We study the two-party communication complexity of functions with large outputs, and show that the communication complexity can greatly vary depending on what output model is considered. We study a variety of output models, ranging from the open model, in which an external observer can compute the outcome, to the XOR model, in which the outcome of the protocol should be the bitwise XOR of the players' local outputs. This model is inspired by XOR games, which are widely studied two-player quantum games. We focus on the question of error-reduction in these new output models. For functions of output size k, applying standard error reduction techniques in the XOR model would introduce an additional cost linear in k. We show that no dependency on k is necessary. Similarly, standard randomness removal techniques, incur a multiplicative cost of $2^k$ in the XOR model. We show how to reduce this factor to O(k). In addition, we prove analogous error reduction and randomness removal results in the other models, separate all models from each other, and show that some natural problems, including Set Intersection and Find the First Difference, separate the models when the Hamming weights of their inputs is bounded. Finally, we show how to use the rank lower bound technique for our weak output models.
For positive integers $n,r,s$ with $r > s$, the set-coloring Ramsey number $R(n;r,s)$ is the minimum $N$ such that if every edge of the complete graph $K_N$ receives a set of $s$ colors from a palette of $r$ colors, then there is a subset of $n$ vertices where all of the edges between them receive a common color. If $n$ is fixed and $\frac{s}{r}$ is less than and bounded away from $1-\frac{1}{n-1}$, then $R(n;r,s)$ is known to grow exponentially in $r$, while if $\frac{s}{r}$ is greater than and bounded away from $1-\frac{1}{n-1}$, then $R(n;r,s)$ is bounded. Here we prove bounds for $R(n;r,s)$ in the intermediate range where $\frac{s}{r}$ is close to $1 - \frac{1}{n-1}$ by establishing a connection to the maximum size of error-correcting codes near the zero-rate threshold.
In this paper we study function-correcting codes, a new class of codes designed to protect the function evaluation of a message against errors. We show that FCCs are equivalent to irregular-distance codes, i.e., codes that obey some given distance requirement between each pair of codewords. Using these connections, we study irregular-distance codes and derive general upper and lower bounds on their optimal redundancy. Since these bounds heavily depend on the specific function, we provide simplified, suboptimal bounds that are easier to evaluate. We further employ our general results to specific functions of interest and compare our results to standard error-correcting codes, which protect the whole message.
The approximate degree of a Boolean function is the minimum degree of real polynomial that approximates it pointwise. For any Boolean function, its approximate degree serves as a lower bound on its quantum query complexity, and generically lifts to a quantum communication lower bound for a related function. We introduce a framework for proving approximate degree lower bounds for certain oracle identification problems, where the goal is to recover a hidden binary string $x \in \{0, 1\}^n$ given possibly non-standard oracle access to it. Our lower bounds apply to decision versions of these problems, where the goal is to compute the parity of $x$. We apply our framework to the ordered search and hidden string problems, proving nearly tight approximate degree lower bounds of $\Omega(n/\log^2 n)$ for each. These lower bounds generalize to the weakly unbounded error setting, giving a new quantum query lower bound for the hidden string problem in this regime. Our lower bounds are driven by randomized communication upper bounds for the greater-than and equality functions.
In many complex systems, whether biological or artificial, the thermodynamic costs of communication among their components are large. These systems also tend to split information transmitted between any two components across multiple channels. A common hypothesis is that such inverse multiplexing strategies reduce total thermodynamic costs. So far, however, there have been no physics-based results supporting this hypothesis. This gap existed partially because we have lacked a theoretical framework that addresses the interplay of thermodynamics and information in off-equilibrium systems at any spatiotemporal scale. Here we present the first study that rigorously combines such a framework, stochastic thermodynamics, with Shannon information theory. We develop a minimal model that captures the fundamental features common to a wide variety of communication systems. We find that the thermodynamic cost in this model is a convex function of the channel capacity, the canonical measure of the communication capability of a channel. We also find that this function is not always monotonic, in contrast to previous results not derived from first principles physics. These results clarify when and how to split a single communication stream across multiple channels. In particular, we present Pareto fronts that reveal the trade-off between thermodynamic costs and channel capacity when inverse multiplexing. Due to the generality of our model, our findings could help explain empirical observations of how thermodynamic costs of information transmission make inverse multiplexing energetically favorable in many real-world communication systems.
The (modern) arbitrary derivative (ADER) approach is a popular technique for the numerical solution of differential problems based on iteratively solving an implicit discretization of their weak formulation. In this work, focusing on an ODE context, we investigate several strategies to improve this approach. Our initial emphasis is on the order of accuracy of the method in connection with the polynomial discretization of the weak formulation. We demonstrate that precise choices lead to higher-order convergences in comparison to the existing literature. Then, we put ADER methods into a Deferred Correction (DeC) formalism. This allows to determine the optimal number of iterations, which is equal to the formal order of accuracy of the method, and to introduce efficient $p$-adaptive modifications. These are defined by matching the order of accuracy achieved and the degree of the polynomial reconstruction at each iteration. We provide analytical and numerical results, including the stability analysis of the new modified methods, the investigation of the computational efficiency, an application to adaptivity and an application to hyperbolic PDEs with a Spectral Difference (SD) space discretization.
