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Kamil Khadiev

Publications and source records attributed to Kamil Khadiev.

At least 37 records · Page 2Linked to original sources

Exponential Separation between Quantum and Classical Ordered Binary Decision Diagrams, Reordering Method and Hierarchies

In this paper, we study quantum Ordered Binary Decision Diagrams($OBDD$) model; it is a restricted version of read-once quantum branching programs, with respect to "width" complexity. It is known that the maximal gap between deterministic and quantum complexities is exponential. But there are few examples of functions with such a gap. We present a new technique ("reordering") for proving lower bounds and upper bounds for OBDD with an arbitrary order of input variables if we have similar bounds for the natural order. Using this transformation, we construct a total function $REQ$ such that the deterministic $OBDD$ complexity of it is at least $2^{Ω(n / \log n)}$, and the quantum $OBDD$ complexity of it is at most $O(n^2/\log n)$. It is the biggest known gap for explicit functions not representable by $OBDD$s of a linear width. Another function(shifted equality function) allows us to obtain a gap $2^{Ω(n)}$ vs $O(n^2)$. Moreover, we prove the bounded error quantum and probabilistic $OBDD$ width hierarchies for complexity classes of Boolean functions. Additionally, using "reordering" method we extend a hierarchy for read-$k$-times Ordered Binary Decision Diagrams ($k$-$OBDD$) of polynomial width, for $k = o(n / \log^3 n)$. We prove a similar hierarchy for bounded error probabilistic $k$-$OBDD$s of polynomial, superpolynomial and subexponential width. The extended abstract of this work was presented on International Computer Science Symposium in Russia, CSR 2017, Kazan, Russia, June 8 -- 12, 2017

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Quantum Algorithm for the Longest Trail Problem

We present the quantum algorithm for the Longest Trail Problem. The problem is to search the longest edge-simple path for a graph with $n$ vertexes and $m$ edges. Here edge-simple means no edge occurs in the path twice, but vertexes can occur several times. The running time of our algorithm is $O^*(1.728^m)$.

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Quantum Algorithm for the Shortest Superstring Problem

In this paper, we consider the ``Shortest Superstring Problem''(SSP) or the ``Shortest Common Superstring Problem''(SCS). The problem is as follows. For a positive integer $n$, a sequence of n strings $S=(s^1,\dots,s^n)$ is given. We should construct the shortest string $t$ (we call it superstring) that contains each string from the given sequence as a substring. The problem is connected with the sequence assembly method for reconstructing a long DNA sequence from small fragments. We present a quantum algorithm with running time $O^*(1.728^n)$. Here $O^*$ notation does not consider polynomials of $n$ and the length of $t$.

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The Quantum Version of Prediction for Binary Classification Problem by Ensemble Methods

In this work, we consider the performance of using a quantum algorithm to predict a result for a binary classification problem if a machine learning model is an ensemble from any simple classifiers. Such an approach is faster than classical prediction and uses quantum and classical computing, but it is based on a probabilistic algorithm. Let $N$ be a number of classifiers from an ensemble model and $O(T)$ be the running time of prediction on one classifier. In classical case, an ensemble model gets answers from each classifier and "averages" the result. The running time in classical case is $O\left( N \cdot T \right)$. We propose an algorithm which works in $O\left(\sqrt{N} \cdot T\right)$.

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Fast Classical and Quantum Algorithms for Online $k$-server Problem on Trees

