We study the computational complexity of computing or approximating a quasi-proper equilibrium for a given finite extensive form game of perfect recall. We show that the task of computing a symbolic quasi-proper equilibrium is $\mathrm{PPAD}$-complete for two-player games. For the case of zero-sum games we obtain a polynomial time algorithm based on Linear Programming. For general $n$-player games we show that computing an approximation of a quasi-proper equilibrium is $\mathrm{FIXP}_a$-complete.
This paper studies the problem of computing quasi-upward planar drawings of bimodal plane digraphs with minimum curve complexity, i.e., drawings such that the maximum number of bends per edge is minimized. We prove that every bimodal plane digraph admits a quasi-upward planar drawing with curve complexity two, which is worst-case optimal. We also show that the problem of minimizing the curve complexity in a quasi-upward planar drawing can be modeled as a min-cost flow problem on a unit-capacity planar flow network. This gives rise to an $\tilde{O}(m^\frac{4}{3})$-time algorithm that computes a quasi-upward planar drawing with minimum curve complexity; in addition, the drawing has the minimum number of bends when no edge can be bent more than twice. For a contrast, we show bimodal planar digraphs whose bend-minimum quasi-upward planar drawings require linear curve complexity even in the variable embedding setting.
We give new quantum algorithms for evaluating composed functions whose inputs may be shared between bottom-level gates. Let $f$ be an $m$-bit Boolean function and consider an $n$-bit function $F$ obtained by applying $f$ to conjunctions of possibly overlapping subsets of $n$ variables. If $f$ has quantum query complexity $Q(f)$, we give an algorithm for evaluating $F$ using $\tilde{O}(\sqrt{Q(f) \cdot n})$ quantum queries. This improves on the bound of $O(Q(f) \cdot \sqrt{n})$ that follows by treating each conjunction independently, and our bound is tight for worst-case choices of $f$. Using completely different techniques, we prove a similar tight composition theorem for the approximate degree of $f$. By recursively applying our composition theorems, we obtain a nearly optimal $\tilde{O}(n^{1-2^{-d}})$ upper bound on the quantum query complexity and approximate degree of linear-size depth-$d$ AC$^0$ circuits. As a consequence, such circuits can be PAC learned in subexponential time, even in the challenging agnostic setting. Prior to our work, a subexponential-time algorithm was not known even for linear-size depth-3 AC$^0$ circuits. As an additional consequence, we show that AC$^0 \circ \oplus$ circuits of depth $d+1$ require size $\tilde{\Omega}(n^{1/(1- 2^{-d})}) \geq \omega(n^{1+ 2^{-d}} )$ to compute the Inner Product function even on average. The previous best size lower bound was $\Omega(n^{1+4^{-(d+1)}})$ and only held in the worst case (Cheraghchi et al., JCSS 2018).
Continuous games have compact strategy sets and continuous utility functions. Such games can have a highly complicated structure of Nash equilibria. Algorithms and numerical methods for the equilibrium computation are known only for particular classes of continuous games such as two-person polynomial games or games with pure equilibria. This contribution focuses on the computation and approximation of a mixed strategy equilibrium for the whole class of multiplayer general-sum continuous games. We extend vastly the scope of applicability of the double oracle algorithm, which was initially designed and proved to converge only for two-person zero-sum games. Specifically, we propose an iterative strategy generation technique, which splits the original problem into the master problem with only a finite subset of strategies being considered, and the subproblem in which an oracle finds the best response of each player. This simple method is guaranteed to recover an approximate equilibrium in finitely many iterations. Further, we argue that the Wasserstein distance (the earth mover's distance) is the right metric on the space of mixed strategies for our purposes. Our main result is the convergence of this algorithm in the Wasserstein distance to an equilibrium of the original continuous game. The numerical experiments show the performance of our method on several examples of games appearing in the literature.
In this work, we study the $k$-means cost function. Given a dataset $X \subseteq \mathbb{R}^d$ and an integer $k$, the goal of the Euclidean $k$-means problem is to find a set of $k$ centers $C \subseteq \mathbb{R}^d$ such that $\Phi(C, X) \equiv \sum_{x \in X} \min_{c \in C} ||x - c||^2$ is minimized. Let $\Delta(X,k) \equiv \min_{C \subseteq \mathbb{R}^d} \Phi(C, X)$ denote the cost of the optimal $k$-means solution. For any dataset $X$, $\Delta(X,k)$ decreases as $k$ increases. In this work, we try to understand this behaviour more precisely. For any dataset $X \subseteq \mathbb{R}^d$, integer $k \geq 1$, and a precision parameter $\varepsilon > 0$, let $L(X, k, \varepsilon)$ denote the smallest integer such that $\Delta(X, L(X, k, \varepsilon)) \leq \varepsilon \cdot \Delta(X,k)$. We show upper and lower bounds on this quantity. Our techniques generalize for the metric $k$-median problem in arbitrary metric spaces and we give bounds in terms of the doubling dimension of the metric. Finally, we observe that for any dataset $X$, we can compute a set $S$ of size $O \left(L(X, k, \varepsilon/c) \right)$ using $D^2$-sampling such that $\Phi(S,X) \leq \varepsilon \cdot \Delta(X,k)$ for some fixed constant $c$. We also discuss some applications of our bounds.
