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Petri nets, equivalently presentable as vector addition systems with states, are an established model of concurrency with widespread applications. The reachability problem, where we ask whether from a given initial configuration there exists a sequence of valid execution steps reaching a given final configuration, is the central algorithmic problem for this model. The complexity of the problem has remained, until recently, one of the hardest open questions in verification of concurrent systems. A first upper bound has been provided only in 2015 by Leroux and Schmitz, then refined by the same authors to non-primitive recursive Ackermannian upper bound in 2019. The exponential space lower bound, shown by Lipton already in 1976, remained the only known for over 40 years until a breakthrough non-elementary lower bound by Czerwi{\'n}ski, Lasota, Lazic, Leroux and Mazowiecki in 2019. Finally, a matching Ackermannian lower bound announced this year by Czerwi{\'n}ski and Orlikowski, and independently by Leroux, established the complexity of the problem. Our primary contribution is an improvement of the former construction, making it conceptually simpler and more direct. On the way we improve the lower bound for vector addition systems with states in fixed dimension (or, equivalently, Petri nets with fixed number of places): while Czerwi{\'n}ski and Orlikowski prove $F_k$-hardness (hardness for $k$th level in Grzegorczyk Hierarchy) in dimension $6k$, our simplified construction yields $F_k$-hardness already in dimension $3k+2$.

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We study reinforcement learning for two-player zero-sum Markov games with simultaneous moves in the finite-horizon setting, where the transition kernel of the underlying Markov games can be parameterized by a linear function over the current state, both players' actions and the next state. In particular, we assume that we can control both players and aim to find the Nash Equilibrium by minimizing the duality gap. We propose an algorithm Nash-UCRL based on the principle "Optimism-in-Face-of-Uncertainty". Our algorithm only needs to find a Coarse Correlated Equilibrium (CCE), which is computationally efficient. Specifically, we show that Nash-UCRL can provably achieve an $\tilde{O}(dH\sqrt{T})$ regret, where $d$ is the linear function dimension, $H$ is the length of the game and $T$ is the total number of steps in the game. To assess the optimality of our algorithm, we also prove an $\tilde{\Omega}( dH\sqrt{T})$ lower bound on the regret. Our upper bound matches the lower bound up to logarithmic factors, which suggests the optimality of our algorithm.

In this paper we get error bounds for fully discrete approximations of infinite horizon problems via the dynamic programming approach. It is well known that considering a time discretization with a positive step size $h$ an error bound of size $h$ can be proved for the difference between the value function (viscosity solution of the Hamilton-Jacobi-Bellman equation corresponding to the infinite horizon) and the value function of the discrete time problem. However, including also a spatial discretization based on elements of size $k$ an error bound of size $O(k/h)$ can be found in the literature for the error between the value functions of the continuous problem and the fully discrete problem. In this paper we revise the error bound of the fully discrete method and prove, under similar assumptions to those of the time discrete case, that the error of the fully discrete case is in fact $O(h+k)$ which gives first order in time and space for the method. This error bound matches the numerical experiments of many papers in the literature in which the behaviour $1/h$ from the bound $O(k/h)$ have not been observed.

Given a set $P$ of $n$ points in the plane, the $k$-center problem is to find $k$ congruent disks of minimum possible radius such that their union covers all the points in $P$. The $2$-center problem is a special case of the $k$-center problem that has been extensively studied in the recent past \cite{CAHN,HT,SH}. In this paper, we consider a generalized version of the $2$-center problem called \textit{proximity connected} $2$-center (PCTC) problem. In this problem, we are also given a parameter $\delta\geq 0$ and we have the additional constraint that the distance between the centers of the disks should be at most $\delta$. Note that when $\delta=0$, the PCTC problem is reduced to the $1$-center(minimum enclosing disk) problem and when $\delta$ tends to infinity, it is reduced to the $2$-center problem. The PCTC problem first appeared in the context of wireless networks in 1992 \cite{ACN0}, but obtaining a nontrivial deterministic algorithm for the problem remained open. In this paper, we resolve this open problem by providing a deterministic $O(n^2\log n)$ time algorithm for the problem.

