SearcharxivSearch

arXiv subjects

Niels Kornerup

Publications and source records attributed to Niels Kornerup.

7 recordsLinked to original sources

Computational foundations of the human world

Human societies continuously transform scattered information into collective judgments and coordinated action, whether through markets discovering prices, governments allocating resources, communities enforcing norms, or science converging on reliable claims. Importantly, the computational difficulty of collective decision-making, particularly the time and communication required to reach solutions, imposes fundamental constraints on social organization. While theoretical computer science offers formal tools for analyzing such problems, for instance, by analyzing resource requirements, including time and memory, surprisingly, there is no domain of social science that focuses on the nature of computation in the human world. This perspective argues that we now have the opportunity to deploy these computational frameworks to study human social organization, opening research directions at the intersection of computer science and social science. We highlight core social phenomena that can be framed as computational, including (i) distributed consensus and coordinated action, (ii) societal restructuring with scale, (iii) hierarchical and modular structure, and (iv) externalized memory systems. We identify several concepts from theoretical computer science that may provide insight into these phenomena, especially emphasizing more recently developed approaches beyond the paradigm of Turing~Machines and worst-case computational complexity.

cs.SI

Quantum Time-Space Tradeoffs for Matrix Problems

We consider the time and space required for quantum computers to solve a wide variety of problems involving matrices, many of which have only been analyzed classically in prior work. Our main results show that for a range of linear algebra problems -- including matrix-vector product, matrix inversion, matrix multiplication and powering -- existing classical time-space tradeoffs, several of which are tight for every space bound, also apply to quantum algorithms. For example, for almost all matrices $A$, including the discrete Fourier transform (DFT) matrix, we prove that quantum circuits with at most $T$ input queries and $S$ qubits of memory require $T=Ω(n^2/S)$ to compute matrix-vector product $Ax$ for $x \in \{0,1\}^n$. We similarly prove that matrix multiplication for $n\times n$ binary matrices requires $T=Ω(n^3 / \sqrt{S})$. Because many of our lower bounds match deterministic algorithms with the same time and space complexity, we show that quantum computers cannot provide any asymptotic advantage for these problems with any space bound. We obtain matching lower bounds for the stronger notion of quantum cumulative memory complexity -- the sum of the space per layer of a circuit. We also consider Boolean (i.e. AND-OR) matrix multiplication and matrix-vector products, improving the previous quantum time-space tradeoff lower bounds for $n\times n$ Boolean matrix multiplication to $T=Ω(n^{2.5}/S^{1/4})$ from $T=Ω(n^{2.5}/S^{1/2})$. Our improved lower bound for Boolean matrix multiplication is based on a new coloring argument that extracts more from the strong direct product theorem used in prior work. Our tight lower bounds for linear algebra problems require adding a new bucketing method to the recording-query technique of Zhandry that lets us apply classical arguments to upper bound the success probability of quantum circuits.

cs.CC

Tight Bounds on the Spooky Pebble Game: Recycling Qubits with Measurements

Pebble games are popular models for analyzing time-space trade-offs. In particular, the reversible pebble game is often applied in quantum algorithms like Grover's search to efficiently simulate classical computation on inputs in superposition. However, the reversible pebble game cannot harness the additional computational power granted by irreversible intermediate measurements. The spooky pebble game, which models interleaved measurements and adaptive phase corrections, reduces the number of qubits beyond what reversible approaches can achieve. While the spooky pebble game does not reduce the total space (bits plus qubits) complexity of the simulation, it reduces the amount of space that must be stored in qubits. We prove asymptotically tight trade-offs for the spooky pebble game on a line with any pebble bound, giving a tight time-qubit tradeoff for simulating arbitrary classical sequential computation with the spooky pebble game. For example, for all $ε\in (0,1]$, any classical computation requiring time $T$ and space $S$ can be implemented on a quantum computer using only $O(T/ ε)$ gates and $O(T^εS^{1-ε})$ qubits. This improves on the best known bound for the reversible pebble game with that number of qubits, which uses $O(2^{1/ε} T)$ gates. We also consider the spooky pebble game on more general directed acyclic graphs (DAGs), capturing fine-grained data dependency in computation. We show that for an arbitrary DAG even approximating the number of required pebbles in the spooky pebble game is PSPACE-hard. Despite this, we are able to construct a time-efficient strategy for pebbling binary trees that uses the minimum number of pebbles.