In this paper, we analyze status update systems modeled through the Stochastic Hybrid Systems (SHSs) tool. Contrary to previous works, we allow the system's transition dynamics to be functions of the Age of Information (AoI). This dependence allows us to encapsulate many applications and opens the door for more sophisticated systems to be studied. However, this same dependence on the AoI engenders technical and analytical difficulties that we address in this paper. Specifically, we first showcase several characteristics of the age processes modeled through the SHSs tool. Then, we provide a framework to establish the Lagrange stability and positive recurrence of these processes. Building on this, we provide an approach to compute the m-th moment of the age processes. Interestingly, this technique allows us to approximate the average age by solving a simple set of linear equations. Equipped with this approach, we also provide a sequential convex approximation method to optimize the average age by calibrating the parameters of the system. Finally, we consider an age-dependent CSMA environment where the backoff duration depends on the instantaneous age. By leveraging our analysis, we contrast its performance to the age-blind CSMA and showcase the age performance gain provided by the former.
We introduce an error resilient distributed computing method based on an extension of the channel polarization phenomenon to distributed algorithms. The method leverages an algorithmic split operation that transforms two identical compute nodes to slow and fast workers, which parallels the channel split operation in Polar Codes. This operation preserves the average runtime, analogous to the conservation of Shannon capacity in channel polarization. By leveraging a recursive construction in a similar spirit to the Fast Fourier Transform, this method synthesizes virtual compute nodes with dispersed return time distributions, which we call computational polarization. We show that the runtime distributions form a functional martingale processes, identify their limiting distributions in closed-form expressions together with non-asymptotic convergence rates, and prove strong convergence results in Banach spaces. We provide an information-theoretic lower bound on the overall runtime of any coded computation method and show that the computational polarization approach asymptotically achieves the optimal runtime for computing linear functions. An important advantage is the near linear time decoding procedure, which is significantly cheaper than Maximum Distance Separable codes.
Sampling algorithms based on discretizations of Stochastic Differential Equations (SDEs) compose a rich and popular subset of MCMC methods. This work provides a general framework for the non-asymptotic analysis of sampling error in 2-Wasserstein distance, which also leads to a bound of mixing time. The method applies to any consistent discretization of contractive SDEs. When applied to Langevin Monte Carlo algorithm, it establishes $\tilde{\mathcal{O}}\left( \frac{\sqrt{d}}{\epsilon} \right)$ mixing time, without warm start, under the common log-smooth and log-strongly-convex conditions, plus a growth condition on the 3rd-order derivative of the potential of target measures at infinity. This bound improves the best previously known $\tilde{\mathcal{O}}\left( \frac{d}{\epsilon} \right)$ result and is optimal (in terms of order) in both dimension $d$ and accuracy tolerance $\epsilon$ for target measures satisfying the aforementioned assumptions. Our theoretical analysis is further validated by numerical experiments.
We show that for every fixed $k\geq 3$, the problem whether the termination/counter complexity of a given demonic VASS is $\mathcal{O}(n^k)$, $\Omega(n^{k})$, and $\Theta(n^{k})$ is coNP-complete, NP-complete, and DP-complete, respectively. We also classify the complexity of these problems for $k\leq 2$. This shows that the polynomial-time algorithm designed for strongly connected demonic VASS in previous works cannot be extended to the general case. Then, we prove that the same problems for VASS games are PSPACE-complete. Again, we classify the complexity also for $k\leq 2$. Interestingly, tractable subclasses of demonic VASS and VASS games are obtained by bounding certain structural parameters, which opens the way to applications in program analysis despite the presented lower complexity bounds.
Jacobi's results on the computation of the order and of the normal forms of a differential system are translated in the formalism of differential algebra. In the quasi-regular case, we give complete proofs according to Jacobi's arguments. The main result is {\it Jacobi's bound}, still conjectural in the general case: the order of a differential system $P_{1}, \ldots, P_{n}$ is not greater than the maximum $\cO$ of the sums $\sum_{i=1}^{n} a_{i,\sigma(i)}$, for all permutations $\sigma$ of the indices, where $a_{i,j}:={\rm ord}_{x_{j}}P_{i}$, \emph{viz.}\ the \emph{tropical determinant of the matrix $(a_{i,j})$}. The order is precisely equal to $\cO$ iff Jacobi's \emph{truncated determinant} does not vanish. Jacobi also gave a polynomial time algorithm to compute $\cO$, similar to Kuhn's \index{Hungarian method}``Hungarian method'' and some variants of shortest path algorithms, related to the computation of integers $\ell_{i}$ such that a normal form may be obtained, in the generic case, by differentiating $\ell_{i}$ times equation $P_{i}$. Fundamental results about changes of orderings and the various normal forms a system may have, including differential resolvents, are also provided.
We propose a new method of estimation in topic models, that is not a variation on the existing simplex finding algorithms, and that estimates the number of topics K from the observed data. We derive new finite sample minimax lower bounds for the estimation of A, as well as new upper bounds for our proposed estimator. We describe the scenarios where our estimator is minimax adaptive. Our finite sample analysis is valid for any number of documents (n), individual document length (N_i), dictionary size (p) and number of topics (K), and both p and K are allowed to increase with n, a situation not handled well by previous analyses. We complement our theoretical results with a detailed simulation study. We illustrate that the new algorithm is faster and more accurate than the current ones, although we start out with a computational and theoretical disadvantage of not knowing the correct number of topics K, while we provide the competing methods with the correct value in our simulations.