Paul W. Goldberg

dblp:81/760 · also Paul Goldberg 0001 · DBLP profile ↗
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100ranked-venue papers
43as first author
21since 2021 · last 2026
0000-0002-5436-7890ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Theory of computation · 63 · 27 first-author · 13 since 2021Artificial intelligence and machine learning · 33 · 12 first-author · 6 since 2021Applied, interdisciplinary, general and emerging computing · 21 · 12 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 12 · 1 first-author · 5 since 2021Systems, architecture and hardware · 2 · 1 first-author
YearPublicationVenuePosition
2026 Computing Equilibrium Points of Electrostatic Potentials
abstract
We study the computation of equilibrium points of electrostatic potentials: locations in space where the electrostatic force arising from a collection of charged particles vanishes. This is a novel scenario of optimization in which solutions are guaranteed to exist due to a nonconstructive argument, but gradient descent is unreliable due to the presence of singularities. We present an algorithm based on piecewise approximation of the potential function by Taylor series. The main insight is to divide the domain into a grid with variable coarseness, where grid cells are exponentially smaller in regions where the function changes rapidly compared to regions where it changes slowly. Our algorithm finds approximate equilibrium points in time poly-logarithmic in the approximation parameter, but these points are not guaranteed to be close to exact solutions. Nevertheless, we show that such points can be computed efficiently under a mild assumption that we call "strong non-degeneracy". We complement these algorithmic results by studying a generalization of this problem and showing that it is CLS-hard and in PPAD, leaving its precise classification as an intriguing open problem.
Abheek Ghosh, Paul W. Goldberg, Alexandros Hollender
ITCS2
2025 Decentralized Convergence to Equilibrium Prices in Trading Networks
abstract
We propose a decentralized market model in which agents can negotiate bilateral contracts. This builds on a similar, but centralized, model of trading networks introduced by Hatfield et al. in 2013. Prior work has established that fully-substitutable preferences guarantee the existence of competitive equilibria which can be centrally computed. Our motivation comes from the fact that prices in markets such as over-the-counter markets and used car markets arise from decentralized negotiation among agents, which has left open an important question as to whether equilibrium prices can emerge from agent-to-agent bilateral negotiations. We design a best response dynamic intended to capture such negotiations between market participants. We assume fully substitutable preferences for market participants. In this setting, we provide proofs of convergence for sparse markets (covering many real world markets of interest), and experimental results for more general cases, demonstrating that prices indeed reach equilibrium, quickly, via bilateral negotiations. Our best response dynamic, and its convergence behavior, forms an important first step in understanding how decentralized markets reach, and retain, equilibrium.
Edwin Lock, Benjamin P. Evans, Eleonora Kreacic, Sujay Bhatt, Alec Koppel, Sumitra Ganesh, Paul W. Goldberg
AAAI7
2025 The Complexity of Computing KKT Solutions of Quadratic Programs
abstract
It is well known that solving a (non-convex) quadratic program is NP -hard. We show that the problem remains hard even if we are only looking for a Karush–Kuhn–Tucker (KKT) point, instead of a global optimum. Namely, we prove that computing a KKT point of a quadratic polynomial over the domain [0,1] n is complete for the class CLS = PPAD ∩ PLS .
John Fearnley, Paul W. Goldberg, Alexandros Hollender, Rahul Savani
J. ACM2
2025 The frontier of intractability for EFX with two agents
abstract
We consider the problem of sharing a set of indivisible goods among agents in a fair manner, namely such that the allocation is envy-free up to any good (EFX). We focus on the problem of computing an EFX allocation in the two-agent case and characterize the computational complexity of the problem for most well-known valuation classes. We present a simple greedy algorithm that solves the problem when the agent valuations are weakly well-layered, a class which contains gross substitutes and budget-additive valuations. For the next largest valuation class we prove a negative result: the problem is PLS -complete for submodular valuations. All of our results also hold for the setting where there are many agents with identical valuations. • We study the computational complexity of computing EFX allocations for two agents. • When the two agents have submodular valuations, we show that computing an EFX allocation is PLS-complete. • The problem can be solved efficiently when the two agents have gross substitutes or budget-additive valuations.
Paul W. Goldberg, Kasper Høgh, Alexandros Hollender
Theor. Comput. Sci.1
2024 Imperfect-Recall Games: Equilibrium Concepts and Their Complexity
Emanuel Tewolde, Brian Hu Zhang, Caspar Oesterheld, Manolis Zampetakis, Tuomas Sandholm, Paul W. Goldberg, Vincent Conitzer
IJCAI6
2024 The Complexity of Computing KKT Solutions of Quadratic Programs
abstract
It is well known that solving a (non-convex) quadratic program is NP-hard. We show that the problem remains hard even if we are only looking for a Karush-Kuhn-Tucker (KKT) point, instead of a global optimum. Namely, we prove that computing a KKT point of a quadratic polynomial over the domain [0,1]n is complete for the class CLS = PPAD∩PLS.
