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(1 + Ω(1))-Approximation to MAX-CUT Requires Linear Space

机译:(1 +Ω(1)) - 近似到最大切割需要线性空间

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We consider the problem of estimating the value of MAX-CUT in a graph in the streaming model of computation. We show that there exists a constant ε_* > 0 such that any randomized streaming algorithm that computes a (1 + ε_*)-approximation to MAX-CUT requires Ω(n) space on an n vertex graph. By contrast, there are algorithms that produce a (1 + ε)-approximation in space O(n/ε~2) for every ε > 0. Our result is the first linear space lower bound for the task of approximating the max cut value and partially answers an open question from the literature [2]. The prior state of the art ruled out (2 - ε)-approximation in O({the square root of}n) space or (1 + ε)-approximation in n~(1-O(ε)) space, for any ε > 0. Previous lower bounds for the MAX-CUT problem relied, in essence, on a lower bound on the communication complexity of the following task: Several players are each given some edges of a graph and they wish to determine if the union of these edges is ε-close to forming a bipartite graph, using one-way communication. The previous works proved a lower bound of Ω({the square root of}n) for this task when ε = 1/2, and n~(1-O(ε)) for every ε > 0, even when one of the players is given a candidate bipartition of the graph and the graph is promised to be bipartite with respect to this partition or ε-far from bipartite. This added information was essential in enabling the previous analyses but also yields a weak bound since, with this extra information, there is an n~(1-O(ε)) communication protocol for this problem. In this work, we give an Ω(n) lower bound on the communication complexity of the original problem (without the extra information) for ε = Ω(1) in the three-player setting. Obtaining this Ω(n) lower bound on the communication complexity is the main technical result in this paper. We achieve it by a delicate choice of distributions on instances as well as a novel use of the convolution theorem from Fourier analysis combined with graph-theoretic considerations to analyze the communication complexity.
机译:我们认为,在计算的流模型图估计MAX-CUT的价值的问题。我们表明,存在一个常数ε_*> 0,使得任何随机化的流的算法,计算出(1 +ε_ *) - 近似MAX-CUT要求上的n阶图Ω(n)的空间。相比之下,有产生(1 +ε)在空间ø - 近似(N /ε〜2)为每一个ε算法> 0我们的结果是所述第一线性空间下界用于近似最大剪切值的任务和部分应答来自文献[2]一个开放的问题。在N〜(1-O-(ε))的空间 - 近似在O({的平方根} n)的空间或(1 +ε) - 近似,对于任何 - 在本领域的现有状态排除(ε2)为MAX-CUT问题ε> 0上一页下限依赖,在本质上,在一个较低的上下面的任务的通信复杂的约束:若干玩家每个给定的曲线图的一些边缘和他们希望确定的并集这些边缘是ε-接近形成二分图,使用单向通信。先前的工作证明了这个任务的下界Ω({的平方根} N)的时ε= 1/2,并且n〜(1-O-(ε))对于每个ε> 0,即使当一个玩家被给予图的候选bipartition和图形被承诺是二分相对于该分区或从二分ε-远。这个附加信息是在使先前分析必不可少的,但也产生了弱结合的,因为,在该额外的信息,对于这个问题的n〜(1-O-(ε))的通信协议。在这项工作中,我们在三玩家设置给出ε=Ω(1)Ω(N)的原始问题的复杂通信(无额外信息)下限。获得这种Ω(n)的下上的通信复杂度约束是主要的技术结果在本文中。我们通过分布的实例上微妙的选择以及一个新用途从傅立叶分析与图论的考虑组合来分析通信复杂的卷积定理的实现它。

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