亚洲男人的天堂2018av,欧美草比,久久久久久免费视频精选,国色天香在线看免费,久久久久亚洲av成人片仓井空

The QSAT problem, which asks to evaluate a quantified Boolean formula (QBF), is of fundamental interest in approximation, counting, decision, and probabilistic complexity and is also considered the prototypical PSPACEcomplete problem. As such, it has previously been studied under various structural restrictions (parameters), most notably parameterizations of the primal graph representation of instances. Indeed, it is known that QSAT remains PSPACE-complete even when restricted to instances with constant treewidth of the primal graph, but the problem admits a double-exponential fixed-parameter algorithm parameterized by the vertex cover number (primal graph). However, prior works have left a gap in our understanding of the complexity of QSAT when viewed from the perspective of other natural representations of instances, most notably via incidence graphs. In this paper, we develop structure-aware reductions which allow us to obtain essentially tight lower bounds for highly restricted instances of QSAT, including instances whose incidence graphs have bounded treedepth or feedback vertex number. We complement these lower bounds with novel algorithms for QSAT which establish a nearly-complete picture of the problem's complexity under standard graph-theoretic parameterizations. We also show implications for other natural graph representations, and obtain novel upper as well as lower bounds for QSAT under more fine-grained parameterizations of the primal graph.

相關內容

In the field of decision trees, most previous studies have difficulty ensuring the statistical optimality of a prediction of new data and suffer from overfitting because trees are usually used only to represent prediction functions to be constructed from given data. In contrast, some studies, including this paper, used the trees to represent stochastic data observation processes behind given data. Moreover, they derived the statistically optimal prediction, which is robust against overfitting, based on the Bayesian decision theory by assuming a prior distribution for the trees. However, these studies still have a problem in computing this Bayes optimal prediction because it involves an infeasible summation for all division patterns of a feature space, which is represented by the trees and some parameters. In particular, an open problem is a summation with respect to combinations of division axes, i.e., the assignment of features to inner nodes of the tree. We solve this by a Markov chain Monte Carlo method, whose step size is adaptively tuned according to a posterior distribution for the trees.

We consider leader election in clique networks, where $n$ nodes are connected by point-to-point communication links. For the synchronous clique under simultaneous wake-up, i.e., where all nodes start executing the algorithm in round $1$, we show a tradeoff between the number of messages and the amount of time. More specifically, we show that any deterministic algorithm with a message complexity of $n f(n)$ requires $\Omega\left(\frac{\log n}{\log f(n)+1}\right)$ rounds, for $f(n) = \Omega(\log n)$. Our result holds even if the node IDs are chosen from a relatively small set of size $\Theta(n\log n)$, as we are able to avoid using Ramsey's theorem. We also give an upper bound that improves over the previously-best tradeoff. Our second contribution for the synchronous clique under simultaneous wake-up is to show that $\Omega(n\log n)$ is in fact a lower bound on the message complexity that holds for any deterministic algorithm with a termination time $T(n)$. We complement this result by giving a simple deterministic algorithm that achieves leader election in sublinear time while sending only $o(n\log n)$ messages, if the ID space is of at most linear size. We also show that Las Vegas algorithms (that never fail) require $\Theta(n)$ messages. For the synchronous clique under adversarial wake-up, we show that $\Omega(n^{3/2})$ is a tight lower bound for randomized $2$-round algorithms. Finally, we turn our attention to the asynchronous clique: Assuming adversarial wake-up, we give a randomized algorithm that achieves a message complexity of $O(n^{1 + 1/k})$ and an asynchronous time complexity of $k+8$. For simultaneous wake-up, we translate the deterministic tradeoff algorithm of Afek and Gafni to the asynchronous model, thus partially answering an open problem they pose.

We introduce the local information cost (LIC), which quantifies the amount of information that nodes in a network need to learn when solving a graph problem. We show that the local information cost presents a natural lower bound on the communication complexity of distributed algorithms. For the synchronous CONGEST $KT_1$ model, where each node has initial knowledge of its neighbors' IDs, we prove that $\Omega(\frac{\text{LIC}_\gamma(P)}{\log\tau \log n})$ bits are required for solving a graph problem $P$ with a $\tau$-round algorithm that errs with probability at most $\gamma$. Our result is the first lower bound that yields a general trade-off between communication and time for graph problems in the CONGEST $KT_1$ model. We demonstrate how to apply the local information cost by deriving a lower bound on the communication complexity of computing routing tables for all-pairs-shortest-paths (APSP) routing, as well as for computing a spanner with multiplicative stretch $2t-1$ that consists of at most $O(n^{1+\frac{1}{t} + \epsilon})$ edges, where $\epsilon = O( {1}/{t^2} )$. More concretely, we derive the following lower bounds in the CONGEST model under the $KT_1$ assumption: For constructing routing tables, we show that any $O(\text{poly}(n))$-time algorithm has a communication complexity of $\Omega( {n^2}/{\log^2 n} )$ bits. Our main result is for constructing graph spanners: We show that any $O(\text{poly}(n))$-time algorithm must send at least $\tilde\Omega(\tfrac{1}{t^2} n^{1+{1}/{2t}})$ bits. Previously, only a trivial lower bound of $\tilde \Omega(n)$ bits was known for these problems.

