Papers for

algorithm designers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Information equivalence simplifies decision tree size and success rates

The Information Complexity of Decision Trees

Abstract: We define and study a measure of information complexity for randomized decision trees. We prove three main results about this complexity measure: Information equals amortized size complexity. We show that the information complexity of randomized decision tree is equal to the logarithm of the amortized worst-case randomized tree size complexity of computing a function f. That is, when computing f on n inputs, the logarithm of the randomized tree size is exactly equal to the amount of information needed to compute the function. Information allows for tree size compression. We show that even when computing f on a single input, the information complexity can be used to compress the size of a tree, if we allow a small loss in success probability. With the recent characterization of Chattopadhyay, Dahiya, Mande, Radhakrishnan, and Sanyal (2023), this result shows that the depth of AND-OR trees can also be compressed in terms of information complexity. Direct Product Theorems. We show that the success-conditioned variant of information complexity satisfies a perfect direct product theorem. This result gives an information complexity analogue of the direct product theorem for success-conditioned randomized query complexity by Ben-David and Blais (2025).

Thu 10 SeptComputational Complexity
The gist
Decision trees are a way computers make choices step-by-step. The authors studied how much information is really needed to make these decisions when randomness is involved. They found that the information needed matches exactly how big the tree must be when solving many problems at once. Their work also shows you can make decision trees smaller if you accept a small chance of error. Additionally, they proved a property that helps understand how solving many problems together affects information needs.
Open 2609.12164v1

Max independent set complexity stays hard without planar induced minors

Max Independent Set Remains NP-hard when Excluding a Planar Induced Minor

Abstract: We show that there is a fixed planar graph $H$, namely the $5 \times 5$ grid, such that Max Independent Set remains NP-hard in $H$-induced-minor-free graphs. This refutes the Dallard--Milanič--Štorgel conjecture and a weakening of it by Gartland and Lokshtanov, and by Korhonen.

Thu 10 SeptComputational ComplexityDiscrete MathematicsData Structures and Algorithms
The gist
The paper shows that finding the largest group of points in a network with no connections between them (called a maximum independent set) remains a very hard problem even in networks that exclude a certain kind of planar substructure. Specifically, the authors prove this is true even when the network does not have any induced minors that look like a 5 by 5 grid. This result disproves earlier guesses that the problem would become easier in such restricted networks.
Open 2609.11285v1

Holant problems with four-variable signatures get complexity classification

The Computational Complexity of Holant Problems on 4-regular Graphs from the Stable Subgroup Sequence of $SL(2,\mathbb{C})$

Abstract: The Holant framework provides a general setting for studying counting problems and includes graph homomorphisms (\#GH) and counting constraint satisfaction problems (\#CSP) as special cases. Over the past twenty years, a series of computational complexity dichotomies have been established for Holant problems, but the classification for complex-valued signatures is still open. The main obstacle is the case in which all signatures have even arity. In this paper, we establish a dichotomy for Holant problems with a complex-valued 4-ary signature, which is a key base case for the full classification of Holant problems. We present a new strategy by introducing Schur's theorem, the classification of finite subgroups of $\mathrm{SL}(2,\mathbb{C})$ and stable subgroup sequences into the proof. These new techniques are of independent interest.

Thu 10 SeptComputational Complexity
The gist
Counting certain configurations in networks is a hard problem studied in computer science. The paper focuses on a specific type of such problems called Holant problems that use complex numbers and involve four inputs at each point. The authors solved a key open case by classifying these problems as either easy or hard to compute. They did this by introducing new mathematical tools from group theory, which helps in understanding the problem structure better.
Open 2609.11175v1

