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PAC Learning with Bandit Feedback: Sharp Sample Complexity in the Realizable Setting Algorithms with Polynomially-Improved Approximation Factors for the $2 \rightarrow q$ Norm, and Applications A computational phase transition for learning-to-sample from Ising models Covering vertices by sequential stars Fermi-Dirac machines as quantizations of neurons A Comprehensive Evaluation of Vertex Elimination Algorithms for Algorithmic Differentiation A Tight Bound on Localization of Electrical Flows Optimal Dimension-Free Sampling for Regularized Classification Reducing the Randomness in Partition Oracles for Bounded Degree Minor-Free Graphs Beyond the Half-Approximation: Fair and Efficient Online Class Matching Efficient Uniform Sampling of Surjections via their Profiles Tractable Maximization of Budgeted Phylogenetic Diversity on Networks Utilizing Node Scanwidth Fairness in Aggregation: Optimal Top-$k$ and Improved Full Ranking Learning-Augmented Online Scheduling with Parsimonious Preemption Entropy Equivalence Testing Lumberjack: Better Differentially Private Random Forests through Heavy Hitter Detection in Trees The Secretary Problem with a Stochastic Precursor Polynomial-Time Robust Multiclass Linear Classification under Gaussian Marginals Efficient Banzhaf-Based Data Valuation for $k$-Nearest Neighbors Classification Block-Sphere Vector Quantization An Approximation Algorithm for Graph Label Selection Iterative Chow Filtering for Learning with Distribution Shift Complexity of Non-Log-Concave Sampling in Fisher Information Stochastic Matching via Local Sparsification Finite Sample Bounds for Learning with Score Matching What is Learnable in Valiant's Theory of the Learnable? Provable Quantization with Randomized Hadamard Transform Min-Max Optimization Requires Exponentially Many Queries Fast and Compact Graph Cuts for the Boykov-Kolmogorov Algorithm A proximal gradient algorithm for composite log-concave sampling
Searching Trees with Permanently Noisy Advice: Walking an...
Lucas Boczkowski, Uriel Feige, Amos Korman, Yoav Rodeh · 2016-11-04 · via cs.DS updates on arXiv.org

We consider a search problem on trees in which the goal is to find an adversarially placed treasure, while relying on local, partial information. Specifically, each node in the tree holds a pointer to one of its neighbors, termed \emph{advice}. A node is faulty with probability $q$. The advice at a non-faulty node points to the neighbor that is closer to the treasure, and the advice at a faulty node points to a uniformly random neighbor. Crucially, the advice is {\em permanent}, in the sense that querying the same node again would yield the same answer. Let $Δ$ denote the maximal degree. Roughly speaking, when considering the expected number of {\em moves}, i.e., edge traversals, we show that a phase transition occurs when the {\em noise parameter} $q$ is about $1/\sqrtΔ$. Below the threshold, there exists an algorithm with expected move complexity $O(D\sqrtΔ)$, where $D$ is the depth of the treasure, whereas above the threshold, every search algorithm has expected number of moves which is both exponential in $D$ and polynomial in the number of nodes~$n$. In contrast, if we require to find the treasure with probability at least $1-δ$, then for every fixed $\varepsilon > 0$, if $q<1/Δ^{\varepsilon}$ then there exists a search strategy that with probability $1-δ$ finds the treasure using $(δ^{-1}D)^{O(\frac 1 \varepsilon)}$ moves. Moreover, we show that $(δ^{-1}D)^{Ω(\frac 1 \varepsilon)}$ moves are necessary. Besides the number of moves, we also study the number of advice {\em queries} required to find the treasure. Roughly speaking, for this complexity, we show similar threshold results to those previously stated, where the parameter $D$ is replaced by $\log n$.