quant-ph

Harvesting Brownian Motion: Zero Energy Computational Sampling

The key factor currently limiting the advancement of computational power of electronic computation is no longer the manufacturing density and speed of components, but rather their high energy consumption. While it has been widely argued that reversible computation can escape the fundamental Landauer limit of $k_B T\ln(2)$ Joules per irreversible computational step, there is disagreement around whether indefinitely reusable computation can be achieved without energy dissipation. Here we focus on the relatively simpler context of sampling problems, which take no input, so avoids modeling the energy costs of the observer perturbing the machine to change its input. Given an algorithm $A$ for generating samples from a distribution, we desire a device that can perpetually generate samples from that distribution driven entirely by Brownian motion. We show that such a device can efficiently execute algorithm $A$ in the sense that we must wait only $O(\text{time}(A)^2)$ between samples. We consider two output models: Las Vegas, which samples from the exact probability distribution every $4$ tries in expectation, and Monte Carlo, in which every try succeeds but the distribution is only approximated. We base our model on continuous-time random walks over the state space graph of a general computational machine, with a space-bounded Turing machine as one instantiation. The problem of sampling a computationally complex probability distribution with no energy dissipation informs our understanding of the energy requirements of computation, and may lead to more energy efficient randomized algorithms.

cs.DS

Cumulative Memory Lower Bounds for Randomized and Quantum Computation

Cumulative memory -- the sum of space used per step over the duration of a computation -- is a fine-grained measure of time-space complexity that was introduced to analyze cryptographic applications like password hashing. It is a more accurate cost measure for algorithms that have infrequent spikes in memory usage and are run in environments such as cloud computing that allow dynamic allocation and de-allocation of resources during execution, or when many multiple instances of an algorithm are interleaved in parallel. We prove the first lower bounds on cumulative memory complexity for both sequential classical computation and quantum circuits. Moreover, we develop general paradigms for bounding cumulative memory complexity inspired by the standard paradigms for proving time-space tradeoff lower bounds that can only lower bound the maximum space used during an execution. The resulting lower bounds on cumulative memory that we obtain are just as strong as the best time-space tradeoff lower bounds, which are very often known to be tight. Although previous results for pebbling and random oracle models have yielded time-space tradeoff lower bounds larger than the cumulative memory complexity, our results show that in general computational models such separations cannot follow from known lower bound techniques and are not true for many functions. Among many possible applications of our general methods, we show that any classical sorting algorithm with success probability at least $1/\text{poly}(n)$ requires cumulative memory $\tilde Ω(n^2)$, any classical matrix multiplication algorithm requires cumulative memory $Ω(n^6/T)$, any quantum sorting circuit requires cumulative memory $Ω(n^3/T)$, and any quantum circuit that finds $k$ disjoint collisions in a random function requires cumulative memory $Ω(k^3n/T^2)$.

cs.CC

Composable Rate-Independent Computation in Continuous Chemical Reaction Networks

Biological regulatory networks depend upon chemical interactions to process information. Engineering such molecular computing systems is a major challenge for synthetic biology and related fields. The chemical reaction network (CRN) model idealizes chemical interactions, allowing rigorous reasoning about the computational power of chemical kinetics. Here we focus on function computation with CRNs, where we think of the initial concentrations of some species as the input and the equilibrium concentration of another species as the output. Specifically, we are concerned with CRNs that are rate-independent (the computation must be correct independent of the reaction rate law) and composable ($f\circ g$ can be computed by concatenating the CRNs computing $f$ and $g$). Rate independence and composability are important engineering desiderata, permitting implementations that violate mass-action kinetics, or even "well-mixedness", and allowing the systematic construction of complex computation via modular design. We show that to construct composable rate-independent CRNs, it is necessary and sufficient to ensure that the output species of a module is not a reactant in any reaction within the module. We then exactly characterize the functions computable by such CRNs as superadditive, positive-continuous, and piecewise rational linear. Thus composability severely limits rate-independent computation unless more sophisticated input/output encodings are used.

cs.ET

Review of a Quantum Algorithm for Betti Numbers

We looked into the algorithm for calculating Betti numbers presented by Lloyd, Garnerone, and Zanardi (LGZ). We present a new algorithm in the same spirit as LGZ with the intent of clarifying quantum algorithms for computing Betti numbers. Our algorithm is simpler and slightly more efficient than that presented by LGZ. We present a thorough analysis of our algorithm, pointing out reasons that both our algorithm and that presented by LGZ do not run in polynomial time for most inputs. However, the algorithms do run in polynomial time for calculating an approximation of the Betti number to polynomial multiplicative error, when applied to some class of graphs for which the Betti number is exponentially large.

quant-ph