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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
Strengths and Limitations of Greedy in Cup Games
Kalina Jasińska, John Kuszmaul, Gyudong Lee · 2026-02-21 · via cs.DS updates on arXiv.org

In the cup game, an adversary distributes 1 unit of water among $n$ cups every time step. The player then selects a single cup from which to remove 1 unit of water. In the bamboo trimming problem, the adversary must choose fixed rates for the cups, and the player is additionally allowed to empty the chosen cup entirely. Past work has shown that the optimal backlog in these two settings is $Θ(\log n)$ and 2 respectively. The greedy algorithm has been shown in previous work to be exactly optimal in the general cup game and asymptotically optimal in the bamboo setting. The greedy algorithm has been conjectured [16] to achieve the exactly optimal backlog of 2 in the bamboo setting as well. In this paper, we prove a lower bound of $2.076$ for the backlog of the greedy algorithm, disproving the conjecture of [16]. We also introduce a new algorithm, a hybrid greedy/Deadline-Driven, which achieves backlog $O(\log n)$ in the general cup game, and remains exactly optimal for the bamboo trimming problem and the fixed-rate cup game -- this constitutes the first algorithm that achieves asymptotically optimal performance across all three settings. Additionally, we introduce a new model, the semi-oblivious cup game, in which the player is uncertain of the exact heights of each cup. We analyze the performance of the greedy algorithm in this setting, which can be viewed as selecting an arbitrary cup within a constant multiplicative factor of the fullest cup. We prove matching upper and lower bounds showing that the greedy algorithm achieves a backlog of $Θ(n^{\frac{c-1}{c}})$ in the semi-oblivious cup game. We also establish matching upper and lower bounds of $2^{Θ(\sqrt{\log n})}$ in the semi-oblivious cup flushing game. Finally, we show that in an additive error setting, greedy is actually able to achieve backlog $Θ(\log n)$, via matching upper and lower bounds.