Probabilistic databases (PDBs) are probability spaces over database instances. They provide a framework for handling uncertainty in databases, as occurs due to data integration, noisy data, data from unreliable sources or randomized processes. Most of the existing theory literature investigated finite, tuple-independent PDBs (TI-PDBs) where the occurrences of tuples are independent events. Only recently, Grohe and Lindner (PODS '19) introduced independence assumptions for PDBs beyond the finite domain assumption. In the finite, a major argument for discussing the theoretical properties of TI-PDBs is that they can be used to represent any finite PDB via views. This is no longer the case once the number of tuples is countably infinite. In this paper, we systematically study the representability of infinite PDBs in terms of TI-PDBs and the related block-independent disjoint PDBs. The central question is which infinite PDBs are representable as first-order views over tuple-independent PDBs. We give a necessary condition for the representability of PDBs and provide a sufficient criterion for representability in terms of the probability distribution of a PDB. With various examples, we explore the limits of our criteria. We show that conditioning on first order properties yields no additional power in terms of expressivity. Finally, we discuss the relation between purely logical and arithmetic reasons for (non-)representability.

In a sports competition, a team might lose a powerful incentive to exert full effort if its final rank does not depend on the outcome of the matches still to be played. Therefore, the organiser should reduce the probability of such a situation to the extent possible. Our paper provides a classification scheme to identify these weakly (where one team is indifferent) or strongly (where both teams are indifferent) stakeless games. A statistical model is estimated to simulate the UEFA Champions League groups and compare the candidate schedules used in the 2021/22 season according to the competitiveness of the matches played in the last round(s). The option followed in four of the eight groups is found to be optimal under a wide set of parameters. Minimising the number of strongly stakeless matches is verified to be a likely goal in the computer draw of the fixture that remains hidden from the public.

Covariance estimation for matrix-valued data has received an increasing interest in applications. Unlike previous works that rely heavily on matrix normal distribution assumption and the requirement of fixed matrix size, we propose a class of distribution-free regularized covariance estimation methods for high-dimensional matrix data under a separability condition and a bandable covariance structure. Under these conditions, the original covariance matrix is decomposed into a Kronecker product of two bandable small covariance matrices representing the variability over row and column directions. We formulate a unified framework for estimating bandable covariance, and introduce an efficient algorithm based on rank one unconstrained Kronecker product approximation. The convergence rates of the proposed estimators are established, and the derived minimax lower bound shows our proposed estimator is rate-optimal under certain divergence regimes of matrix size. We further introduce a class of robust covariance estimators and provide theoretical guarantees to deal with heavy-tailed data. We demonstrate the superior finite-sample performance of our methods using simulations and real applications from a gridded temperature anomalies dataset and a S&P 500 stock data analysis.

In this paper we propose a methodology to accelerate the resolution of the so-called "Sorted L-One Penalized Estimation" (SLOPE) problem. Our method leverages the concept of "safe screening", well-studied in the literature for \textit{group-separable} sparsity-inducing norms, and aims at identifying the zeros in the solution of SLOPE. More specifically, we derive a set of \(\tfrac{n(n+1)}{2}\) inequalities for each element of the \(n\)-dimensional primal vector and prove that the latter can be safely screened if some subsets of these inequalities are verified. We propose moreover an efficient algorithm to jointly apply the proposed procedure to all the primal variables. Our procedure has a complexity \(\mathcal{O}(n\log n + LT)\) where \(T\leq n\) is a problem-dependent constant and \(L\) is the number of zeros identified by the tests. Numerical experiments confirm that, for a prescribed computational budget, the proposed methodology leads to significant improvements of the solving precision.

