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1.
The constraint satisfaction problem (CSP) is a convenient framework for modelling search problems; the CSP involves deciding, given a set of constraints on variables, whether or not there is an assignment to the variables satisfying all of the constraints. This paper is concerned with the more general framework of quantified constraint satisfaction, in which variables can be quantified both universally and existentially. We study the relatively quantified constraint satisfaction problem (RQCSP), in which the values for each individual variable can be arbitrarily restricted. We give a complete complexity classification of the cases of the RQCSP where the types of constraints that may appear are specified by a constraint language.  相似文献   

2.
An instance of the maximum constraint satisfaction problem (Max CSP) is a finite collection of constraints on a set of variables, and the goal is to assign values to the variables that maximises the number of satisfied constraints. Max CSP captures many well-known problems (such as Maxk-SAT and Max Cut) and is consequently NP-hard. Thus, it is natural to study how restrictions on the allowed constraint types (or constraint language) affect the complexity and approximability of Max CSP. The PCP theorem is equivalent to the existence of a constraint language for which Max CSP has a hard gap at location 1; i.e. it is NP-hard to distinguish between satisfiable instances and instances where at most some constant fraction of the constraints are satisfiable. All constraint languages, for which the CSP problem (i.e., the problem of deciding whether all constraints can be satisfied) is currently known to be NP-hard, have a certain algebraic property. We prove that any constraint language with this algebraic property makes Max CSP have a hard gap at location 1 which, in particular, implies that such problems cannot have a PTAS unless P=NP. We then apply this result to Max CSP restricted to a single constraint type; this class of problems contains, for instance, Max Cut and Max DiCut. Assuming PNP, we show that such problems do not admit PTAS except in some trivial cases. Our results hold even if the number of occurrences of each variable is bounded by a constant. Finally, we give some applications of our results.  相似文献   

3.
Andréka and Maddux [Notre Dame J. Formal Logic 35 (4) 1994] classified the small relation algebras—those with at most 8 elements, or in other terms, at most 3 atomic relations. They showed that there are eighteen isomorphism types of small relation algebras, all representable. For each simple, small relation algebra they computed the spectrum of the algebra, namely the set of cardinalities of square representations of that relation algebra.In this paper we analyze the computational complexity of the problem of deciding the satisfiability of a finite set of constraints built on any small relation algebra. We give a complete classification of the complexities of the general constraint satisfaction problem for small relation algebras. For three of the small relation algebras the constraint satisfaction problem is NP-complete, for the other fifteen small relation algebras the constraint satisfaction problem has cubic (or lower) complexity.We also classify the complexity of the constraint satisfaction problem over fixed finite representations of any relation algebra. If the representation has size two or less then the complexity is cubic (or lower), but if the representation is square, finite and bigger than two then the complexity is NP-complete.  相似文献   

4.
We study the computational complexity of problems involving equilibria in strategic games and in perfect information extensive games when the number of players is large. We consider, among others, the problems of deciding the existence of a pure Nash equilibrium in strategic games or deciding the existence of a pure Nash or a subgame perfect Nash equilibrium with a given payoff in finite perfect information extensive games. We address the fundamental question of how can we represent a game with a large number of players? We propose three ways of representing a game with different degrees of succinctness for the components of the game. For perfect information extensive games we show that when the number of moves of each player is large and the input game is represented succinctly these problems are PSPACE-complete. In contraposition, when the game is described explicitly by means of its associated tree all these problems are decidable in polynomial time. For strategic games we show that the complexity of deciding the existence of a pure Nash equilibrium depends on the succinctness of the game representation and then on the size of the action sets. In particular we show that it is NP-complete, when the number of players is large and the number of actions for each player is constant, and that the problem is -complete when the number of players is a constant and the size of the action sets is exponential in the size of the game representation. Again when the game is described explicitly the problem is decidable in polynomial time.  相似文献   

5.
We consider the complexity of stochastic games—simple games of chance played by two players. We show that the problem of deciding which player has the greatest chance of winning the game is in the class NP co-NP.  相似文献   

