Streaming Hardness of Unique Games
Streaming Hardness of Unique Games
复制标题
独特游戏的流媒体硬度
DOI:
10.4230/lipics.approx-random.2019.5
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发表时间:
2018
期刊:
影响因子:
--
通讯作者:
Runzhou Tao
中科院分区:
文献类型:
--
作者:
V. Guruswami;Runzhou Tao
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 $(1+\epsilon)$ accuracy. We prove that any single-pass streaming algorithm that achieves a $(p-\epsilon)$-approximation requires $\Omega_\epsilon(\sqrt{n})$ 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.