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John Fearnley

Publications and source records attributed to John Fearnley.

At least 19 recordsLinked to original sources

Constant Inapproximability for Fisher Markets

We study the problem of computing approximate market equilibria in Fisher markets with separable piecewise-linear concave (SPLC) utility functions. In this setting, the problem was only known to be PPAD-complete for inverse-polynomial approximations. We strengthen this result by showing PPAD-hardness for constant approximations. This means that the problem does not admit a polynomial time approximation scheme (PTAS) unless PPAD$=$P. In fact, we prove that computing any approximation better than $1/11$ is PPAD-complete. As a direct byproduct of our main result, we get the same inapproximability bound for Arrow-Debreu exchange markets with SPLC utility functions.

cs.GT

Fisher Markets with Approximately Optimal Bundles and the Need for a PCP Theorem for PPAD

We study the problem of computing a competitive equilibrium with approximately optimal bundles in Fisher markets with separable piecewise-linear concave (SPLC) utility functions, meaning that every buyer receives a $(1-\delta)$-optimal bundle, instead of a perfectly optimal one. We establish the first intractability result for the problem by showing that it is PPAD-hard for some constant $\delta > 0$, assuming the PCP-for-PPAD conjecture. This hardness result holds even if all buyers have identical budgets (competitive equilibrium with equal incomes), linear capped utilities, and even if we also allow $\varepsilon$-approximate clearing instead of perfect clearing, for any constant $\varepsilon < 1/9$. Importantly, we show that the PCP-for-PPAD conjecture is in fact required to show hardness for constant $\delta$: showing PPAD-hardness for finding such approximate market equilibria in a broad class of markets encompassing those generated by our hardness result would prove the conjecture. This is the first natural problem where the conjecture is provably required to establish hardness for it.

cs.GT

The Complexity of Sparse Win-Lose Bimatrix Games

We prove that computing an $\epsilon$-approximate Nash equilibrium of a win-lose bimatrix game with constant sparsity is PPAD-hard for inverse-polynomial $\epsilon$. Our result holds for 3-sparse games, which is tight given that 2-sparse win-lose bimatrix games can be solved in polynomial time.

cs.CC

Games on Graphs: From Logic and Automata to Algorithms

The objective of this book is to give a comprehensive presentation of the research field concerned with infinite duration games on graphs. Historically, these game models appeared in the study of automata and logic, and they later became important for program verification and synthesis. They have many more applications, in particular some of the models investigated in this book were introduced and studied in neighbouring research communities such as optimisation, reinforcement learning, model theory, and set theory.

cs.GT

The Complexity of Computing KKT Solutions of Quadratic Programs

It is well known that solving a (non-convex) quadratic program is NP-hard. We show that the problem remains hard even if we are only looking for a Karush-Kuhn-Tucker (KKT) point, instead of a global optimum. Namely, we prove that computing a KKT point of a quadratic polynomial over the domain $[0,1]^n$ is complete for the class CLS = PPAD$\cap$PLS.

cs.CC

Monotone Contractions

We study functions $f : [0, 1]^d \rightarrow [0, 1]^d$ that are both monotone and contracting, and we consider the problem of finding an $\varepsilon$-approximate fixed point of $f$. We show that the problem lies in the complexity class UEOPL. We give an algorithm that finds an $\varepsilon$-approximate fixed point of a three-dimensional monotone contraction using $O(\log (1/\varepsilon))$ queries to $f$. We also give a decomposition theorem that allows us to use this result to obtain an algorithm that finds an $\varepsilon$-approximate fixed point of a $d$-dimensional monotone contraction using $O((c \cdot \log (1/\varepsilon))^{\lceil d / 3 \rceil})$ queries to $f$ for some constant $c$. Moreover, each step of both of our algorithms takes time that is polynomial in the representation of $f$. These results are strictly better than the best-known results for functions that are only monotone, or only contracting. All of our results also apply to Shapley stochastic games, which are known to be reducible to the monotone contraction problem. Thus we put Shapley games in UEOPL, and we give a faster algorithm for approximating the value of a Shapley game.