We consider online algorithms for the $k$-server problem on trees. Chrobak and Larmore proposed a $k$-competitive algorithm for this problem that has the optimal competitive ratio. However, a naive implementation of their algorithm has $O(n)$ time complexity for processing each query, where $n$ is the number of nodes in the tree. We propose a new time-efficient implementation of this algorithm that has $O(n\log n)$ time complexity for preprocessing and $O\left(k^2 + k\cdot \log n\right)$ time for processing a query. We also propose a quantum algorithm for the case where the nodes of the tree are presented using string paths. In this case, no preprocessing is needed, and the time complexity for each query is $O(k^2\sqrt{n}\log n)$. When the number of queries is $o\left(\frac{\sqrt{n}}{k^2\log n}\right)$, we obtain a quantum speed-up on the total runtime compared to our classical algorithm. We also give a simple quantum algorithm to find the first marked element in a collection of $m$ objects, that works even in the presence of two-sided bounded errors on the input oracle. It has worst-case complexity $O(\sqrt{m})$. In the particular case of one-sided errors on the input, it has expected time complexity $O(\sqrt{x})$ where $x$ is the position of the first marked element. Compare with previous work, our algorithm can handle errors in the input oracle.

cs.DS↗

Quantum algorithm for Dyck Language with Multiple Types of Brackets

We consider the recognition problem of the Dyck Language generalized for multiple types of brackets. We provide an algorithm with quantum query complexity $O(\sqrt{n}(\log n)^{0.5k})$, where $n$ is the length of input and $k$ is the maximal nesting depth of brackets. Additionally, we show the lower bound for this problem which is $O(\sqrt{n}c^{k})$ for some constant $c$. Interestingly, classical algorithms solving the Dyck Language for multiple types of brackets substantially differ form the algorithm solving the original Dyck language. At the same time, quantum algorithms for solving both kinds of the Dyck language are of similar nature and requirements.

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Quantum Request-Answer Game with Buffer Model for Online Algorithms

We consider online algorithms as a request-answer game. An adversary that generates input requests, and an online algorithm answers. We consider a generalized version of the game that has a buffer of limited size. The adversary loads data to the buffer, and the algorithm has random access to elements of the buffer. We consider quantum and classical (deterministic or randomized) algorithms for the model. In the paper, we provide a specific problem (The Most Frequent Keyword Problem) and a quantum algorithm that works better than any classical (deterministic or randomized) algorithm in terms of competitive ratio. At the same time, for the problem, classical online algorithms in the standard model are equivalent to the classical algorithms in the request-answer game with buffer model.

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Quantum Algorithms for String Processing

In the paper, we investigate two problems on strings. The first one is the String matching problem, and the second one is the String comparing problem. We provide a quantum algorithm for the String matching problem that uses exponentially less quantum memory than existing ones. The algorithm uses the hashing technique for string matching, quantum parallelism, and ideas of Grover's search algorithm. Using the same ideas, we provide two algorithms for the String comparing problem. These algorithms also use exponentially less quantum memory than existing ones. Additionally, the second algorithm works exponentially faster than the existing one.

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Upperbounds on the probability of finding marked connected components using quantum walks

Quantum walk search may exhibit phenomena beyond the intuition from a conventional random walk theory. One of such examples is exceptional configuration phenomenon -- it appears that it may be much harder to find any of two or more marked vertices, that if only one of them is marked. In this paper, we analyze the probability of finding any of marked vertices in such scenarios and prove upper bounds for various sets of marked vertices. We apply the upper bounds to large collection of graphs and show that the quantum search may be slow even when taking real-world networks.

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Quantum Lower and Upper Bounds for 2D-Grid and Dyck Language

We study the quantum query complexity of two problems. First, we consider the problem of determining if a sequence of parentheses is a properly balanced one (a Dyck word), with a depth of at most $k$. We call this the $Dyck_{k,n}$ problem. We prove a lower bound of $Ω(c^k \sqrt{n})$, showing that the complexity of this problem increases exponentially in $k$. Here $n$ is the length of the word. When $k$ is a constant, this is interesting as a representative example of star-free languages for which a surprising $\tilde{O}(\sqrt{n})$ query quantum algorithm was recently constructed by Aaronson et al. Their proof does not give rise to a general algorithm. When $k$ is not a constant, $Dyck_{k,n}$ is not context-free. We give an algorithm with $O\left(\sqrt{n}(\log{n})^{0.5k}\right)$ quantum queries for $Dyck_{k,n}$ for all $k$. This is better than the trival upper bound $n$ for $k=o\left(\frac{\log(n)}{\log\log n}\right)$. Second, we consider connectivity problems on grid graphs in 2 dimensions, if some of the edges of the grid may be missing. By embedding the "balanced parentheses" problem into the grid, we show a lower bound of $Ω(n^{1.5-ε})$ for the directed 2D grid and $Ω(n^{2-ε})$ for the undirected 2D grid. The directed problem is interesting as a black-box model for a class of classical dynamic programming strategies including the one that is usually used for the well-known edit distance problem. We also show a generalization of this result to more than 2 dimensions.

