Searcharxiv⌕ Search

arXiv subjects

Christos Papadimitriou

Publications and source records attributed to Christos Papadimitriou.

At least 37 records · Page 2Linked to original sources

Extremal combinatorics, iterated pigeonhole arguments, and generalizations of PPP

We study the complexity of computational problems arising from existence theorems in extremal combinatorics. For some of these problems, a solution is guaranteed to exist based on an iterated application of the Pigeonhole Principle. This results in the definition of a new complexity class within TFNP, which we call PLC (for "polynomial long choice"). PLC includes all of PPP, as well as numerous previously unclassified total problems, including search problems related to Ramsey's theorem, the Sunflower theorem, the Erdős-Ko-Rado lemma, and König's lemma. Whether the first two of these four problems are PLC-complete is an important open question which we pursue; in contrast, we show that the latter two are PPP-complete. Finally, we reframe PPP as an optimization problem, and define a hierarchy of such problems related to Turán's theorem.

cs.CC↗

Memory Bounds for Continual Learning

Continual learning, or lifelong learning, is a formidable current challenge to machine learning. It requires the learner to solve a sequence of $k$ different learning tasks, one after the other, while retaining its aptitude for earlier tasks; the continual learner should scale better than the obvious solution of developing and maintaining a separate learner for each of the $k$ tasks. We embark on a complexity-theoretic study of continual learning in the PAC framework. We make novel uses of communication complexity to establish that any continual learner, even an improper one, needs memory that grows linearly with $k$, strongly suggesting that the problem is intractable. When logarithmically many passes over the learning tasks are allowed, we provide an algorithm based on multiplicative weights update whose memory requirement scales well; we also establish that improper learning is necessary for such performance. We conjecture that these results may lead to new promising approaches to continual learning.

cs.LG↗

Nash, Conley, and Computation: Impossibility and Incompleteness in Game Dynamics

Under what conditions do the behaviors of players, who play a game repeatedly, converge to a Nash equilibrium? If one assumes that the players' behavior is a discrete-time or continuous-time rule whereby the current mixed strategy profile is mapped to the next, this becomes a problem in the theory of dynamical systems. We apply this theory, and in particular the concepts of chain recurrence, attractors, and Conley index, to prove a general impossibility result: there exist games for which any dynamics is bound to have starting points that do not end up at a Nash equilibrium. We also prove a stronger result for $ε$-approximate Nash equilibria: there are games such that no game dynamics can converge (in an appropriate sense) to $ε$-Nash equilibria, and in fact the set of such games has positive measure. Further numerical results demonstrate that this holds for any $ε$ between zero and $0.09$. Our results establish that, although the notions of Nash equilibria (and its computation-inspired approximations) are universally applicable in all games, they are also fundamentally incomplete as predictors of long term behavior, regardless of the choice of dynamics.

cs.GT↗

Online Stochastic Max-Weight Bipartite Matching: Beyond Prophet Inequalities

The rich literature on online Bayesian selection problems has long focused on so-called prophet inequalities, which compare the gain of an online algorithm to that of a "prophet" who knows the future. An equally-natural, though significantly less well-studied benchmark is the optimum online algorithm, which may be omnipotent (i.e., computationally-unbounded), but not omniscient. What is the computational complexity of the optimum online? How well can a polynomial-time algorithm approximate it? We study the above questions for the online stochastic maximum-weight matching problem under vertex arrivals. For this problem, a number of $1/2$-competitive algorithms are known against optimum offline. This is the best possible ratio for this problem, as it generalizes the original single-item prophet inequality problem. We present a polynomial-time algorithm which approximates the optimal online algorithm within a factor of $0.51$ -- beating the best-possible prophet inequality. In contrast, we show that it is PSPACE-hard to approximate this problem within some constant $α< 1$.

cs.DS↗

Public Goods Games in Directed Networks

Public goods games in undirected networks are generally known to have pure Nash equilibria, which are easy to find. In contrast, we prove that, in directed networks, a broad range of public goods games have intractable equilibrium problems: The existence of pure Nash equilibria is NP-hard to decide, and mixed Nash equilibria are PPAD-hard to find. We define general utility public goods games, and prove a complexity dichotomy result for finding pure equilibria, and a PPAD-completeness proof for mixed Nash equilibria. Even in the divisible goods variant of the problem, where existence is easy to prove, finding the equilibrium is PPAD-complete. Finally, when the treewidth of the directed network is appropriately bounded, we prove that polynomial-time algorithms are possible.

