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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
The Complexity of Simulation and Matrix Multiplication
Massimo Cairo, Romeo Rizzi · 2016-05-07 · via cs.DS updates on arXiv.org

Computing the simulation preorder of a given Kripke structure (i.e., a directed graph with $n$ labeled vertices) has crucial applications in model checking of temporal logic. It amounts to solving a specific two-players reachability game, called simulation game. We offer the first conditional lower bounds for this problem, and we relate its complexity (for computation, verification, and certification) to some variants of $n\times n$ matrix multiplication. We show that any $O(n^α)$-time algorithm for simulation games, even restricting to acyclic games/structures, can be used to compute $n\times n$ boolean matrix multiplication (BMM) in $O(n^α)$ time. This is the first evidence that improving the existing $O(n^{3})$-time solutions may be difficult, without resorting to fast matrix multiplication. In the acyclic case, we match this lower bound presenting the first subcubic algorithm, based on fast BMM, and running in $n^{ω+o(1)}$ time (where $ω<2.376$ is the exponent of matrix multiplication). For both acyclic and cyclic structures, we point out the existence of natural and canonical $O(n^{2})$-size certificates, that can be verified in truly subcubic time. In the acyclic case, $O(n^{2})$ time is sufficient, employing standard matrix product verification. In the cyclic case, a $\max$-semi-boolean matrix multiplication (MSBMM) is used, i.e., a matrix multiplication on the semi-ring $(\max,\times)$ where one matrix contains only $0$'s and $1$'s. This MSBMM is computable (hence verifiable) in truly subcubic $n^{(3+ω)/2+o(1)}$ time by reduction to $(\max,\min)$-multiplication. Finally, we show a reduction from MSBMM to cyclic simulation games which implies a separation between the cyclic and the acyclic cases, unless MSBMM can be verified in $n^{ω+o(1)}$ time.