cs.DS↗

Quantum-over-classical Advantage in Solving Multiplayer Games

We study the applicability of quantum algorithms in computational game theory and generalize some results related to Subtraction games, which are sometimes referred to as one-heap Nim games. In quantum game theory, a subset of Subtraction games became the first explicitly defined class of zero-sum combinatorial games with provable separation between quantum and classical complexity of solving them. For a narrower subset of Subtraction games, an exact quantum sublinear algorithm is known that surpasses all deterministic algorithms for finding solutions with probability $1$. Typically, both Nim and Subtraction games are defined for only two players. We extend some known results to games for three or more players, while maintaining the same classical and quantum complexities: $Θ\left(n^2\right)$ and $\tilde{O}\left(n^{1.5}\right)$ respectively.

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Classical and Quantum Algorithms for Constructing Text from Dictionary Problem

We study algorithms for solving the problem of constructing a text (long string) from a dictionary (sequence of small strings). The problem has an application in bioinformatics and has a connection with the Sequence assembly method for reconstructing a long DNA sequence from small fragments. The problem is constructing a string $t$ of length $n$ from strings $s^1,\dots, s^m$ with possible intersections. We provide a classical algorithm with running time $O\left(n+L +m(\log n)^2\right)=\tilde{O}(n+L)$ where $L$ is the sum of lengths of $s^1,\dots,s^m$. We provide a quantum algorithm with running time $O\left(n +\log n\cdot(\log m+\log\log n)\cdot \sqrt{m\cdot L}\right)=\tilde{O}\left(n +\sqrt{m\cdot L}\right)$. Additionally, we show that the lower bound for the classical algorithm is $Ω(n+L)$. Thus, our classical algorithm is optimal up to a log factor, and our quantum algorithm shows speed-up comparing to any classical algorithm in a case of non-constant length of strings in the dictionary.

cs.DS↗

Quantum Query Complexity of Dyck Languages with Bounded Height

We consider the problem of determining if a sequence of parentheses is well parenthesized, with a depth of at most h. We denote this language as $Dyck_h$. We study the quantum query complexity of this problem for different h as function of the length n of the word. It has been known from a recent paper by Aaronson et al. that, for any constant h, since $Dyck_h$ is star-free, it has quantum query complexity $\tildeΘ(\sqrt{n})$, where the hidden logarithm factors in $\tildeΘ$ depend on h. Their proof does not give rise to an algorithm. When h is not a constant, $Dyck_h$ is not even context-free. We give an algorithm with $O\left(\sqrt{n}\log(n)^{0.5h}\right)$ quantum queries for $Dyck_h$ for all h. This is better than the trival upper bound $n$ when $h=o(\frac{\log(n)}{\log\log n})$. We also obtain lower bounds: we show that for every $0<ε\leq 0.37$, there exists $c>0$ such that $Q(\text{Dyck}_{c\log(n)}(n))=Ω(n^{1-ε})$. When $h=ω(\log(n))$, the quantum query complexity is close to $n$, i.e. $Q(\text{Dyck}_h(n))=ω(n^{1-ε})$ for all $ε>0$. Furthermore when $h=Ω(n^ε)$ for some $ε>0$, $Q(\text{Dyck}_{h}(n))=Θ(n)$.