6.
Logic programming requires that the programmer convert a problem into a set of constraints based on predicates. Choosing the predicates and introducing appropriate constraints can be intricate and error prone. If the problem domain is structured enough, we can let the programmer express the problem in terms of more abstract, higher‐level constraints. A compiler can then convert the higher‐level program into a logic‐programming formalism. The compiler writer can experiment with alternative low‐level representations of the higher‐level constraints in order to achieve a high‐quality translation. The programmer can then take advantage of both a reduction in complexity and an improvement in runtime speed for all problems within the domain. We apply this analysis to the domain of tabular constraint‐satisfaction problems. Examples of such problems include logic puzzles solvable on a hatch grid and combinatorial problems such as graph coloring and independent sets. The proper abstractions for these problems are rows, columns, entries, and their interactions. We present a higher‐level language, Constraint Lingo, dedicated to problems in this domain. We also describe how we translate programs from Constraint Lingo into lower‐level logic formalisms such as the logic of propositional schemata. These translations require that we choose among competing lower‐level representations in order to produce efficient results. The overall effectiveness of our approach depends on the appropriateness of Constraint Lingo, our ability to translate Constraint Lingo programs into high‐quality representations in logic formalisms, and the efficiency with which logic engines can compute answer sets. We comment on our computational experience with these tools in solving both graph problems and logic puzzles. Copyright © 2004 John Wiley & Sons, Ltd.  相似文献   

7.
Extending the complexity results of Reif [1,2] for two player games of incomplete information, this paper (see also [3]) presents algorithms for deciding the outcome for various classes of multiplayer games of incomplete information, i.e., deciding whether or not a team has a winning strategy for a particular game. Our companion paper, [4] shows that these algorithms are indeed asymptotically optimal by providing matching lower bounds. The classes of games to which our algorithms are applicable include games which were not previously known to be decidable. We apply our algorithms to provide alternative upper bounds, and new time-space trade-offs on the complexity of multiperson alternating Turing machines [3]. We analyze the algorithms to characterize the space complexity of multiplayer games in terms of the complexity of deterministic computation on Turing machines.In hierarchical multiplayer games, each additional clique (subset of players with the same information) increases the complexity of the outcome problem by a further exponential. We show that an S(n) space bounded k-player game of incomplete information has a deterministic time upper bound of k + 1 repeated exponentials of S(n). Furthermore, S(n) space bounded k-player blindfold games have a deterministic space upper bound of k repeated exponentials of S(n). This paper proves that this exponential blow-up can occur.We also show that time bounded games do not exhibit such hierarchy. A T(n) time bounded blindfold multiplayer game, as well as a T(n) time bounded multiplayer game of incomplete information, has a deterministic space bound of T(n).  相似文献   

8.
An important question in constraint satisfaction is how to restrict the problem to ensure tractability (since the general problem is NP-hard). The use of disjunctions has proven to be a useful method for constructing tractable constraint classes from existing classes; the well-known ‘max-closed’ and ‘ORD-Horn’ constraints are examples of tractable classes that can be constructed this way. Three sufficient conditions (the guaranteed satisfaction property, 1-independence and 2-independence) that each ensure the tractability of constraints combined by disjunctions have been proposed in the literature. We show that these conditions are both necessary and sufficient for tractability in three different natural classes of disjunctive constraints. This suggests that deciding this kind of property is a very important task when dealing with disjunctive constraints. We provide a simple, automatic method for checking the 1-independence property—this method is applicable whenever the consistency of the constraints under consideration can be decided by path-consistency. Our method builds on a connection between independence and refinements (which is a way of reducing one constraint satisfaction problem to another.)  相似文献   

9.
Many computer games treat the user in the "1st person" and bind the camera to his or her view. More sophistication in a game can be achieved by enabling the camera to leave the users' viewpoint. This, however, requires new methods for automatic, dynamic camera control. In this paper we present methods and tools for such camera control. We emphasize guiding camera control by constraints ; however, optimal constraint satisfaction tends to lead to the camera jumping around too much. Thus, we pay particular attention to a trade-off between constraint satisfaction and frame coherence. We present a new algorithm for dynamic consideration of the visibility of objects which are deemed to be important in a given game context.  相似文献   