Improved logarithmic bound advances control of vector discrepancy

A $(\log n)^{1/4}$ Bound for the Komlós Problem

Abstract: Let $A\in\mathbb{R}^{m\times n}$ have columns of Euclidean norm at most one. We prove that $\operatorname{disc}(A)\le2395\left(1+\log_+\frac n9\right)^{1/4}+2\sqrt2$. Here $\log_+t=\max\{0,\log t\}$. Building on Bansal and Jiang's affine spectral independence framework, we remove the $(\log\log n)^{7/4}$ factor from their bound. The fourth root comes from balancing the logarithmic decrease in the alive dimension against the fourth power of the row thresholds. Historical exponential sums control the covariance budget across size classes with summable thresholds. An exact threshold-sum certificate gives the coefficient $2395$, and rounding at most eight remaining fractional coordinates costs $2\sqrt2$. The finite construction also gives partial colourings from any prescribed starting point and at any prescribed depth, preserving existing signs. We formalize the partial- and full-colouring theorems in Lean, including the finite trajectory, exact threshold sum and final rounding, with Bansal--Jiang Theorem A.4 as the sole external research theorem assumption.

Tue 8 SeptDiscrete MathematicsData Structures and Algorithms
The gist
This paper finds a better way to balance certain numerical differences in mathematical matrices. The authors show that for matrices whose columns have length at most one, the maximum row discrepancy is smaller than previously proven bounds, specifically limited by a factor tied to the fourth root of a logarithm of the number of columns. They build on prior methods but remove extra terms that made the bounds less tight. Their approach uses a structured balance of thresholds and formal verification to ensure correctness.
Open 2609.08885v1

Complexity results for recognizing generalized graph search trees

Generalized Graph Search Trees

Abstract: Graph search algorithms and their corresponding graph search trees are commonly used in algorithmic graph theory. In recent years, the recognition problem of these graph search trees has received significant attention. So far, the research has focused on two types of search trees: first-in trees that behave like BFS-trees and last-in trees that behave like DFS-trees. The search tree paradigms differ from each other by the parent a vertex is connected to. In first-in trees, it is the first visited neighbor, while in last-in trees it is the last neighbor visited before that vertex. Here, we will generalize these concepts of graph search trees by allowing every preceding neighbor of a vertex to be the parent. We study the complexity of the recognition problem of these generalized graph search trees. We present NP-completeness proofs for most searches. We also show that the problem is trivial for Generic Search and polynomial-time solvable for several searches on bipartite graphs and chordal graphs. We also study the question how fixing the start vertex influences the complexity of the problem.

Tue 8 SeptDiscrete MathematicsData Structures and Algorithms
The gist
Graph search trees help computers explore networks or maps by tracking the order in which points are visited. Traditionally, there were two common ways to build these trees, either by connecting a point to the first neighbor visited or to the last neighbor visited before it. This paper studies a wider range where any previous neighbor can be the parent, making the problem more flexible but also harder to solve. The authors find that for most types of searches, figuring out if a tree matches this pattern is very difficult (NP-complete), but easier for certain special graph types and specific searches. They also check whether knowing the starting point simplifies the problem.
Open 2609.08625v1

Strategy model selection improves stability in multi-agent games

Rank Without an Oracle: Deviation-Aware Interaction-Rank Selection from Offline Multi-Agent Logs

Abstract: Offline multi-agent payoff models are estimated under a logging distribution but used on distributions induced by learned solutions and unilateral deviations. Standard held-out loss can therefore favor an interaction class that predicts logged play well while distorting strategic incentives. We introduce Selective Interaction-Rank Validation (SIRV) for finite games with known logging distributions. A training split fits nested payoff models and constructs a common union of all candidate deployment and unilateral-replacement distributions; an independent calibration split evaluates every candidate on this same union. SIRV returns the smallest rank whose simultaneous upper worst-target risk is within tolerance of the best upper score, and abstains when a declared target is unsupported or too imprecisely estimated. A common coverage event yields a finite-candidate target-risk bound and a candidate-specific coarse correlated equilibrium (CCE) gap certificate. We also isolate an exact two-point off-support non-identifiability result. In a controlled factorial study with 2,048 independent games per family, empirical-Bernstein bounds reduce the median CCE-gap certificate by 42.5% relative to Hoeffding bounds on common returns, with a 1.36-point reduction in supported return. Under paired rank misspecification and in a separately generated congestion family, the SIRV-EB fallback rule lowers mean true candidate-selection CCE regret relative to ID-Mean, while retaining game-level losses. Across 384 games at $N=3,5,8$, ID-Mean-relative mean CCE-regret effects stay positive while certified return falls sharply under weak coverage. These results separate certifiable model selection from universal strategic improvement.

