Searcharxiv⌕ Search

arXiv subjects

Michal Koucký

Publications and source records attributed to Michal Koucký.

27 records · Page 2Linked to original sources

Optimal Quasi-Gray Codes: The Alphabet Matters

A quasi-Gray code of dimension $n$ and length $\ell$ over an alphabet $Σ$ is a sequence of distinct words $w_1,w_2,\dots,w_\ell$ from $Σ^n$ such that any two consecutive words differ in at most $c$ coordinates, for some fixed constant $c>0$. In this paper we are interested in the read and write complexity of quasi-Gray codes in the bit-probe model, where we measure the number of symbols read and written in order to transform any word $w_i$ into its successor $w_{i+1}$. We present construction of quasi-Gray codes of dimension $n$ and length $3^n$ over the ternary alphabet $\{0,1,2\}$ with worst-case read complexity $O(\log n)$ and write complexity $2$. This generalizes to arbitrary odd-size alphabets. For the binary alphabet, we present quasi-Gray codes of dimension $n$ and length at least $2^n - 20n$ with worst-case read complexity $6+\log n$ and write complexity $2$. This complements a recent result by Raskin [Raskin '17] who shows that any quasi-Gray code over binary alphabet of length $2^n$ has read complexity $Ω(n)$. Our results significantly improve on previously known constructions and for the odd-size alphabets we break the $Ω(n)$ worst-case barrier for space-optimal (non-redundant) quasi-Gray codes with constant number of writes. We obtain our results via a novel application of algebraic tools together with the principles of catalytic computation [Buhrman et al. '14, Ben-Or and Cleve '92, Barrington '89, Coppersmith and Grossman '75].

cs.IT↗

Lower bounds for Combinatorial Algorithms for Boolean Matrix Multiplication

In this paper we propose models of combinatorial algorithms for the Boolean Matrix Multiplication (BMM), and prove lower bounds on computing BMM in these models. First, we give a relatively relaxed combinatorial model which is an extension of the model by Angluin (1976), and we prove that the time required by any algorithm for the BMM is at least $Ω(n^3 / 2^{O( \sqrt{ \log n })})$. Subsequently, we propose a more general model capable of simulating the "Four Russians Algorithm". We prove a lower bound of $Ω(n^{7/3} / 2^{O(\sqrt{ \log n })})$ for the BMM under this model. We use a special class of graphs, called $(r,t)$-graphs, originally discovered by Rusza and Szemeredi (1978), along with randomization, to construct matrices that are hard instances for our combinatorial models.

cs.CC↗

Simulation Theorems via Pseudorandom Properties

We generalize the deterministic simulation theorem of Raz and McKenzie [RM99], to any gadget which satisfies certain hitting property. We prove that inner-product and gap-Hamming satisfy this property, and as a corollary we obtain deterministic simulation theorem for these gadgets, where the gadget's input-size is logarithmic in the input-size of the outer function. This answers an open question posed by Göös, Pitassi and Watson [GPW15]. Our result also implies the previous results for the Indexing gadget, with better parameters than was previously known. A preliminary version of the results obtained in this work appeared in [CKL+17].

cs.CC↗

Streaming Algorithms For Computing Edit Distance Without Exploiting Suffix Trees

The edit distance is a way of quantifying how similar two strings are to one another by counting the minimum number of character insertions, deletions, and substitutions required to transform one string into the other. In this paper we study the computational problem of computing the edit distance between a pair of strings where their distance is bounded by a parameter $k\ll n$. We present two streaming algorithms for computing edit distance: One runs in time $O(n+k^2)$ and the other $n+O(k^3)$. By writing $n+O(k^3)$ we want to emphasize that the number of operations per an input symbol is a small constant. In particular, the running time does not depend on the alphabet size, and the algorithm should be easy to implement. Previously a streaming algorithm with running time $O(n+k^4)$ was given in the paper by the current authors (STOC'16). The best off-line algorithm runs in time $O(n+k^2)$ (Landau et al., 1998) which is known to be optimal under the Strong Exponential Time Hypothesis.

cs.DS↗

The Big Match in Small Space

In this paper we study how to play (stochastic) games optimally using little space. We focus on repeated games with absorbing states, a type of two-player, zero-sum concurrent mean-payoff games. The prototypical example of these games is the well known Big Match of Gillete (1957). These games may not allow optimal strategies but they always have ε-optimal strategies. In this paper we design ε-optimal strategies for Player 1 in these games that use only O(log log T ) space. Furthermore, we construct strategies for Player 1 that use space s(T), for an arbitrary small unbounded non-decreasing function s, and which guarantee an ε-optimal value for Player 1 in the limit superior sense. The previously known strategies use space Ω(logT) and it was known that no strategy can use constant space if it is ε-optimal even in the limit superior sense. We also give a complementary lower bound. Furthermore, we also show that no Markov strategy, even extended with finite memory, can ensure value greater than 0 in the Big Match, answering a question posed by Abraham Neyman.

