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cs.DS updates on arXiv.org

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
Beyond Quantum Advantage: Improved Classical Algorithms f...
[Submitted on 1 Apr 2026 (v1), last revised 19 Aug 2026 (this ve · 2026-04-01 · via cs.DS updates on arXiv.org

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Abstract:The binary paint shop problem (BPSP) is an APX-hard optimization problem in which, given $n$ car models that occur twice in a sequence of length $2n$, the objective is to find a colouring sequence such that each car model pair is painted differently while minimizing the number of times the paint is swapped along the sequence. A recent classical heuristic, known as the recursive star greedy (RSG) algorithm, is conjectured to achieve an expected paint swap ratio of $0.361$, thereby outperforming the Quantum Approximate Optimization Algorithm (QAOA) with circuit depth $p=7$. Since the performance of the QAOA with logarithmic circuit depth is instance independent, the average paint swap-ratio is upper-bounded by the QAOA. We provide an improved upper-bound of the BPSP by extending the QAOA to depth $p=17$, outputting an expected paint swap ratio of $0.334$ via an exact computation while numerical extrapolation suggests a further reduction to a value of $0.295$. To provide hardware-relevant comparisons, we additionally implement the BPSP on a D-Wave Quantum Annealer Advantage 2, obtaining a minimum paint swap ratio of $0.329$. Given that the QAOA with logarithmic circuit depth does not exhibit a quantum advantage for sparse optimization problems such as the BPSP, this implies the existence of a classical algorithm that outperforms both the RSG algorithm and logarithmic depth QAOA. We provide numerical evidence that the Mean-Field Approximate Optimization Algorithm (MF-AOA) is one such algorithm, yielding a paint swap ratio of approximately $0.280$ beating all known classical and quantum algorithms for the BPSP.

Submission history

From: Mark Xin Hong Goh [view email]
[v1] Wed, 1 Apr 2026 08:12:15 UTC (128 KB)
[v2] Wed, 15 Apr 2026 08:51:23 UTC (128 KB)
[v3] Wed, 19 Aug 2026 11:58:02 UTC (684 KB)