One-shot channel simulation is a fundamental data compression problem concerned with encoding a single sample from a target distribution $Q$ using a coding distribution $P$ using as few bits as possible on average. Algorithms that solve this problem find applications in neural data compression and differential privacy and can serve as a more efficient alternative to quantization-based methods. Sadly, existing solutions are too slow or have limited applicability, preventing widespread adoption. In this paper, we conclusively solve one-shot channel simulation for one-dimensional problems where the target-proposal density ratio is unimodal by describing an algorithm with optimal runtime. We achieve this by constructing a rejection sampling procedure equivalent to greedily searching over the points of a Poisson process. Hence, we call our algorithm greedy Poisson rejection sampling (GPRS) and analyze the correctness and time complexity of several of its variants. Finally, we empirically verify our theorems, demonstrating that GPRS significantly outperforms the current state-of-the-art method, A* coding.

In this paper, we study the well-known "Heavy Ball" method for convex and nonconvex optimization introduced by Polyak in 1964, and establish its convergence under a variety of situations. Traditionally, most algorithms use "full-coordinate update," that is, at each step, every component of the argument is updated. However, when the dimension of the argument is very high, it is more efficient to update some but not all components of the argument at each iteration. We refer to this as "batch updating" in this paper. When gradient-based algorithms are used together with batch updating, in principle it is sufficient to compute only those components of the gradient for which the argument is to be updated. However, if a method such as backpropagation is used to compute these components, computing only some components of gradient does not offer much savings over computing the entire gradient. Therefore, to achieve a noticeable reduction in CPU usage at each step, one can use first-order differences to approximate the gradient. The resulting estimates are biased, and also have unbounded variance. Thus some delicate analysis is required to ensure that the HB algorithm converge when batch updating is used instead of full-coordinate updating, and/or approximate gradients are used instead of true gradients. In this paper, we establish the almost sure convergence of the iterations to the stationary point(s) of the objective function under suitable conditions; in addition, we also derive upper bounds on the rate of convergence. To the best of our knowledge, there is no other paper that combines all of these features. This paper is dedicated to the memory of Boris Teodorovich Polyak

The linear saturation number $sat^{lin}_k(n,\mathcal{F})$ (linear extremal number $ex^{lin}_k(n,\mathcal{F})$) of $\mathcal{F}$ is the minimum (maximum) number of hyperedges of an $n$-vertex linear $k$-uniform hypergraph containing no member of $\mathcal{F}$ as a subgraph, but the addition of any new hyperedge such that the result hypergraph is still a linear $k$-uniform hypergraph creates a copy of some hypergraph in $\mathcal{F}$. Determining $ex_3^{lin}(n$, Berge-$C_3$) is equivalent to the famous (6,3)-problem, which has been settled in 1976. Since then, determining the linear extremal numbers of Berge cycles was extensively studied. As the counterpart of this problem in saturation problems, the problem of determining the linear saturation numbers of Berge cycles is considered. In this paper, we prove that $sat^{lin}_k$($n$, Berge-$C_t)\ge \big\lfloor\frac{n-1}{k-1}\big\rfloor$ for any integers $k\ge3$, $t\ge 3$, and the equality holds if $t=3$. In addition, we provide an upper bound for $sat^{lin}_3(n,$ Berge-$C_4)$ and for any disconnected Berge-$C_4$-saturated linear 3-uniform hypergraph, we give a lower bound for the number of hyperedges of it.