10.
Partially-ordered set games, also called poset games, are a class of two-player combinatorial games. The playing field consists of a set of elements, some of which are greater than other elements. Two players take turns removing an element and all elements greater than it, and whoever takes the last element wins. Examples of poset games include Nim and Chomp. We investigate the complexity of computing which player of a poset game has a winning strategy. We give an inductive procedure that modifies poset games to change the nim-value which informally captures the winning strategies in the game. For a generic poset game G, we describe an efficient method for constructing a game ¬G such that the first player has a winning strategy if and only if the second player has a winning strategy on G. This solves the long-standing problem of whether this construction can be done efficiently. This construction also allows us to reduce the class of Boolean formulas to poset games, establishing a lower bound on the complexity of poset games.  相似文献   

11.
In game theory, an action is said to be weakly dominated if there exists another action of the same player that, with respect to what the other players do, is never worse and sometimes strictly better. We investigate the computational complexity of the process of iteratively eliminating weakly dominated actions (IWD) in two-player constant-sum games, i.e., games in which the interests of both players are diametrically opposed. It turns out that deciding whether an action is eliminable via IWD is feasible in polynomial time whereas deciding whether a given subgame is reachable via IWD is NP-complete. The latter result is quite surprising, as we are not aware of other natural computational problems that are intractable in constant-sum normal-form games. Furthermore, we slightly improve on a result of V. Conitzer and T. Sandholm by showing that typical problems associated with IWD in win-lose games with at most one winner are NP-complete.  相似文献   

12.
13.
In computer networks and social networks, the betweenness centrality of a node measures the amount of information passing through the node when all pairs are conducting shortest path exchanges. In this paper, we introduce a strategic network formation game in which nodes build connections subject to a budget constraint in order to maximize their betweenness in the network. To reflect real world scenarios where short paths are more important in information exchange in the network, we generalize the betweenness definition to only count shortest paths with a length limit ? in betweenness calculation. We refer to this game as the bounded budget betweenness centrality game and denote it as ?- B3C game, where ? is the path length constraint parameter.We present both complexity and constructive existence results about Nash equilibria of the game. For the nonuniform version of the game where node budgets, link costs, and pairwise communication weights may vary, we show that Nash equilibria may not exist and it is NP-hard to decide whether Nash equilibria exist in a game instance. For the uniform version of the game where link costs and pairwise communication weights are one and each node can build k links, we construct two families of Nash equilibria based on shift graphs, and study the properties of Nash equilibria. Moreover, we study the complexity of computing best responses and show that the task is polynomial for uniform 2- B3C games and NP-hard for other games (i.e. uniform ?- B3C games with ?≥3 and nonuniform ?- B3C games with ?≥2).  相似文献   

14.
We study the computational complexity of auditing finite attributes in databases allowing statistical queries. Given a database that supports statistical queries, the auditing problem is to check whether an attribute can be completely determined or not from a given set of statistical information. Some restricted cases of this problem have been investigated earlier, e.g. the complexity of statistical sum queries is known by the work of Kleinberg et al. (J. Comput. System Sci. 66 (2003) 244–253). We characterize all classes of statistical queries such that the auditing problem is polynomial-time solvable. We also prove that the problem is coNP-complete in all other cases under a plausible conjecture on the complexity of constraint satisfaction problems (CSP). The characterization is based on the complexity of certain CSP problems; the exact complexity for such problems is known in many cases. This result is obtained by exploiting connections between auditing and constraint satisfaction, and using certain algebraic techniques. We also study a generalization of the auditing problem where one asks if a set of statistical information imply that an attribute is restricted to K or less different values. We characterize all classes of polynomial-time solvable problems in this case, too.  相似文献   

15.
The complexity of various problems in connection with Boolean constraints, like, for example, quantified Boolean constraint satisfaction, have been studied recently. Depending on what types of constraints may be used, the complexity of such problems varies. A very interesting observation of the recent past has been that the thus derived classification of constraints can be explained with the help of universal algebra. More precisely, the difficulty of such a constraint problem often depends on the co-clone the constraints are from. A co-clone is a set of Boolean relations that is closed under very natural closure operations. Nearly all these co-clones can be generated by said operators out of a finite set of relations, a so-called base. Knowing a, preferably simple, base for each co-clone can therefore be of great value when studying the complexity of Boolean constraint problems, since this knowledge reduces the infinitely many cases of equivalent problems to a single one—the constraint satisfaction problem for this base. In this paper we give a finite and simple base for every Boolean co-clone, where this is possible. We give evidence that the presented bases are as easy as possible.  相似文献   