cs.GT↗

The Platform Design Problem

On-line firms deploy suites of software platforms, where each platform is designed to interact with users during a certain activity, such as browsing, chatting, socializing, emailing, driving, etc. The economic and incentive structure of this exchange, as well as its algorithmic nature, have not been explored to our knowledge. We model this interaction as a Stackelberg game between a Designer and one or more Agents. We model an Agent as a Markov chain whose states are activities; we assume that the Agent's utility is a linear function of the steady-state distribution of this chain. The Designer may design a platform for each of these activities/states; if a platform is adopted by the Agent, the transition probabilities of the Markov chain are affected, and so is the objective of the Agent. The Designer's utility is a linear function of the steady state probabilities of the accessible states minus the development cost of the platforms. The underlying optimization problem of the Agent -- how to choose the states for which to adopt the platform -- is an MDP. If this MDP has a simple yet plausible structure (the transition probabilities from one state to another only depend on the target state and the recurrent probability of the current state) the Agent's problem can be solved by a greedy algorithm. The Designer's optimization problem (designing a custom suite for the Agent so as to optimize, through the Agent's optimum reaction, the Designer's revenue), is NP-hard to approximate within any finite ratio; however, the special case, while still NP-hard, has an FPTAS. These results generalize from a single Agent to a distribution of Agents with finite support, as well as to the setting where the Designer must find the best response to the existing strategies of other Designers. We discuss other implications of our results and directions of future research.

cs.GT↗

Implementing Permutations in the Brain and SVO Frequencies of Languages

The subject-verb-object (SVO) word order prevalent in English is shared by about $42\%$ of world languages. Another $45\%$ of all languages follow the SOV order, $9\%$ the VSO order, and fewer languages use the three remaining permutations. None of the many extant explanations of this phenomenon take into account the difficulty of implementing these permutations in the brain. We propose a plausible model of sentence generation inspired by the recently proposed Assembly Calculus framework of brain function. Our model results in a natural explanation of the uneven frequencies. Estimating the parameters of this model yields predictions of the relative difficulty of dis-inhibiting one brain area from another. Our model is based on the standard syntax tree, a simple binary tree with three leaves. Each leaf corresponds to one of the three parts of a basic sentence. The leaves can be activated through lock and unlock operations and the sequence of activation of the leaves implements a specific word order. More generally, we also formulate and algorithmically solve the problems of implementing a permutation of the leaves of any binary tree, and of selecting the permutation that is easiest to implement on a given binary tree.

q-bio.NC↗

A New Age of Computing and the Brain

The history of computer science and brain sciences are intertwined. In his unfinished manuscript "The Computer and the Brain," von Neumann debates whether or not the brain can be thought of as a computing machine and identifies some of the similarities and differences between natural and artificial computation. Turing, in his 1950 article in Mind, argues that computing devices could ultimately emulate intelligence, leading to his proposed Turing test. Herbert Simon predicted in 1957 that most psychological theories would take the form of a computer program. In 1976, David Marr proposed that the function of the visual system could be abstracted and studied at computational and algorithmic levels that did not depend on the underlying physical substrate. In December 2014, a two-day workshop supported by the Computing Community Consortium (CCC) and the National Science Foundation's Computer and Information Science and Engineering Directorate (NSF CISE) was convened in Washington, DC, with the goal of bringing together computer scientists and brain researchers to explore these new opportunities and connections, and develop a new, modern dialogue between the two research communities. Specifically, our objectives were: 1. To articulate a conceptual framework for research at the interface of brain sciences and computing and to identify key problems in this interface, presented in a way that will attract both CISE and brain researchers into this space. 2. To inform and excite researchers within the CISE research community about brain research opportunities and to identify and explain strategic roles they can play in advancing this initiative. 3. To develop new connections, conversations and collaborations between brain sciences and CISE researchers that will lead to highly relevant and competitive proposals, high-impact research, and influential publications.

cs.CY↗

$α$-Rank: Multi-Agent Evaluation by Evolution

We introduce $α$-Rank, a principled evolutionary dynamics methodology for the evaluation and ranking of agents in large-scale multi-agent interactions, grounded in a novel dynamical game-theoretic solution concept called Markov-Conley chains (MCCs). The approach leverages continuous- and discrete-time evolutionary dynamical systems applied to empirical games, and scales tractably in the number of agents, the type of interactions, and the type of empirical games (symmetric and asymmetric). Current models are fundamentally limited in one or more of these dimensions and are not guaranteed to converge to the desired game-theoretic solution concept (typically the Nash equilibrium). $α$-Rank provides a ranking over the set of agents under evaluation and provides insights into their strengths, weaknesses, and long-term dynamics. This is a consequence of the links we establish to the MCC solution concept when the underlying evolutionary model's ranking-intensity parameter, $α$, is chosen to be large, which exactly forms the basis of $α$-Rank. In contrast to the Nash equilibrium, which is a static concept based on fixed points, MCCs are a dynamical solution concept based on the Markov chain formalism, Conley's Fundamental Theorem of Dynamical Systems, and the core ingredients of dynamical systems: fixed points, recurrent sets, periodic orbits, and limit cycles. $α$-Rank runs in polynomial time with respect to the total number of pure strategy profiles, whereas computing a Nash equilibrium for a general-sum game is known to be intractable. We introduce proofs that not only provide a unifying perspective of existing continuous- and discrete-time evolutionary evaluation models, but also reveal the formal underpinnings of the $α$-Rank methodology. We empirically validate the method in several domains including AlphaGo, AlphaZero, MuJoCo Soccer, and Poker.