cs.CC

Constant Inapproximability for PPA

In the $\varepsilon$-Consensus-Halving problem, we are given $n$ probability measures $v_1, \dots, v_n$ on the interval $R = [0,1]$, and the goal is to partition $R$ into two parts $R^+$ and $R^-$ using at most $n$ cuts, so that $|v_i(R^+) - v_i(R^-)| \leq \varepsilon$ for all $i$. This fundamental fair division problem was the first natural problem shown to be complete for the class PPA, and all subsequent PPA-completeness results for other natural problems have been obtained by reducing from it. We show that $\varepsilon$-Consensus-Halving is PPA-complete even when the parameter $\varepsilon$ is a constant. In fact, we prove that this holds for any constant $\varepsilon < 1/5$. As a result, we obtain constant inapproximability results for all known natural PPA-complete problems, including Necklace-Splitting, the Discrete-Ham-Sandwich problem, two variants of the pizza sharing problem, and for finding fair independent sets in cycles and paths.

cs.CC

Super Unique Tarski is in UEOPL

We define the Super-Unique-Tarski problem, which is a Tarski instance in which all slices are required to have a unique fixed point. We show that Super-Unique-Tarski lies in UEOPL under promise-preserving reductions.

cs.CC

Pure-Circuit: Tight Inapproximability for PPAD

The current state-of-the-art methods for showing inapproximability in PPAD arise from the $\varepsilon$-Generalized-Circuit ($\varepsilon$-GCircuit) problem. Rubinstein (2018) showed that there exists a small unknown constant $\varepsilon$ for which $\varepsilon$-GCircuit is PPAD-hard, and subsequent work has shown hardness results for other problems in PPAD by using $\varepsilon$-GCircuit as an intermediate problem. We introduce Pure-Circuit, a new intermediate problem for PPAD, which can be thought of as $\varepsilon$-GCircuit pushed to the limit as $\varepsilon \rightarrow 1$, and we show that the problem is PPAD-complete. We then prove that $\varepsilon$-GCircuit is PPAD-hard for all $\varepsilon < 0.1$ by a reduction from Pure-Circuit, and thus strengthen all prior work that has used GCircuit as an intermediate problem from the existential-constant regime to the large-constant regime. We show that stronger inapproximability results can be derived by reducing directly from Pure-Circuit. In particular, we prove tight inapproximability results for computing approximate Nash equilibria and approximate well-supported Nash equilibria in graphical games, for finding approximate well-supported Nash equilibria in polymatrix games, and for finding approximate equilibria in threshold games.

cs.CC

Two Choices are Enough for P-LCPs, USOs, and Colorful Tangents

We provide polynomial-time reductions between three search problems from three distinct areas: the P-matrix linear complementarity problem (P-LCP), finding the sink of a unique sink orientation (USO), and a variant of the $α$-Ham Sandwich problem. For all three settings, we show that "two choices are enough", meaning that the general non-binary version of the problem can be reduced in polynomial time to the binary version. This specifically means that generalized P-LCPs are equivalent to P-LCPs, and grid USOs are equivalent to cube USOs. These results are obtained by showing that both the P-LCP and our $α$-Ham Sandwich variant are equivalent to a new problem we introduce, P-Lin-Bellman. This problem can be seen as a new tool for formulating problems as P-LCPs.

cs.CC

The Complexity of Gradient Descent: CLS = PPAD $\cap$ PLS

We study search problems that can be solved by performing Gradient Descent on a bounded convex polytopal domain and show that this class is equal to the intersection of two well-known classes: PPAD and PLS. As our main underlying technical contribution, we show that computing a Karush-Kuhn-Tucker (KKT) point of a continuously differentiable function over the domain $[0,1]^2$ is PPAD $\cap$ PLS-complete. This is the first non-artificial problem to be shown complete for this class. Our results also imply that the class CLS (Continuous Local Search) - which was defined by Daskalakis and Papadimitriou as a more "natural" counterpart to PPAD $\cap$ PLS and contains many interesting problems - is itself equal to PPAD $\cap$ PLS.

cs.CC

Tight Inapproximability for Graphical Games

We provide a complete characterization for the computational complexity of finding approximate equilibria in two-action graphical games. We consider the two most well-studied approximation notions: $\varepsilon$-Nash equilibria ($\varepsilon$-NE) and $\varepsilon$-well-supported Nash equilibria ($\varepsilon$-WSNE), where $\varepsilon \in [0,1]$. We prove that computing an $\varepsilon$-NE is PPAD-complete for any constant $\varepsilon < 1/2$, while a very simple algorithm (namely, letting all players mix uniformly between their two actions) yields a $1/2$-NE. On the other hand, we show that computing an $\varepsilon$-WSNE is PPAD-complete for any constant $\varepsilon < 1$, while a $1$-WSNE is trivial to achieve, because any strategy profile is a $1$-WSNE. All of our lower bounds immediately also apply to graphical games with more than two actions per player.

