCormode et al. that $Omega(n)$ bits are necessary, for any $k$. As our main result, we prove the optimal lower bound of $Omega(n)$ forCHAIN$_{n,k}$. This settles the open conjecture of Cormode et al. in theaffirmative. The key technique is to use information theoretic tools to analyzeprotocols over the Jensen-Shannon divergence measure, as opposed to totalvariation distance. As a corollary, we get an improved lower bound forapproximation of maximum independent set in vertex arrival streams through areduction from CHAIN directly.
我们研究的是 Cormode 等人提出的 CHAIN 通信问题[ICALP2019]。它是研究得很透彻的 INDEX 问题的一般化。对于 $kgeq 1$,在 CHAIN$_{n,k}$ 中,有 $k$ 个 INDEX 实例,它们都有相同的答案。玩家 1 拥有第一个字符串 $X^1 in {0,1}^n$, 玩家 2 拥有第一个索引 $sigma^1 in [n]$ 以及第二个字符串 $X^2 in {0,1}^n$, 玩家 3 拥有第二个索引 $sigma^2 in [n]$ 以及第三个字符串 $X^3 in {0,1}^n$, 以此类推。玩家 $k+1$ 拥有最后一个索引 $sigma^k in [n]$。通信是单向的,从玩家 1 到玩家 2,然后从玩家 2 到玩家 3,以此类推。玩家 $k+1$ 收到来自玩家 $k$ 的信息后,必须输出一个比特,这个比特就是 INDEX 所有 $k$ 实例的答案。Cormode 等人证明了 CHAIN$_{n,k}$ 问题需要 $Omega(n/k^2)$ 通信,并用它证明了最大独立集近似的流式下界。随后,Feldman 等人[STOC 2020]用它证明了流式子模最大化的下界。然而,这些工作并没有得到 CHAIN$_{n,k}$ 通信复杂度的最优边界,事实上,Cormode 等人猜想,对于任意 $k$,$Omega(n)$ 位都是必要的。作为我们的主要结果,我们证明了 CHAIN$_{n,k}$ 的 $Omega(n)$ 的最优下限。这就肯定了 Cormode 等人的公开猜想。关键技术是使用信息论工具分析詹森-香农发散度量上的协议,而不是总变异距离。作为推论,我们通过直接从 CHAIN 引入,得到了顶点到达流中最大独立集近似值的改进下界。
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引用次数: 0
Superpolynomial Lower Bounds for Smooth 3-LCCs and Sharp Bounds for Designs 光滑 3-LCC 的超多项式下界和设计的锐界
Pub Date : 2024-04-09 DOI: arxiv-2404.06513
Pravesh K. Kothari, Peter Manohar
We give improved lower bounds for binary $3$-query locally correctable codes(3-LCCs) $C colon {0,1}^k rightarrow {0,1}^n$. Specifically, we prove: (1) If $C$ is a linear design 3-LCC, then $n geq 2^{(1 - o(1))sqrt{k} }$. Adesign 3-LCC has the additional property that the correcting sets for everycodeword bit form a perfect matching and every pair of codeword bits is queriedan equal number of times across all matchings. Our bound is tight up to afactor $sqrt{8}$ in the exponent of $2$, as the best construction of binary$3$-LCCs (obtained by taking Reed-Muller codes on $mathbb{F}_4$ and applying anatural projection map) is a design $3$-LCC with $n leq 2^{sqrt{8 k}}$. Up toa $sqrt{8}$ factor, this resolves the Hamada conjecture on the maximum$mathbb{F}_2$-codimension of a $4$-design. (2) If $C$ is a smooth, non-linear $3$-LCC with near-perfect completeness,then, $n geq k^{Omega(log k)}$. (3) If $C$ is a smooth, non-linear $3$-LCC with completeness $1 -varepsilon$, then $n geq tilde{Omega}(k^{frac{1}{2varepsilon}})$. Inparticular, when $varepsilon$ is a small constant, this implies a lower boundfor general non-linear LCCs that beats the prior best $n geqtilde{Omega}(k^3)$ lower bound of [AGKM23] by a polynomial factor. Our design LCC lower bound is obtained via a fine-grained analysis of theKikuchi matrix method applied to a variant of the matrix used in [KM23]. Ourlower bounds for non-linear codes are obtained by designing a from-scratchreduction from nonlinear $3$-LCCs to a system of "chain polynomial equations":polynomial equations with similar structure to the long chain derivations thatarise in the lower bounds for linear $3$-LCCs [KM23].
我们给出了二进制 3 元查询局部可纠正码(3-LCC)$C colon {0,1}^k rightarrow {0,1}^n$ 的改进下限。具体来说,我们证明: (1) 如果 $C$ 是线性设计的 3-LCC,那么 $n geq 2^{(1 - o(1))sqrt{k} }$ 。}$.线性设计 3-LCC 还有一个特性,即每个码元位的校正集都会形成完美匹配,而且在所有匹配中,每对码元位都会被查询相同的次数。由于二进制$3$-LCC 的最佳构造(通过在$mathbb{F}_4$上提取里德-穆勒编码并应用自然投影图获得)是一个设计$3$-LCC,其中有$n leq 2^{sqrt{8 k}}$。这解决了滨田猜想中关于$4$设计的最大$mathbb{F}_2$维数的问题。(2) 如果 $C$ 是一个平滑的、非线性的、具有近乎完美完备性的$3$-LCC,那么,$n geq k^{Omega(log k)}$.(3) 如果$C$是一个光滑的、非线性的$3$-LCC,其完备性为$1 -varepsilon$, 那么,$n (geq tilde{Omega}(k^{frac{1}{2varepsilon}})$。特别是,当 $varepsilon$ 是一个小常数时,这意味着一般非线性 LCC 的下界比 [AGKM23] 的先前最佳 $n geqtilde{Omega}(k^3)$ 下界高出一个多项式系数。我们的设计 LCC 下界是通过对应用于 [KM23] 所用矩阵变体的菊池矩阵法进行细粒度分析而得到的。我们的非线性编码下界是通过设计一个从零开始的还原方法,将非线性 3 美元-LCC 简化为一个 "链多项式方程 "系统而获得的:多项式方程的结构与线性 3 美元-LCC 下界[KM23]中出现的长链推导相似。
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引用次数: 0
期刊
arXiv - CS - Computational Complexity
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