16.
We review the many different definitions of symmetry for constraint satisfaction problems (CSPs) that have appeared in the literature, and show that a symmetry can be defined in two fundamentally different ways: as an operation preserving the solutions of a CSP instance, or else as an operation preserving the constraints. We refer to these as solution symmetries and constraint symmetries. We define a constraint symmetry more precisely as an automorphism of a hypergraph associated with a CSP instance, the microstructure complement. We show that the solution symmetries of a CSP instance can also be obtained as the automorphisms of a related hypergraph, the k-ary nogood hypergraph and give examples to show that some instances have many more solution symmetries than constraint symmetries. Finally, we discuss the practical implications of these different notions of symmetry.  相似文献   

17.
We consider two-player zero-sum stochastic games on graphs with ω-regular winning conditions specified as parity objectives. These games have applications in the design and control of reactive systems. We survey the complexity results for the problem of deciding the winner in such games, and in classes of interest obtained as special cases, based on the information and the power of randomization available to the players, on the class of objectives and on the winning mode. On the basis of information, these games can be classified as follows: (a) partial-observation (both players have partial view of the game); (b) one-sided partial-observation (one player has partial-observation and the other player has complete-observation); and (c) complete-observation (both players have complete view of the game). The one-sided partial-observation games have two important subclasses: the one-player games, known as partial-observation Markov decision processes (POMDPs), and the blind one-player games, known as probabilistic automata. On the basis of randomization, (a) the players may not be allowed to use randomization (pure strategies), or (b) they may choose a probability distribution over actions but the actual random choice is external and not visible to the player (actions invisible), or (c) they may use full randomization. Finally, various classes of games are obtained by restricting the parity objective to a reachability, safety, Büchi, or coBüchi condition. We also consider several winning modes, such as sure-winning (i.e., all outcomes of a strategy have to satisfy the winning condition), almost-sure winning (i.e., winning with probability 1), limit-sure winning (i.e., winning with probability arbitrarily close to 1), and value-threshold winning (i.e., winning with probability at least ν, where ν is a given rational).  相似文献   

18.
We consider properties of constrained games, where the strategy set available to a player depends on the choice of strategies made by other players. We show that the utilities of each player associated with that player's own performance and constraints are not sufficient to model a constrained game and to define equilibria; for the latter, one also needs to model how a player values the fact that other players meet their constraints. We study three different approaches to other players' constraints, and show that they exhibit completely different equilibrium behaviors. Further, we study a general class of stochastic games with partial information, and focus on the case where the players are indifferent to whether the constraints of other players hold.  相似文献   

19.
We analyze the complexity of equilibria problems for a class of strategic zero-sum games, called angel-daemon games. Those games were introduced to asses the performance of the execution of a web orchestration on a moderate faulty or under stress environment. Angel-daemon games are a natural example of zero-sum games whose representation is naturally succinct. We show that the problems of deciding the existence of a pure Nash equilibrium or of a dominant strategy for a given player are ${\Sigma}^{p}_{2}$ -complete. Furthermore, computing the value of an angel-daemon game is EXP-complete. Thus, our results match the already known classification of the corresponding problems for the generic families of succinctly represented games with exponential number of actions.  相似文献   

20.
We study a generalization of the constraint satisfaction problem (CSP), the periodic constraint satisfaction problem. An input instance of the periodic CSP is a finite set of generating constraints over a structured variable set that implicitly specifies a larger, possibly infinite set of constraints; the problem is to decide whether or not the larger set of constraints has a satisfying assignment. This model is natural for studying constraint networks consisting of constraints obeying a high degree of regularity or symmetry. Our main contribution is the identification of two broad polynomial-time tractable subclasses of the periodic CSP.  相似文献   

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