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Alexander Kozachinskiy

Publications and source records attributed to Alexander Kozachinskiy.

At least 37 records · Page 2Linked to original sources

Optimal bounds for dissatisfaction in perpetual voting

In perpetual voting, multiple decisions are made at different moments in time. Taking the history of previous decisions into account allows us to satisfy properties such as proportionality over periods of time. In this paper, we consider the following question: is there a perpetual approval voting method that guarantees that no voter is dissatisfied too many times? We identify a sufficient condition on voter behavior -- which we call 'bounded conflicts' condition -- under which a sublinear growth of dissatisfaction is possible. We provide a tight upper bound on the growth of dissatisfaction under bounded conflicts, using techniques from Kolmogorov complexity. We also observe that the approval voting with binary choices mimics the machine learning setting of prediction with expert advice. This allows us to present a voting method with sublinear guarantees on dissatisfaction under bounded conflicts, based on the standard techniques from prediction with expert advice.

cs.GT↗

Effective Littlestone Dimension

Delle Rose et al.~(COLT'23) introduced an effective version of the Vapnik-Chervonenkis dimension, and showed that it characterizes improper PAC learning with total computable learners. In this paper, we introduce and study a similar effectivization of the notion of Littlestone dimension. Finite effective Littlestone dimension is a necessary condition for computable online learning but is not a sufficient one -- which we already establish for classes of the effective Littlestone dimension 2. However, the effective Littlestone dimension equals the optimal mistake bound for computable learners in two special cases: a) for classes of Littlestone dimension 1 and b) when the learner receives as additional information an upper bound on the numbers to be guessed. Interestingly, finite effective Littlestone dimension also guarantees that the class consists only of computable functions.

cs.LG↗

On dimensionality of feature vectors in MPNNs

We revisit the classical result of Morris et al.~(AAAI'19) that message-passing graphs neural networks (MPNNs) are equal in their distinguishing power to the Weisfeiler--Leman (WL) isomorphism test. Morris et al.~show their simulation result with ReLU activation function and $O(n)$-dimensional feature vectors, where $n$ is the number of nodes of the graph. By introducing randomness into the architecture, Aamand et al.~(NeurIPS'22) were able to improve this bound to $O(\log n)$-dimensional feature vectors, again for ReLU activation, although at the expense of guaranteeing perfect simulation only with high probability. Recently, Amir et al.~(NeurIPS'23) have shown that for any non-polynomial analytic activation function, it is enough to use just 1-dimensional feature vectors. In this paper, we give a simple proof of the result of Amit et al.~and provide an independent experimental validation of it.

cs.LG↗

Simple online learning with consistent oracle

We consider online learning in the model where a learning algorithm can access the class only via the \emph{consistent oracle} -- an oracle, that, at any moment, can give a function from the class that agrees with all examples seen so far. This model was recently considered by Assos et al.~(COLT'23). It is motivated by the fact that standard methods of online learning rely on computing the Littlestone dimension of subclasses, a computationally intractable problem. Assos et al.~gave an online learning algorithm in this model that makes at most $C^d$ mistakes on classes of Littlestone dimension $d$, for some absolute unspecified constant $C > 0$. We give a novel algorithm that makes at most $O(256^d)$ mistakes. Our proof is significantly simpler and uses only very basic properties of the Littlestone dimension. We also show that there exists no algorithm in this model that makes less than $3^d$ mistakes.

cs.LG↗

Infinite Separation between General and Chromatic Memory

In this paper, we construct a winning condition $W$ over a finite set of colors such that, first, every finite arena has a strategy with 2 states of general memory which is optimal w.r.t.~$W$, and second, there exists no $k$ such that every finite arena has a strategy with $k$ states of chromatic memory which is optimal w.r.t.~$W$.

