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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
Almost-Optimal Deterministic Treasure Hunt in Arbitrary G...
Sébastien Bouchard, Yoann Dieudonné, Arnaud Labourel, Andrzej Pe · 2020-10-28 · via cs.DS updates on arXiv.org

A mobile agent navigating along edges of a simple connected graph, either finite or countably infinite, has to find an inert target (treasure) hidden in one of the nodes. This task is known as treasure hunt. The agent has no a priori knowledge of the graph, of the location of the treasure or of the initial distance to it. The cost of a treasure hunt algorithm is the worst-case number of edge traversals performed by the agent until finding the treasure. Awerbuch, Betke, Rivest and Singh [3] considered graph exploration and treasure hunt for finite graphs in a restricted model where the agent has a fuel tank that can be replenished only at the starting node $s$. The size of the tank is $B=2(1+α)r$, for some positive real constant $α$, where $r$, called the radius of the graph, is the maximum distance from $s$ to any other node. The tank of size $B$ allows the agent to make at most $\lfloor B\rfloor$ edge traversals between two consecutive visits at node $s$. Let $e(d)$ be the number of edges whose at least one extremity is at distance less than $d$ from $s$. Awerbuch, Betke, Rivest and Singh [3] conjectured that it is impossible to find a treasure hidden in a node at distance at most $d$ at cost nearly linear in $e(d)$. We first design a deterministic treasure hunt algorithm working in the model without any restrictions on the moves of the agent at cost $\mathcal{O}(e(d) \log d)$, and then show how to modify this algorithm to work in the model from [3] with the same complexity. Thus we refute the above twenty-year-old conjecture. We observe that no treasure hunt algorithm can beat cost $Θ(e(d))$ for all graphs and thus our algorithms are also almost optimal.