Hadwiger's Conjecture asserts that every $K_h$-minor-free graph is properly $(h-1)$-colourable. We prove the following improper analogue of Hadwiger's Conjecture: for fixed $h$, every $K_h$-minor-free graph is $(h-1)$-colourable with monochromatic components of bounded size. The number of colours is best possible regardless of the size of monochromatic components. It solves an open problem of Edwards, Kang, Kim, Oum and Seymour [\emph{SIAM J. Disc. Math.} 2015], and concludes a line of research initiated in 2007. Similarly, for fixed $t\geq s$, we show that every $K_{s,t}$-minor-free graph is $(s+1)$-colourable with monochromatic components of bounded size. The number of colours is best possible, solving an open problem of van de Heuvel and Wood [\emph{J.~London Math.\ Soc.} 2018]. We actually prove a single theorem from which both of the above results are immediate corollaries. For an excluded apex minor, we strengthen the result as follows: for fixed $t\geq s\geq 3$, and for any fixed apex graph $X$, every $K_{s,t}$-subgraph-free $X$-minor-free graph is $(s+1)$-colourable with monochromatic components of bounded size. The number of colours is again best possible.

For a constraint satisfaction problem (CSP), a robust satisfaction algorithm is one that outputs an assignment satisfying most of the constraints on instances that are near-satisfiable. It is known that the CSPs that admit efficient robust satisfaction algorithms are precisely those of bounded width, i.e., CSPs whose satisfiability can be checked by a simple local consistency algorithm (eg., 2-SAT or Horn-SAT in the Boolean case). While the exact satisfiability of a bounded width CSP can be checked by combinatorial algorithms, the robust algorithm is based on rounding a canonical Semidefinite programming(SDP) relaxation. In this work, we initiate the study of robust satisfaction algorithms for promise CSPs, which are a vast generalization of CSPs that have received much attention recently. The motivation is to extend the theory beyond CSPs, as well as to better understand the power of SDPs. We present robust SDP rounding algorithms under some general conditions, namely the existence of particular high-dimensional Boolean symmetries known as majority or alternating threshold polymorphisms. On the hardness front, we prove that the lack of such polymorphisms makes the PCSP hard for all pairs of symmetric Boolean predicates. Our method involves a novel method to argue SDP gaps via the absence of certain colorings of the sphere, with connections to sphere Ramsey theory. We conjecture that PCSPs with robust satisfaction algorithms are precisely those for which the feasibility of the canonical SDP implies (exact) satisfiability. We also give a precise algebraic condition, known as a minion characterization, of which PCSPs have the latter property.

This book develops an effective theory approach to understanding deep neural networks of practical relevance. Beginning from a first-principles component-level picture of networks, we explain how to determine an accurate description of the output of trained networks by solving layer-to-layer iteration equations and nonlinear learning dynamics. A main result is that the predictions of networks are described by nearly-Gaussian distributions, with the depth-to-width aspect ratio of the network controlling the deviations from the infinite-width Gaussian description. We explain how these effectively-deep networks learn nontrivial representations from training and more broadly analyze the mechanism of representation learning for nonlinear models. From a nearly-kernel-methods perspective, we find that the dependence of such models' predictions on the underlying learning algorithm can be expressed in a simple and universal way. To obtain these results, we develop the notion of representation group flow (RG flow) to characterize the propagation of signals through the network. By tuning networks to criticality, we give a practical solution to the exploding and vanishing gradient problem. We further explain how RG flow leads to near-universal behavior and lets us categorize networks built from different activation functions into universality classes. Altogether, we show that the depth-to-width ratio governs the effective model complexity of the ensemble of trained networks. By using information-theoretic techniques, we estimate the optimal aspect ratio at which we expect the network to be practically most useful and show how residual connections can be used to push this scale to arbitrary depths. With these tools, we can learn in detail about the inductive bias of architectures, hyperparameters, and optimizers.

Graph Neural Networks (GNNs) for representation learning of graphs broadly follow a neighborhood aggregation framework, where the representation vector of a node is computed by recursively aggregating and transforming feature vectors of its neighboring nodes. Many GNN variants have been proposed and have achieved state-of-the-art results on both node and graph classification tasks. However, despite GNNs revolutionizing graph representation learning, there is limited understanding of their representational properties and limitations. Here, we present a theoretical framework for analyzing the expressive power of GNNs in capturing different graph structures. Our results characterize the discriminative power of popular GNN variants, such as Graph Convolutional Networks and GraphSAGE, and show that they cannot learn to distinguish certain simple graph structures. We then develop a simple architecture that is provably the most expressive among the class of GNNs and is as powerful as the Weisfeiler-Lehman graph isomorphism test. We empirically validate our theoretical findings on a number of graph classification benchmarks, and demonstrate that our model achieves state-of-the-art performance.

北京阿比特科技有限公司