cs.MA↗

An Axiomatic Approach to Block Rewards

Proof-of-work blockchains reward each miner for one completed block by an amount that is, in expectation, proportional to the number of hashes the miner contributed to the mining of the block. Is this proportional allocation rule optimal? And in what sense? And what other rules are possible? In particular, what are the desirable properties that any "good" allocation rule should satisfy? To answer these questions, we embark on an axiomatic theory of incentives in proof-of-work blockchains at the time scale of a single block. We consider desirable properties of allocation rules including: symmetry; budget balance (weak or strong); sybil-proofness; and various grades of collusion-proofness. We show that Bitcoin's proportional allocation rule is the unique allocation rule satisfying a certain system of properties, but this does not hold for slightly weaker sets of properties, or when the miners are not risk-neutral. We also point out that a rich class of allocation rules can be approximately implemented in a proof-of-work blockchain.

cs.GT↗

Passive Static Equilibrium with Frictional Contacts and Application to Grasp Stability Analysis

This paper studies the problem of passive grasp stability under an external disturbance, that is, the ability of a grasp to resist a disturbance through passive responses at the contacts. To obtain physically consistent results, such a model must account for friction phenomena at each contact; the difficulty is that friction forces depend in non-linear fashion on contact behavior (stick or slip). We develop the first polynomial-time algorithm which either solves such complex equilibrium constraints for two-dimensional grasps, or otherwise concludes that no solution exists. To achieve this, we show that the number of possible `slip states' (where each contact is labeled as either sticking or slipping) that must be considered is polynomial (in fact quadratic) in the number of contacts, and not exponential as previously thought. Our algorithm captures passive response behaviors at each contact, while accounting for constraints on friction forces such as the maximum dissipation principle.

cs.RO↗

Wealth Inequality and the Price of Anarchy

Price of anarchy quantifies the degradation of social welfare in games due to the lack of a centralized authority that can enforce the optimal outcome. At its antipodes, mechanism design studies how to ameliorate these effects by incentivizing socially desirable behavior and implementing the optimal state as equilibrium. In practice, the responsiveness to such measures depends on the wealth of each individual. This leads to a natural, but largely unexplored, question. Does optimal mechanism design entrench, or maybe even exacerbate, social inequality? We study this question in nonatomic congestion games, arguably one of the most thoroughly studied settings from the perspectives of price of anarchy as well as mechanism design. We introduce a new model that incorporates the wealth distribution of the population and captures the income elasticity of travel time. This allows us to argue about the equality of wealth distribution both before and after employing a mechanism. We start our analysis by establishing a broad qualitative result, showing that tolls always increase inequality in symmetric congestion games under any reasonable metric of inequality, e.g., the Gini index. Next, we introduce the iniquity index, a novel measure for quantifying the magnitude of these forces towards a more unbalanced wealth distribution and show it has good normative properties (robustness to scaling of income, no-regret learning). We analyze iniquity both in theoretical settings (Pigou's network under various wealth distributions) as well as experimental ones (based on a large scale field experiment in Singapore). Finally, we provide an algorithm for computing optimal tolls for any point of the trade-off of relative importance of efficiency and equality. We conclude with a discussion of our findings in the context of theories of justice as developed in contemporary social sciences.

cs.GT↗

Cycles in adversarial regularized learning

Regularized learning is a fundamental technique in online optimization, machine learning and many other fields of computer science. A natural question that arises in these settings is how regularized learning algorithms behave when faced against each other. We study a natural formulation of this problem by coupling regularized learning dynamics in zero-sum games. We show that the system's behavior is Poincaré recurrent, implying that almost every trajectory revisits any (arbitrarily small) neighborhood of its starting point infinitely often. This cycling behavior is robust to the agents' choice of regularization mechanism (each agent could be using a different regularizer), to positive-affine transformations of the agents' utilities, and it also persists in the case of networked competition, i.e., for zero-sum polymatrix games.