cs.GT↗

Towards Simpler Sorting Networks and Monotone Circuits for Majority

In this paper, we study the problem of computing the majority function by low-depth monotone circuits and a related problem of constructing low-depth sorting networks. We consider both the classical setting with elementary operations of arity $2$ and the generalized setting with operations of arity $k$, where $k$ is a parameter. For both problems and both settings, there are various constructions known, the minimal known depth being logarithmic. However, there is currently no known construction that simultaneously achieves sub-log-squared depth, effective constructability, simplicity, and has a potential to be used in practice. In this paper we make progress towards resolution of this problem. For computing majority by standard monotone circuits (gates of arity 2) we provide an explicit monotone circuit of depth $O(\log_2^{5/3} n)$. The construction is a combination of several known and not too complicated ideas. For arbitrary arity of gates $k$ we provide a new sorting network architecture inspired by representation of inputs as a high-dimensional cube. As a result we provide a simple construction that improves previous upper bound of $4 \log_k^2 n$ to $2 \log_k^2 n$. We prove the similar bound for the depth of the circuit computing majority of $n$ bits consisting of gates computing majority of $k$ bits. Note, that for both problems there is an explicit construction of depth $O(\log_k n)$ known, but the construction is complicated and the constant hidden in $O$-notation is huge.

cs.CC↗

Logical Languages Accepted by Transformer Encoders with Hard Attention

We contribute to the study of formal languages that can be recognized by transformer encoders. We focus on two self-attention mechanisms: (1) UHAT (Unique Hard Attention Transformers) and (2) AHAT (Average Hard Attention Transformers). UHAT encoders are known to recognize only languages inside the circuit complexity class ${\sf AC}^0$, i.e., accepted by a family of poly-sized and depth-bounded boolean circuits with unbounded fan-ins. On the other hand, AHAT encoders can recognize languages outside ${\sf AC}^0$), but their expressive power still lies within the bigger circuit complexity class ${\sf TC}^0$, i.e., ${\sf AC}^0$-circuits extended by majority gates. We first show a negative result that there is an ${\sf AC}^0$-language that cannot be recognized by an UHAT encoder. On the positive side, we show that UHAT encoders can recognize a rich fragment of ${\sf AC}^0$-languages, namely, all languages definable in first-order logic with arbitrary unary numerical predicates. This logic, includes, for example, all regular languages from ${\sf AC}^0$. We then show that AHAT encoders can recognize all languages of our logic even when we enrich it with counting terms. We apply these results to derive new results on the expressive power of UHAT and AHAT up to permutation of letters (a.k.a. Parikh images).

cs.FL↗

Continuous Positional Payoffs

What payoffs are positionally determined for deterministic two-player antagonistic games on finite directed graphs? In this paper we study this question for payoffs that are continuous. The main reason why continuous positionally determined payoffs are interesting is that they include the multi-discounted payoffs. We show that for continuous payoffs, positional determinacy is equivalent to a simple property called prefix-monotonicity. We provide three proofs of it, using three major techniques of establishing positional determinacy -- inductive technique, fixed point technique and strategy improvement technique. A combination of these approaches provides us with better understanding of the structure of continuous positionally determined payoffs as well as with some algorithmic results.

cs.GT↗

Find a witness or shatter: the landscape of computable PAC learning

This paper contributes to the study of CPAC learnability -- a computable version of PAC learning -- by solving three open questions from recent papers. Firstly, we prove that every improperly CPAC learnable class is contained in a class which is properly CPAC learnable with polynomial sample complexity. This confirms a conjecture by Agarwal et al (COLT 2021). Secondly, we show that there exists a decidable class of hypothesis which is properly CPAC learnable, but only with uncomputably fast growing sample complexity. This solves a question from Sterkenburg (COLT 2022). Finally, we construct a decidable class of finite Littlestone dimension which is not improperly CPAC learnable, strengthening a recent result of Sterkenburg (2022) and answering a question posed by Hasrati and Ben-David (ALT 2023). Together with previous work, our results provide a complete landscape for the learnability problem in the CPAC setting.