cs.GT

Reachability Switching Games

We study the problem of deciding the winner of reachability switching games for zero-, one-, and two-player variants. Switching games provide a deterministic analogue of stochastic games. We show that the zero-player case is NL-hard, the one-player case is NP-complete, and that the two-player case is PSPACE-hard and in EXPTIME. For the zero-player case, we also show P-hardness for a succinctly-represented model that maintains the upper bound of NP $\cap$ coNP. For the one- and two-player cases, our results hold in both the natural, explicit model and succinctly-represented model. Our results show that the switching variant of a game is harder in complexity-theoretic terms than the corresponding stochastic version.

cs.FL

A faster algorithm for finding Tarski fixed points

Dang et al. have given an algorithm that can find a Tarski fixed point in a $k$-dimensional lattice of width $n$ using $O(\log^{k} n)$ queries. Multiple authors have conjectured that this algorithm is optimal [Dang et al., Etessami et al.], and indeed this has been proven for two-dimensional instances [Etessami et al.]. We show that these conjectures are false in dimension three or higher by giving an $O(\log^2 n)$ query algorithm for the three-dimensional Tarski problem. We also give a new decomposition theorem for $k$-dimensional Tarski problems which, in combination with our new algorithm for three dimensions, gives an $O(\log^{2 \lceil k/3 \rceil} n)$ query algorithm for the $k$-dimensional problem.

cs.DS

Computing Exact Solutions of Consensus Halving and the Borsuk-Ulam Theorem

We study the problem of finding an exact solution to the consensus halving problem. While recent work has shown that the approximate version of this problem is PPA-complete, we show that the exact version is much harder. Specifically, finding a solution with $n$ cuts is FIXP-hard, and deciding whether there exists a solution with fewer than $n$ cuts is ETR-complete. We also give a QPTAS for the case where each agent's valuation is a polynomial. Along the way, we define a new complexity class BU, which captures all problems that can be reduced to solving an instance of the Borsuk-Ulam problem exactly. We show that FIXP $\subseteq$ BU $\subseteq$ TFETR and that LinearBU $=$ PPA, where LinearBU is the subclass of BU in which the Borsuk-Ulam instance is specified by a linear arithmetic circuit.

cs.CC

Pizza Sharing is PPA-hard

We study the computational complexity of finding a solution for the straight-cut and square-cut pizza sharing problems. We show that computing an $\varepsilon$-approximate solution is PPA-complete for both problems, while finding an exact solution for the square-cut problem is FIXP-hard. Our PPA-hardness results apply for any $\varepsilon < 1/5$, even when all mass distributions consist of non-overlapping axis-aligned rectangles or when they are point sets, and our FIXP-hardness result applies even when all mass distributions are unions of squares and right-angled triangles. We also prove that the decision variants of both approximate problems are NP-complete, while the decision variant for the exact version of square-cut pizza sharing is $\exists\mathbb{R}$-complete.

cs.CC

Approximating the Existential Theory of the Reals

The Existential Theory of the Reals (ETR) consists of existentially quantified Boolean formulas over equalities and inequalities of polynomial functions of variables in $\mathbb{R}$. In this paper we propose and study the approximate existential theory of the reals ($ε$-ETR), in which the constraints only need to be satisfied approximately. We first show that when the domain of the variables is $\mathbb{R}$ then $ε$-ETR = ETR under polynomial time reductions, and then study the constrained $ε$-ETR problem when the variables are constrained to lie in a given bounded convex set. Our main theorem is a sampling theorem, similar to those that have been proved for approximate equilibria in normal form games. It discretizes the domain in a grid-like manner whose density depends on various properties of the formula. A consequence of our theorem is that we obtain a quasi-polynomial time approximation scheme (QPTAS) for a fragment of constrained $ε$-ETR. We use our theorem to create several new PTAS and QPTAS algorithms for problems from a variety of fields.

cs.CC

One-Clock Priced Timed Games are PSPACE-hard

The main result of this paper is that computing the value of a one-clock priced timed game (OCPTG) is PSPACE-hard. Along the way, we provide a family of OCPTGs that have an exponential number of event points. Both results hold even in very restricted classes of games such as DAGs with treewidth three. Finally, we provide a number of positive results, including polynomial-time algorithms for even more restricted classes of OCPTGs such as trees.

cs.GT