Enabling quantum switches (QSs) to serve requests submitted by quantum end nodes in quantum communication networks (QCNs) is a challenging problem due to the heterogeneous fidelity requirements of the submitted requests and the limited resources of the QCN. Effectively determining which requests are served by a given QS is fundamental to foster developments in practical QCN applications, like quantum data centers. However, the state-of-the-art on QS operation has overlooked this association problem, and it mainly focused on QCNs with a single QS. In this paper, the request-QS association problem in QCNs is formulated as a matching game that captures the limited QCN resources, heterogeneous application-specific fidelity requirements, and scheduling of the different QS operations. To solve this game, a swap-stable request-QS association (RQSA) algorithm is proposed while considering partial QCN information availability. Extensive simulations are conducted to validate the effectiveness of the proposed RQSA algorithm. Simulation results show that the proposed RQSA algorithm achieves a near-optimal (within 5%) performance in terms of the percentage of served requests and overall achieved fidelity, while outperforming benchmark greedy solutions by over 13%. Moreover, the proposed RQSA algorithm is shown to be scalable and maintain its near-optimal performance even when the size of the QCN increases.
Adversarial team games model multiplayer strategic interactions in which a team of identically-interested players is competing against an adversarial player in a zero-sum game. Such games capture many well-studied settings in game theory, such as congestion games, but go well-beyond to environments wherein the cooperation of one team -- in the absence of explicit communication -- is obstructed by competing entities; the latter setting remains poorly understood despite its numerous applications. Since the seminal work of Von Stengel and Koller (GEB `97), different solution concepts have received attention from an algorithmic standpoint. Yet, the complexity of the standard Nash equilibrium has remained open. In this paper, we settle this question by showing that computing a Nash equilibrium in adversarial team games belongs to the class continuous local search (CLS), thereby establishing CLS-completeness by virtue of the recent CLS-hardness result of Rubinstein and Babichenko (STOC `21) in potential games. To do so, we leverage linear programming duality to prove that any $\epsilon$-approximate stationary strategy for the team can be extended in polynomial time to an $O(\epsilon)$-approximate Nash equilibrium, where the $O(\cdot)$ notation suppresses polynomial factors in the description of the game. As a consequence, we show that the Moreau envelop of a suitable best response function acts as a potential under certain natural gradient-based dynamics.
We develop deterministic algorithms for the problems of consensus, gossiping and checkpointing with nodes prone to failing. Distributed systems are modeled as synchronous complete networks. Failures are represented either as crashes or authenticated Byzantine faults. The algorithmic goal is to have both linear running time and linear amount of communication for as large an upper bound $t$ on the number of faults as possible, with respect to the number of nodes~$n$. For crash failures, these bounds of optimality are $t=\mathcal{O}(\frac{n}{\log n})$ for consensus and $t=\mathcal{O}(\frac{n}{\log^2 n})$ for gossiping and checkpointing, while the running time for each algorithm is $\Theta(t+\log n)$. For the authenticated Byzantine model of failures, we show how to accomplish both linear running time and communication for $t=\mathcal{O}(\sqrt{n})$. We show how to implement the algorithms in the single-port model, in which a node may choose only one other node to send/receive a message to/from in a round, such as to preserve the range of running time and communication optimality. We prove lower bounds to show the optimality of some performance bounds.
Software engineering techniques are increasingly relying on deep learning approaches to support many software engineering tasks, from bug triaging to code generation. To assess the efficacy of such techniques researchers typically perform controlled experiments. Conducting these experiments, however, is particularly challenging given the complexity of the space of variables involved, from specialized and intricate architectures and algorithms to a large number of training hyper-parameters and choices of evolving datasets, all compounded by how rapidly the machine learning technology is advancing, and the inherent sources of randomness in the training process. In this work we conduct a mapping study, examining 194 experiments with techniques that rely on deep neural networks appearing in 55 papers published in premier software engineering venues to provide a characterization of the state-of-the-practice, pinpointing experiments common trends and pitfalls. Our study reveals that most of the experiments, including those that have received ACM artifact badges, have fundamental limitations that raise doubts about the reliability of their findings. More specifically, we find: weak analyses to determine that there is a true relationship between independent and dependent variables (87% of the experiments); limited control over the space of DNN relevant variables, which can render a relationship between dependent variables and treatments that may not be causal but rather correlational (100% of the experiments); and lack of specificity in terms of what are the DNN variables and their values utilized in the experiments (86% of the experiments) to define the treatments being applied, which makes it unclear whether the techniques designed are the ones being assessed, or how the sources of extraneous variation are controlled. We provide some practical recommendations to address these limitations.
We introduce a dynamic mechanism design problem in which the designer wants to offer for sale an item to an agent, and another item to the same agent at some point in the future. The agent's joint distribution of valuations for the two items is known, and the agent knows the valuation for the current item (but not for the one in the future). The designer seeks to maximize expected revenue, and the auction must be deterministic, truthful, and ex post individually rational. The optimum mechanism involves a protocol whereby the seller elicits the buyer's current valuation, and based on the bid makes two take-it-or-leave-it offers, one for now and one for the future. We show that finding the optimum deterministic mechanism in this situation - arguably the simplest meaningful dynamic mechanism design problem imaginable - is NP-hard. We also prove several positive results, among them a polynomial linear programming-based algorithm for the optimum randomized auction (even for many bidders and periods), and we show strong separations in revenue between non-adaptive, adaptive, and randomized auctions, even when the valuations in the two periods are uncorrelated. Finally, for the same problem in an environment in which contracts cannot be enforced, and thus perfection of equilibrium is necessary, we show that the optimum randomized mechanism requires multiple rounds of cheap talk-like interactions.