cs.CC↗

One-to-Two-Player Lifting for Mildly Growing Memory

We investigate a phenomenon of "one-to-two-player lifting" in infinite-duration two-player games on graphs with zero-sum objectives. More specifically, let $C$ be a class of strategies. It turns out that in many cases, to show that all two-player games on graphs with a given payoff function are determined in $C$, it is sufficient to do so for one-player games. That is, in many cases the determinacy in $C$ can be "lifted" from one-player games to two-player games. Namely, Gimbert and Zielonka~(CONCUR 2005) have shown this for the class of positional strategies. Recently, Bouyer et al. (CONCUR 2020) have extended this to the classes of arena-independent finite-memory strategies. Informally, these are finite-memory strategies that use the same way of storing memory in all game graphs. In this paper, we put the lifting technique into the context of memory complexity. The memory complexity of a payoff function measures, how many states of memory we need to play optimally in game graphs with up to $n$ nodes, depending on $n$. Now, assume that we know the memory complexity of our payoff function in one-player games. Then what can be said about its memory complexity in two-player games? In particular, when is it finite? Previous one-to-two-player lifting theorems only cover the case when the memory complexity is $O(1)$. In turn, we obtain the following results. Assume that the memory complexity in one-player games is sublinear in $n$ on some infinite subsequence. Then the memory complexity in two-player games is finite. We provide an example in which (a) the memory complexity in one-player games is linear in $n$; (b) the memory complexity in two-player games is infinite. Thus, we obtain the exact barrier for the one-to-two-player lifting theorems.

cs.GT↗

Constant-Depth Sorting Networks

In this paper, we address sorting networks that are constructed from comparators of arity $k > 2$. That is, in our setting the arity of the comparators -- or, in other words, the number of inputs that can be sorted at the unit cost -- is a parameter. We study its relationship with two other parameters -- $n$, the number of inputs, and $d$, the depth. This model received considerable attention. Partly, its motivation is to better understand the structure of sorting networks. In particular, sorting networks with large arity are related to recursive constructions of ordinary sorting networks. Additionally, studies of this model have natural correspondence with a recent line of work on constructing circuits for majority functions from majority gates of lower fan-in. Motivated by these questions, we obtain the first lower bounds on the arity of constant-depth sorting networks. More precisely, we consider sorting networks of depth $d$ up to 4, and determine the minimal $k$ for which there is such a network with comparators of arity $k$. For depths $d=1,2$ we observe that $k=n$. For $d=3$ we show that $k = \lceil \frac n2 \rceil$. For $d=4$ the minimal arity becomes sublinear: $k = Θ(n^{2/3})$. This contrasts with the case of majority circuits, in which $k = O(n^{2/3})$ is achievable already for depth $d=3$.

cs.CC↗

Energy Games over Totally Ordered Groups

Kopczyński (ICALP 2006) conjectured that prefix-independent half-positional winning conditions are closed under finite unions. We refute this conjecture over finite arenas. For that, we introduce a new class of prefix-independent bi-positional winning conditions called energy conditions over totally ordered groups. We give an example of two such conditions whose union is not half-positional. We also conjecture that every prefix-independent bi-positional winning condition coincides with some energy condition over a totally ordered group on periodic sequences.

math.GR↗

New Bounds for the Flock-of-Birds Problem

In this paper, we continue a line of work on obtaining succinct population protocols for Presburger-definable predicates. More specifically, we focus on threshold predicates. These are predicates of the form $n\ge d$, where $n$ is a free variable and $d$ is a constant. For every $d$, we establish a 1-aware population protocol for this predicate with $\log_2 d + \min\{e, z\} + O(1)$ states, where $e$ (resp., $z$) is the number of $1$'s (resp., $0$'s) in the binary representation of $d$ (resp., $d - 1$). This improves upon an upper bound $4\log_2 d + O(1)$ due to Blondin et al. We also show that any 1-aware protocol for our problem must have at least $\log_2(d)$ states. This improves upon a lower bound $\log_3 d$ due to Blondin et al.