cs.GT↗

A communication game related to the sensitivity conjecture

One of the major outstanding foundational problems about boolean functions is the sensitivity conjecture, which (in one of its many forms) asserts that the degree of a boolean function (i.e. the minimum degree of a real polynomial that interpolates the function) is bounded above by some fixed power of its sensitivity (which is the maximum vertex degree of the graph defined on the inputs where two inputs are adjacent if they differ in exactly one coordinate and their function values are different). We propose an attack on the sensitivity conjecture in terms of a novel two-player communication game. A lower bound of the form $n^{Ω(1)}$ on the cost of this game would imply the sensitivity conjecture. To investigate the problem of bounding the cost of the game, three natural (stronger) variants of the question are considered. For two of these variants, protocols are presented that show that the hoped for lower bound does not hold. These protocols satisfy a certain monotonicity property, and (in contrast to the situation for the two variants) we show that the cost of any monotone protocol satisfies a strong lower bound. There is an easy upper bound of $\sqrt{n}$ on the cost of the game. We also improve slightly on this upper bound.

cs.CC↗

On Online Labeling with Polynomially Many Labels

In the online labeling problem with parameters n and m we are presented with a sequence of n keys from a totally ordered universe U and must assign each arriving key a label from the label set {1,2,...,m} so that the order of labels (strictly) respects the ordering on U. As new keys arrive it may be necessary to change the labels of some items; such changes may be done at any time at unit cost for each change. The goal is to minimize the total cost. An alternative formulation of this problem is the file maintenance problem, in which the items, instead of being labeled, are maintained in sorted order in an array of length m, and we pay unit cost for moving an item. For the case m=cn for constant c>1, there are known algorithms that use at most O(n log(n)^2) relabelings in total [Itai, Konheim, Rodeh, 1981], and it was shown recently that this is asymptotically optimal [Bulánek, Koucký, Saks, 2012]. For the case of m=Θ(n^C) for C>1, algorithms are known that use O(n log n) relabelings. A matching lower bound was claimed in [Dietz, Seiferas, Zhang, 2004]. That proof involved two distinct steps: a lower bound for a problem they call prefix bucketing and a reduction from prefix bucketing to online labeling. The reduction seems to be incorrect, leaving a (seemingly significant) gap in the proof. In this paper we close the gap by presenting a correct reduction to prefix bucketing. Furthermore we give a simplified and improved analysis of the prefix bucketing lower bound. This improvement allows us to extend the lower bounds for online labeling to the case where the number m of labels is superpolynomial in n. In particular, for superpolynomial m we get an asymptotically optimal lower bound Ω((n log n) / (log log m - log log n)).

cs.DS↗

Tight lower bounds for online labeling problem

We consider the file maintenance problem (also called the online labeling problem) in which n integer items from the set {1,...,r} are to be stored in an array of size m >= n. The items are presented sequentially in an arbitrary order, and must be stored in the array in sorted order (but not necessarily in consecutive locations in the array). Each new item must be stored in the array before the next item is received. If r<=m then we can simply store item j in location j but if r>m then we may have to shift the location of stored items to make space for a newly arrived item. The algorithm is charged each time an item is stored in the array, or moved to a new location. The goal is to minimize the total number of such moves done by the algorithm. This problem is non-trivial when n= 1, algorithms for this problem with cost O(log(n)^2) per item have been given [IKR81, Wil92, BCD+02]. When m=n, algorithms with cost O(log(n)^3) per item were given [Zha93, BS07]. In this paper we prove lower bounds that show that these algorithms are optimal, up to constant factors. Previously, the only lower bound known for this range of parameters was a lower bound of Ω(log(n)^2) for the restricted class of smooth algorithms [DSZ05a, Zha93]. We also provide an algorithm for the sparse case: If the number of items is polylogarithmic in the array size then the problem can be solved in amortized constant time per item.

cs.DS↗

Derandomizing from Random Strings

In this paper we show that BPP is truth-table reducible to the set of Kolmogorov random strings R_K. It was previously known that PSPACE, and hence BPP is Turing-reducible to R_K. The earlier proof relied on the adaptivity of the Turing-reduction to find a Kolmogorov-random string of polynomial length using the set R_K as oracle. Our new non-adaptive result relies on a new fundamental fact about the set R_K, namely each initial segment of the characteristic sequence of R_K is not compressible by recursive means. As a partial converse to our claim we show that strings of high Kolmogorov-complexity when used as advice are not much more useful than randomly chosen strings.

cs.CC↗