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Approximation and Parameterized Complexity of Minimax Approval Voting

Cygan, Marek (University of Warsaw) | Kowalik, Łukasz (University of Warsaw) | Socała, Arkadiusz (University of Warsaw) | Sornat, Krzysztof (University of Wroclaw )

AAAI Conferences

We present three results on the complexity of MINIMAX APPROVAL VOTING. First, we study MINIMAX APPROVAL VOTING parameterized by the Hamming distance d from the solution to the votes. We show MINIMAX APPROVAL VOTING admits no algorithm running in time O ⋆ (2 o ( d log d ) , unless the Exponential Time Hypothesis (ETH) fails. This means that the O ⋆ ( d 2 d ) algorithm of Misra et al. (AAMAS 2015) is essentially optimal. Motivated by this, we then show a parameterized approximation scheme, running in time O ⋆ ((3/ε) 2 d ), which is essentially tight assuming ETH. Finally, we get a new polynomial-time randomized approximation scheme for MINIMAX APPROVAL VOTING, which runs in time n O(1/ε2·log(1/ε)) · poly( m ), almost matching the running time of the fastest known PTAS for CLOSEST STRING due to Ma and Sun (SIAM J. Comp. 2009).


Sibling Conspiracy Number Search

Pawlewicz, Jakub (University of Warsaw) | Hayward, Ryan B. (University of Alberta)

AAAI Conferences

For some two-player games (e.g. Go), no accurate and inexpensive heuristic is known for evaluating leaves of a search tree. For other games (e.g. chess), a heuristic is known (sum of piece values). For other games (e.g. Hex), only a local heuristic — one that compares children reliably, but non-siblings poorly — is known (cell voltage drop in the Shannon/Anshelevich electric circuit model). In this paper we introduce a search algorithm for a two-player perfect information game with a reasonable local heuristic. Sibling Conspiracy Number Search (SCNS) is an anytime best-first version of Conspiracy Number Search based not on evaluation of leaf states of the search tree, but — for each node — on relative evaluation scores of all children of that node. SCNS refines CNS search value intervals, converging to Proof Number Search. SCNS is a good framework for a game player. We tested SCNS in the domain of Hex, with promising results. We implemented an 11-by-11 SCNS Hex bot, DeepHex. We competed DeepHex against current Hex bot champion MoHex, a Monte-Carlo Tree Search player, and previous Hex bot champion Wolve, an Alpha-Beta Search player. DeepHex widely outperforms Wolve at all time levels, and narrowly outperforms MoHex once time reaches 4min/move.