cs.DC↗

State Complexity of Chromatic Memory in Infinite-Duration Games

A major open problem in the area of infinite-duration games is to characterize winning conditions that are determined in finite-memory strategies. Infinite-duration games are usually studied over edge-colored graphs, with winning conditions that are defined in terms of sequences of colors. In this paper, we investigate a restricted class of finite-memory strategies called chromatic finite-memory strategies. While general finite-memory strategies operate with sequences of edges of a game graph, chromatic finite-memory strategies observe only colors of these edges. Recent results in this area show that studying finite-memory determinacy is more tractable when we restrict ourselves to chromatic strategies. On the other hand, as was shown by Le Roux (CiE 2020), determinacy in general finite-memory strategies implies determinacy in chromatic finite-memory strategies. Unfortunately, this result is quite inefficient in terms of the state complexity: to replace a winning strategy with few states of general memory, we might need much more states of chromatic memory. The goal of the present paper is to find out the exact state complexity of this transformation. For every winning condition and for every game graph with $n$ nodes we show the following: if this game graph has a winning strategy with $q$ states of general memory, then it also has a winning strategy with $(q + 1)^n$ states of chromatic memory. We also show that this bound is almost tight. For every $q$ and $n$, we construct a winning condition and a game graph with $n + O(1)$ nodes, where one can win with $q$ states of general memory, but not with $q^n - 1$ states of chromatic memory.

cs.GT↗

Polyhedral value iteration for discounted games and energy games

We present a deterministic algorithm, solving discounted games with $n$ nodes in $n^{O(1)}\cdot (2 + \sqrt{2})^n$-time. For bipartite discounted games our algorithm runs in $n^{O(1)}\cdot 2^n$-time. Prior to our work no deterministic algorithm running in time $2^{o(n\log n)}$ regardless of the discount factor was known. We call our approach polyhedral value iteration. We rely on a well-known fact that the values of a discounted game can be found from the so-called optimality equations. In the algorithm we consider a polyhedron obtained by relaxing optimality equations. We iterate points on the border of this polyhedron by moving each time along a carefully chosen shift as far as possible. This continues until the current point satisfies optimality equations. Our approach is heavily inspired by a recent algorithm of Dorfman et al. (ICALP 2019) for energy games. For completeness, we present their algorithm in terms of polyhedral value iteration. Our exposition, unlike the original algorithm, does not require edge weights to be integers and works for arbitrary real weights.

cs.DS↗

Automatic Kolmogorov complexity, normality and finite state dimension revisited

It is well known that normality can be described as incompressibility via finite automata. Still the statement and the proof of this result as given by Becher and Heiber (2013) in terms of "lossless finite-state compressors" do not follow the standard scheme of Kolmogorov complexity definition (an automaton is used for compression, not decompression). We modify this approach to make it more similar to the traditional Kolmogorov complexity theory (and simpler) by explicitly defining the notion of automatic Kolmogorov complexity and using its simple properties. Using this characterization and a sufficient condition for normality in terms of Kolmogorov complexity derived from it, we provide easy proofs for classical results about normal sequences (Champernown, Wall, Piatetski-Shapiro, Besicovitch, Copeland, Erdos et al.) Then we extend this approach to finite state dimension. We show that the block entropy definition of the finite state dimension remains the same if non-aligned blocks are used. Then we provide equivalent definitions in terms of automatic complexity, superadditive bounds for Kolmogorov complexity, calibrated superadditive functions and finite state a priori probability and use them to give simple proofs for known results about finite state dimension, and for Agafonov's result saying that normality is preserved by automatic selection rules as well as the results of Schnorr and Stimm that relate normality to finite state martingales. Some results of this paper were presented at the Fundamentals in Computing Theory conferences in 2017 and 2019. Preliminary version of this paper (that does not mention the finite state dimension) was published in arxiv in~2017 (see the previous version of this submission).

cs.IT↗