cs.GT↗

On Satisfiability Problems with a Linear Structure

It was recently shown \cite{STV} that satisfiability is polynomially solvable when the incidence graph is an interval bipartite graph (an interval graph turned into a bipartite graph by omitting all edges within each partite set). Here we relax this condition in several directions: First, we show that it holds for $k$-interval bigraphs, bipartite graphs which can be converted to interval bipartite graphs by adding to each node of one side at most $k$ edges; the same result holds for the counting and the weighted maximization version of satisfiability. Second, given two linear orders, one for the variables and one for the clauses, we show how to find, in polynomial time, the smallest $k$ such that there is a $k$-interval bigraph compatible with these two orders. On the negative side we prove that, barring complexity collapses, no such extensions are possible for CSPs more general than satisfiability. We also show NP-hardness of recognizing 1-interval bigraphs.

cs.DS↗

Strategic Classification

Machine learning relies on the assumption that unseen test instances of a classification problem follow the same distribution as observed training data. However, this principle can break down when machine learning is used to make important decisions about the welfare (employment, education, health) of strategic individuals. Knowing information about the classifier, such individuals may manipulate their attributes in order to obtain a better classification outcome. As a result of this behavior---often referred to as gaming---the performance of the classifier may deteriorate sharply. Indeed, gaming is a well-known obstacle for using machine learning methods in practice; in financial policy-making, the problem is widely known as Goodhart's law. In this paper, we formalize the problem, and pursue algorithms for learning classifiers that are robust to gaming. We model classification as a sequential game between a player named "Jury" and a player named "Contestant." Jury designs a classifier, and Contestant receives an input to the classifier, which he may change at some cost. Jury's goal is to achieve high classification accuracy with respect to Contestant's original input and some underlying target classification function. Contestant's goal is to achieve a favorable classification outcome while taking into account the cost of achieving it. For a natural class of cost functions, we obtain computationally efficient learning algorithms which are near-optimal. Surprisingly, our algorithms are efficient even on concept classes that are computationally hard to learn. For general cost functions, designing an approximately optimal strategy-proof classifier, for inverse-polynomial approximation, is NP-hard.

cs.LG↗

Locally Adaptive Optimization: Adaptive Seeding for Monotone Submodular Functions

The Adaptive Seeding problem is an algorithmic challenge motivated by influence maximization in social networks: One seeks to select among certain accessible nodes in a network, and then select, adaptively, among neighbors of those nodes as they become accessible in order to maximize a global objective function. More generally, adaptive seeding is a stochastic optimization framework where the choices in the first stage affect the realizations in the second stage, over which we aim to optimize. Our main result is a $(1-1/e)^2$-approximation for the adaptive seeding problem for any monotone submodular function. While adaptive policies are often approximated via non-adaptive policies, our algorithm is based on a novel method we call \emph{locally-adaptive} policies. These policies combine a non-adaptive global structure, with local adaptive optimizations. This method enables the $(1-1/e)^2$-approximation for general monotone submodular functions and circumvents some of the impossibilities associated with non-adaptive policies. We also introduce a fundamental problem in submodular optimization that may be of independent interest: given a ground set of elements where every element appears with some small probability, find a set of expected size at most $k$ that has the highest expected value over the realization of the elements. We show a surprising result: there are classes of monotone submodular functions (including coverage) that can be approximated almost optimally as the probability vanishes. For general monotone submodular functions we show via a reduction from \textsc{Planted-Clique} that approximations for this problem are not likely to be obtainable. This optimization problem is an important tool for adaptive seeding via non-adaptive policies, and its hardness motivates the introduction of \emph{locally-adaptive} policies we use in the main result.

cs.SI↗

Sparse Covers for Sums of Indicators

For all $n, ε>0$, we show that the set of Poisson Binomial distributions on $n$ variables admits a proper $ε$-cover in total variation distance of size $n^2+n \cdot (1/ε)^{O(\log^2 (1/ε))}$, which can also be computed in polynomial time. We discuss the implications of our construction for approximation algorithms and the computation of approximate Nash equilibria in anonymous games.

stat.CO↗

The Complexity of Fairness through Equilibrium

Competitive equilibrium with equal incomes (CEEI) is a well known fair allocation mechanism; however, for indivisible resources a CEEI may not exist. It was shown in [Budish '11] that in the case of indivisible resources there is always an allocation, called A-CEEI, that is approximately fair, approximately truthful, and approximately efficient, for some favorable approximation parameters. This approximation is used in practice to assign students to classes. In this paper we show that finding the A-CEEI allocation guaranteed to exist by Budish's theorem is PPAD-complete. We further show that finding an approximate equilibrium with better approximation guarantees is even harder: NP-complete.

cs.GT↗