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Quantum Algorithms for the Most Frequently String Search, Intersection of Two String Sequences and Sorting of Strings Problems

We study algorithms for solving three problems on strings. The first one is the Most Frequently String Search Problem. The problem is the following. Assume that we have a sequence of $n$ strings of length $k$. The problem is finding the string that occurs in the sequence most often. We propose a quantum algorithm that has a query complexity $\tilde{O}(n \sqrt{k})$. This algorithm shows speed-up comparing with the deterministic algorithm that requires $Ω(nk)$ queries. The second one is searching intersection of two sequences of strings. All strings have the same length $k$. The size of the first set is $n$ and the size of the second set is $m$. We propose a quantum algorithm that has a query complexity $\tilde{O}((n+m) \sqrt{k})$. This algorithm shows speed-up comparing with the deterministic algorithm that requires $Ω((n+m)k)$ queries. The third problem is sorting of $n$ strings of length $k$. On the one hand, it is known that quantum algorithms cannot sort objects asymptotically faster than classical ones. On the other hand, we focus on sorting strings that are not arbitrary objects. We propose a quantum algorithm that has a query complexity $O(n (\log n)^2 \sqrt{k})$. This algorithm shows speed-up comparing with the deterministic algorithm (radix sort) that requires $Ω((n+d)k)$ queries, where $d$ is a size of the alphabet.

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The Quantum Version Of Classification Decision Tree Constructing Algorithm C5.0

In the paper, we focus on complexity of C5.0 algorithm for constructing decision tree classifier that is the models for the classification problem from machine learning. In classical case the decision tree is constructed in $O(hd(NM+N \log N))$ running time, where $M$ is a number of classes, $N$ is the size of a training data set, $d$ is a number of attributes of each element, $h$ is a tree height. Firstly, we improved the classical version, the running time of the new version is $O(h\cdot d\cdot N\log N)$. Secondly, we suggest a quantum version of this algorithm, which uses quantum subroutines like the amplitude amplification and the D{ü}rr-Høyer minimum search algorithms that are based on Grover's algorithm. The running time of the quantum algorithm is $O\big(h\cdot \sqrt{d}\log d \cdot N \log N\big)$ that is better than complexity of the classical algorithm.

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Quantum versus Classical Online Streaming Algorithms with Logarithmic Size of Memory

We consider online algorithms with respect to the competitive ratio. Here, we investigate quantum and classical one-way automata with non-constant size of memory (streaming algorithms) as a model for online algorithms. We construct problems that can be solved by quantum online streaming algorithms better than by classical ones in a case of logarithmic or sublogarithmic size of memory.

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Quantum versus Classical Online Streaming Algorithms with Advice

We consider online algorithms with respect to the competitive ratio. Here, we investigate quantum and classical one-way automata with non-constant size of memory (streaming algorithms) as a model for online algorithms. We construct problems that can be solved by quantum online streaming algorithms better than by classical ones in a case of logarithmic or sublogarithmic size of memory, even if classical online algorithms get advice bits. Furthermore, we show that a quantum online algorithm with a constant number of qubits can be better than any deterministic online algorithm with a constant number of advice bits and unlimited computational power.

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Quantum Algorithm for Dynamic Programming Approach for DAGs. Applications for Zhegalkin Polynomial Evaluation and Some Problems on DAGs

In this paper, we present a quantum algorithm for dynamic programming approach for problems on directed acyclic graphs (DAGs). The running time of the algorithm is $O(\sqrt{\hat{n}m}\log \hat{n})$, and the running time of the best known deterministic algorithm is $O(n+m)$, where $n$ is the number of vertices, $\hat{n}$ is the number of vertices with at least one outgoing edge; $m$ is the number of edges. We show that we can solve problems that use OR, AND, NAND, MAX and MIN functions as the main transition steps. The approach is useful for a couple of problems. One of them is computing a Boolean formula that is represented by Zhegalkin polynomial, a Boolean circuit with shared input and non-constant depth evaluating. Another two are the single source longest paths search for weighted DAGs and the diameter search problem for unweighted DAGs.

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