How to Play Unique Games Against a Semi-random Adversary: Study of Semi-random Models of Unique Games

A. Kolla, K. Makarychev, Yury Makarychev
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引用次数: 46

Abstract

In this paper, we study the average case complexity of the Unique Games problem. We propose a semi-random model, in which a unique game instance is generated in several steps. First an adversary selects a completely satisfiable instance of Unique Games, then she chooses an epsilon-fraction of all edges, and finally replaces (& quot; corrupts'') the constraints corresponding to these edges with new constraints. If all steps are adversarial, the adversary can obtain any (1-epsilon)-satisfiable instance, so then the problem is as hard as in the worst case. We show however that we can find a solution satisfying a (1-delta) fraction of all constraints in polynomial-time if at least one step is random (we require that the average degree of the graph is Omeg(log k)). Our result holds only for epsilon less than some absolute constant. We prove that if epsilon >= 1/2, then the problem is hard in one of the models, that is, no polynomial-time algorithm can distinguish between the following two cases: (i) the instance is a (1-epsilon)-satisfiable semi-random instance and (ii) the instance is at most delta-satisfiable (for every delta >, 0); the result assumes the 2-to-2 conjecture. Finally, we study semi-random instances of Unique Games that are at most (1-epsilon)-satisfiable. We present an algorithm that distinguishes between the case when the instance is a semi-random instance and the case when the instance is an (arbitrary) (1-delta)-satisfiable instances if epsilon >, c delta (for some absolute constant c).
如何对抗半随机对手玩独特游戏:研究独特游戏的半随机模型
本文研究了唯一对策问题的平均情况复杂度。我们提出了一个半随机模型,其中一个唯一的游戏实例是在几个步骤中生成的。对手首先选择一个完全可满足的Unique Games实例,然后选择所有边的一个分数,最后替换(& quot;用新的约束约束与这些边相对应。如果所有步骤都是对抗性的,那么对手可以获得任何(1-epsilon)可满足的实例,因此问题与最坏情况一样困难。然而,我们证明,如果至少有一个步骤是随机的,我们可以在多项式时间内找到满足所有约束(1-delta)分数的解(我们要求图的平均度是omega (log k))。我们的结果只对小于某个绝对常数成立。我们证明了如果epsilon >= 1/2,则问题在其中一个模型中是困难的,即多项式时间算法不能区分以下两种情况:(i)实例是(1-epsilon)可满足的半随机实例和(ii)实例最多是可满足的(对于每个>, 0);结果假定为2对2猜想。最后,我们研究了最多(1-epsilon)可满足的唯一游戏的半随机实例。我们提出了一种算法来区分实例是半随机实例和实例是(任意)(1- δ)可满足实例的情况,如果ε >, c δ(对于某个绝对常数c)。
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