variable gadget
Supplemental: TrainingFullyConnectedNeuralNetworksis R-Complete A R-Membership
Membership in Ris already proven by Abrahamsen, Kleist and Miltzow in [3]. Thealgorithm then needs to verify that the neural network described byΘ fits all data points inD with a total error at mostγ. The goal of this appendix is to build a geometric understanding off(,Θ). We point the interested reader to these articles [6, 26, 49, 66, 92] investigating the set of functions exactly represented by different architecturesofReLUnetworks. To see that this observation is true, consider the following construction.
Supplemental: Training Fully Connected Neural Networks is R-Complete A R-Membership Membership in R is already proven by Abrahamsen, Kleist and Miltzow in [
F or each line ℓ L the change of the gradient of f when crossing ℓ is constant along ℓ. Then there is a fully connected two-layer neural network with m hidden neurons computing f . To see that this observation is true, consider the following construction. Describing all gadgets purely by their data points is tedious and obscures the relatively simple geometry enforced by these data points. A weak data point relaxes a regular data point and prescribes only a lower bound on the value of the label.
The Parameterized Complexity of Coordinated Motion Planning
Eiben, Eduard, Ganian, Robert, Kanj, Iyad
In Coordinated Motion Planning (CMP), we are given a rectangular-grid on which $k$ robots occupy $k$ distinct starting gridpoints and need to reach $k$ distinct destination gridpoints. In each time step, any robot may move to a neighboring gridpoint or stay in its current gridpoint, provided that it does not collide with other robots. The goal is to compute a schedule for moving the $k$ robots to their destinations which minimizes a certain objective target - prominently the number of time steps in the schedule, i.e., the makespan, or the total length traveled by the robots. We refer to the problem arising from minimizing the former objective target as CMP-M and the latter as CMP-L. Both CMP-M and CMP-L are fundamental problems that were posed as the computational geometry challenge of SoCG 2021, and CMP also embodies the famous $(n^2-1)$-puzzle as a special case. In this paper, we settle the parameterized complexity of CMP-M and CMP-L with respect to their two most fundamental parameters: the number of robots, and the objective target. We develop a new approach to establish the fixed-parameter tractability of both problems under the former parameterization that relies on novel structural insights into optimal solutions to the problem. When parameterized by the objective target, we show that CMP-L remains fixed-parameter tractable while CMP-M becomes para-NP-hard. The latter result is noteworthy, not only because it improves the previously-known boundaries of intractability for the problem, but also because the underlying reduction allows us to establish - as a simpler case - the NP-hardness of the classical Vertex Disjoint and Edge Disjoint Paths problems with constant path-lengths on grids.
Multi-Robot Motion Planning for Unit Discs with Revolving Areas
Agarwal, Pankaj K., Geft, Tzvika, Halperin, Dan, Taylor, Erin
We study the problem of motion planning for a collection of $n$ labeled unit disc robots in a polygonal environment. We assume that the robots have revolving areas around their start and final positions: that each start and each final is contained in a radius $2$ disc lying in the free space, not necessarily concentric with the start or final position, which is free from other start or final positions. This assumption allows a weakly-monotone motion plan, in which robots move according to an ordering as follows: during the turn of a robot $R$ in the ordering, it moves fully from its start to final position, while other robots do not leave their revolving areas. As $R$ passes through a revolving area, a robot $R'$ that is inside this area may move within the revolving area to avoid a collision. Notwithstanding the existence of a motion plan, we show that minimizing the total traveled distance in this setting, specifically even when the motion plan is restricted to be weakly-monotone, is APX-hard, ruling out any polynomial-time $(1+\epsilon)$-approximation algorithm. On the positive side, we present the first constant-factor approximation algorithm for computing a feasible weakly-monotone motion plan. The total distance traveled by the robots is within an $O(1)$ factor of that of the optimal motion plan, which need not be weakly monotone. Our algorithm extends to an online setting in which the polygonal environment is fixed but the initial and final positions of robots are specified in an online manner. Finally, we observe that the overhead in the overall cost that we add while editing the paths to avoid robot-robot collision can vary significantly depending on the ordering we chose. Finding the best ordering in this respect is known to be NP-hard, and we provide a polynomial time $O(\log n \log \log n)$-approximation algorithm for this problem.
Reducing Nearest Neighbor Training Sets Optimally and Exactly
In nearest-neighbor classification, a training set $P$ of points in $\mathbb{R}^d$ with given classification is used to classify every point in $\mathbb{R}^d$: Every point gets the same classification as its nearest neighbor in $P$. Recently, Eppstein [SOSA'22] developed an algorithm to detect the relevant training points, those points $p\in P$, such that $P$ and $P\setminus\{p\}$ induce different classifications. We investigate the problem of finding the minimum cardinality reduced training set $P'\subseteq P$ such that $P$ and $P'$ induce the same classification. We show that the set of relevant points is such a minimum cardinality reduced training set if $P$ is in general position. Furthermore, we show that finding a minimum cardinality reduced training set for possibly degenerate $P$ is in P for $d=1$, and NP-complete for $d\geq 2$.
Training Neural Networks is ER-complete
Abrahamsen, Mikkel, Kleist, Linda, Miltzow, Tillmann
Training neural networks is a fundamental problem in machine learning. An (artificial) neural network is a brain-inspired computing system. For an example consider Figure 1. Neural networks are modelled by directed acyclic graphs where the vertices are called neurons. The source nodes are called the input neurons and the sinks are called output neurons, and all other neurons are said to be hidden. A network computes in the following way: Each input neuron s receives an input signal (a real number) which is sent through all out-going edges to the neurons that s points to. A non-input neuron v receives signals through the incoming edges, and v then processes the signals and transmits a single output signal to all neurons that v points to. The values computed by the output neurons are the result of the computation of the network.
The Computational Complexity of Fire Emblem Series and similar Tactical Role-Playing Games
Fire Emblem (FE) is a popular turn-based tactical role-playing game (TRPG) series on the Nintendo gaming consoles. This paper studies the computational complexity of a simplified version of FE (only floor tiles and wall tiles, the HP and other attributes of characters are constants at most 8, the movement distance per character each turn is fixed to 6 tiles), and proves that: 1. Simplified FE is PSPACE-complete (Thus actual FE is at least as hard). 2. Poly-round FE is NP-complete, even when the map is cycle-free, without healing units, and the weapon durability is a small constant. Poly-round FE is to decide whether the player can win the game in a certain number of rounds that is polynomial to the map size. A map is called cycle-free if its corresponding planar graph is cycle-free. These hardness results also hold for other similar TRPG series, such as Final Fantasy Tactics, Tactics Ogre and Disgaea.