In the storied Colonel Blotto game, two colonels allocate $a$ and $b$ troops, respectively, to $k$ distinct battlefields. A colonel wins a battle if they assign more troops to that particular battle, and each colonel seeks to maximize their total number of victories. Despite the problem's formulation in 1921, the first polynomial-time algorithm to compute Nash equilibrium (NE) strategies for this game was discovered only quite recently. In 2016, \citep{ahmadinejad_dehghani_hajiaghayi_lucier_mahini_seddighin_2019} formulated a breakthrough algorithm to compute NE strategies for the Colonel Blotto game\footnote{To the best of our knowledge, the algorithm from \citep{ahmadinejad_dehghani_hajiaghayi_lucier_mahini_seddighin_2019} has computational complexity $O(k^{14}\max\{a,b\}^{13})$}, receiving substantial media coverage (e.g. \citep{Insider}, \citep{NSF}, \citep{ScienceDaily}). In this work, we present the first known $\epsilon$-approximation algorithm to compute NE strategies in the two-player Colonel Blotto game in runtime $\widetilde{O}(\epsilon^{-4} k^8 \max\{a,b\}^2)$ for arbitrary settings of these parameters. Moreover, this algorithm computes approximate coarse correlated equilibrium strategies in the multiplayer (continuous and discrete) Colonel Blotto game (when there are $\ell > 2$ colonels) with runtime $\widetilde{O}(\ell \epsilon^{-4} k^8 n^2 + \ell^2 \epsilon^{-2} k^3 n (n+k))$, where $n$ is the maximum troop count. Before this work, no polynomial-time algorithm was known to compute exact or approximate equilibrium (in any sense) strategies for multiplayer Colonel Blotto with arbitrary parameters. Our algorithm computes these approximate equilibria by a novel (to the author's knowledge) sampling technique with which we implicitly perform multiplicative weights update over the exponentially many strategies available to each player.

Recent works have derived neural networks with online correlation-based learning rules to perform \textit{kernel similarity matching}. These works applied existing linear similarity matching algorithms to nonlinear features generated with random Fourier methods. In this paper attempt to perform kernel similarity matching by directly learning the nonlinear features. Our algorithm proceeds by deriving and then minimizing an upper bound for the sum of squared errors between output and input kernel similarities. The construction of our upper bound leads to online correlation-based learning rules which can be implemented with a 1 layer recurrent neural network. In addition to generating high-dimensional linearly separable representations, we show that our upper bound naturally yields representations which are sparse and selective for specific input patterns. We compare the approximation quality of our method to neural random Fourier method and variants of the popular but non-biological "Nystr{\"o}m" method for approximating the kernel matrix. Our method appears to be comparable or better than randomly sampled Nystr{\"o}m methods when the outputs are relatively low dimensional (although still potentially higher dimensional than the inputs) but less faithful when the outputs are very high dimensional.

For a given nonnegative matrix $A=(A_{ij})$, the matrix scaling problem asks whether $A$ can be scaled to a doubly stochastic matrix $XAY$ for some positive diagonal matrices $X,Y$. The Sinkhorn algorithm is a simple iterative algorithm, which repeats row-normalization $A_{ij} \leftarrow A_{ij}/\sum_{j}A_{ij}$ and column-normalization $A_{ij} \leftarrow A_{ij}/\sum_{i}A_{ij}$ alternatively. By this algorithm, $A$ converges to a doubly stochastic matrix in limit if and only if the bipartite graph associated with $A$ has a perfect matching. This property can decide the existence of a perfect matching in a given bipartite graph $G$, which is identified with the $0,1$-matrix $A_G$. Linial, Samorodnitsky, and Wigderson showed that a polynomial number of the Sinkhorn iterations for $A_G$ decides whether $G$ has a perfect matching. In this paper, we show an extension of this result: If $G$ has no perfect matching, then a polynomial number of the Sinkhorn iterations identifies a Hall blocker -- a certificate of the nonexistence of a perfect matching. Our analysis is based on an interpretation of the Sinkhorn algorithm as alternating KL-divergence minimization (Csisz\'{a}r and Tusn\'{a}dy 1984, Gietl and Reffel 2013) and its limiting behavior for a nonscalable matrix (Aas 2014). We also relate the Sinkhorn limit with parametric network flow, principal partition of polymatroids, and the Dulmage-Mendelsohn decomposition of a bipartite graph.

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