Tue 8 SeptMultiagent SystemsComputer Science and Game Theory
The gist
Predicting how multiple decision-makers interact often uses data from past play, but this can mislead if the situation changes. The authors offer a method called SIRV that better chooses models by checking how well they predict outcomes including possible player changes. This approach helps find models that keep strategic incentives accurate and avoids selecting models that only fit past data well. The method provides guarantees about prediction quality and identifies when data is insufficient, tested on thousands of simulated games.
Open 2609.08358v1

Deciding directed clique number in tournaments is np complete

Clique Number of Tournaments II

Abstract: The directed clique number $\vecω(T)$ of a tournament $T$ is the minimum, over all orderings of the vertices of $T$, of the clique number of the graph whose edges are the arcs that point backward with respect to the ordering. In this paper, we prove that, for every integer $k \geq 3$, deciding whether $\vecω(T) \leq k$ is NP-complete. This answers a question of Nguyen, Scott, and Seymour, and contrasts with the classical undirected setting, where deciding whether $ω(G) \leq k$ is polynomial-time solvable for every fixed integer $k$. On the other hand, we give a polynomial-time algorithm distinguishing tournaments with $\vecω(T) \leq 2$ from those with $\vecω(T) > 100$. We also study the tournament analogue of the Gyárfás--Sumner conjecture. We construct new $\vecχ$-bounding tournaments and thereby prove a conjecture of Aboulker, Aubian, Charbit, and Lopes stating that every class of tournaments with bounded twin-width is $\vecχ$-bounded. We then exhibit new tournaments that are not $\vecχ$-bounding, disproving another conjecture of Aboulker, Aubian, Charbit, and Lopes, as well as two conjectures of Kim. Finally, we present infinite families of 3-$\vecω$-critical and 4-$\vecω$-critical tournaments.

Mon 7 SeptDiscrete Mathematics
The gist
This paper studies a special math problem involving tournaments, which are games where every player competes against every other player. The authors show that figuring out a certain complexity measure called the directed clique number (a way to find tightly connected groups in these competitions) is very hard to compute—it belongs to a class of problems called NP-complete. However, they also provide an efficient method to distinguish simpler cases from very complex ones. Additionally, the authors explore related properties of tournaments, confirming some previous ideas and disproving others, deepening our understanding of these mathematical structures.
Open 2609.07481v1

Computing approximate Nash equilibria is nearly optimally slow

The Fine-Grained Complexity of Approximate Nash Equilibrium and Free Games

Abstract: We study the fine-grained complexity of computing approximate Nash equilibria and approximating the value of free games in the regime where the approximation error vanishes. Under the PCP for PPAD and ETH for PPAD conjectures, we show that computing $\varepsilon$-approximate Nash equilibria in 2-player $N$-action normal-form games requires time $N^{(\log(N)/\varepsilon^2)^{1-o(1)}}$, thus showing that the classical Lipton-Markakis-Mehta algorithm (2003) is optimal through all regimes of $\varepsilon = ω(1/\sqrt{N})$. While such optimality was known in the constant-$\varepsilon$ regime (Rubinstein, 2016), previous work could only rule out significantly smaller running times of $N^{O(\log(N)/\varepsilon)}$ in the regime $\varepsilon = o(1)$. Using similar techniques, we then establish an analogous tight lower bound of $N^{(\log(N)/\varepsilon^2)^{1-o(1)}}$ under ETH for $\varepsilon$-additive value estimation in free games, when $\varepsilon \geq 2^{-o(\sqrt{\log N})}$, answering a question of Aaronson, Impagliazzo, and Moshkovitz (2014).

Mon 7 SeptComputer Science and Game TheoryComputational Complexity
The gist
Finding approximate Nash equilibria, a way for players to predict stable strategies in games, is very hard when the approximation needs to be very precise. The authors show that existing algorithms are essentially the fastest possible for a wide range of precisions. They also prove a similar hardness for estimating values in special two-player games called free games. This means that speeding up calculations in these areas is likely impossible without major breakthroughs.
Open 2609.07136v1