Streaming Hardness of Unique Games

November 12, 2018 ยท The Ethereal ยท ๐Ÿ› International Workshop and International Workshop on Approximation, Randomization, and Combinatorial Optimization. Algorithms and Techniques

๐Ÿ”ฎ THE ETHEREAL: The Ethereal
Pure theory โ€” exists on a plane beyond code

"No code URL or promise found in abstract"

Evidence collected by the PWNC Scanner

Authors Venkatesan Guruswami, Runzhou Tao arXiv ID 1811.04607 Category cs.CC: Computational Complexity Cross-listed cs.DS Citations 26 Venue International Workshop and International Workshop on Approximation, Randomization, and Combinatorial Optimization. Algorithms and Techniques Last Checked 3 months ago
Abstract
We study the problem of approximating the value of a Unique Game instance in the streaming model. A simple count of the number of constraints divided by $p$, the alphabet size of the Unique Game, gives a trivial $p$-approximation that can be computed in $O(\log n)$ space. Meanwhile, with high probability, a sample of $\tilde{O}(n)$ constraints suffices to estimate the optimal value to $(1+ฮต)$ accuracy. We prove that any single-pass streaming algorithm that achieves a $(p-ฮต)$-approximation requires $ฮฉ_ฮต(\sqrt{n})$ space. Our proof is via a reduction from lower bounds for a communication problem that is a $p$-ary variant of the Boolean Hidden Matching problem studied in the literature. Given the utility of Unique Games as a starting point for reduction to other optimization problems, our strong hardness for approximating Unique Games could lead to down\emph{stream} hardness results for streaming approximability for other CSP-like problems.
Community shame:
Not yet rated
Community Contributions

Found the code? Know the venue? Think something is wrong? Let us know!

๐Ÿ“œ Similar Papers

In the same crypt โ€” Computational Complexity