John Fearnley, Paul W. Goldberg, Alexandros Hollender, Rahul Savani
STOC2
2023 The Computational Complexity of Single-Player Imperfect-Recall Games
abstract
We study single-player extensive-form games with imperfect recall, such as the Sleeping Beauty problem or the Absentminded Driver game. For such games, two natural equilibrium concepts have been proposed as alternative solution concepts to ex-ante optimality. One equilibrium concept uses generalized double halving (GDH) as a belief system and evidential decision theory (EDT), and another one uses generalized thirding (GT) as a belief system and causal decision theory (CDT). Our findings relate those three solution concepts of a game to solution concepts of a polynomial maximization problem: global optima, optimal points with respect to subsets of variables and Karush–Kuhn–Tucker (KKT) points. Based on these correspondences, we are able to settle various complexity-theoretic questions on the computation of such strategies. For ex-ante optimality and (EDT,GDH)-equilibria, we obtain NP-hardness and inapproximability, and for (CDT,GT)-equilibria we obtain CLS-completeness results.
Emanuel Tewolde, Caspar Oesterheld, Vincent Conitzer, Paul W. Goldberg
IJCAI4
2023 Consensus Division in an Arbitrary Ratio
Paul W. Goldberg
ITCS1
2023 The Frontier of Intractability for EFX with Two Agents
Paul W. Goldberg, Kasper Høgh, Alexandros Hollender
SAGT1
2023 Best-Response Dynamics in Lottery Contests
abstract
We study the convergence of best-response dynamics in lottery contests. We show that best-response dynamics rapidly converges to the (unique) equilibrium for homogeneous agents but may not converge for non-homogeneous agents, even for just two non-homogeneous agents.
Abheek Ghosh, Paul W. Goldberg
EC2
2023 The Complexity of Gradient Descent: CLS = PPAD ∩ PLS
abstract
We study search problems that can be solved by performing Gradient Descent on a bounded convex polytopal domain and show that this class is equal to the intersection of two well-known classes: PPAD and PLS. As our main underlying technical contribution, we show that computing a Karush-Kuhn-Tucker (KKT) point of a continuously differentiable function over the domain [0,1] 2 is PPAD ∩ PLS-complete. This is the first non-artificial problem to be shown complete for this class. Our results also imply that the class CLS (Continuous Local Search) – which was defined by Daskalakis and Papadimitriou as a more “natural” counterpart to PPAD ∩ PLS and contains many interesting problems – is itself equal to PPAD ∩ PLS.
John Fearnley, Paul W. Goldberg, Alexandros Hollender, Rahul Savani
J. ACM2
2023 Lower bounds for the query complexity of equilibria in Lipschitz games
abstract
Nearly a decade ago, Azrieli and Shmaya introduced the class of λ-Lipschitz games in which every player's payoff function is λ-Lipschitz with respect to the actions of the other players. They showed that such games admit ϵ-approximate pure Nash equilibria for certain settings of ϵ and λ. They left open, however, the question of how hard it is to find such an equilibrium. In this work, we develop a query-efficient reduction from more general games to Lipschitz games. We use this reduction to show a query lower bound for any randomized algorithm finding ϵ-approximate pure Nash equilibria of n-player, binary-action, λ-Lipschitz games that is exponential in nλ/ϵ. In addition, we introduce “Multi-Lipschitz games,” a generalization involving player-specific Lipschitz values, and provide a reduction from finding equilibria of these games to finding equilibria of Lipschitz games, showing that the value of interest is the average of the individual Lipschitz parameters. Finally, we provide an exponential lower bound on the deterministic query complexity of finding ϵ-approximate Nash equilibria of n-player, m-action, λ-Lipschitz games for strong values of ϵ, motivating the consideration of explicitly randomized algorithms in the above results.
Paul W. Goldberg, Matthew J. Katzman
Theor. Comput. Sci.1
2023 PPAD-complete approximate pure Nash equilibria in Lipschitz games
abstract
Lipschitz games, in which there is a limit λ (the Lipschitz value of the game) on how much a player's payoffs may change when some other player deviates, were introduced about 10 years ago by Azrieli and Shmaya. They showed via the probabilistic method that n-player Lipschitz games with m strategies per player have ϵ-approximate pure Nash equilibria, for ϵ≥λ8nlog⁡(2mn). Here we provide the first hardness result for the corresponding computational problem, showing that even for a simple class of Lipschitz games (Lipschitz polymatrix games), finding ϵ-approximate pure equilibria is PPAD-complete, for suitable pairs of values ϵ(n), λ(n). Novel features of this result include both the proof of PPAD hardness (in which we apply a population game reduction from unrestricted polymatrix games) and the proof of containment in PPAD (by derandomizing the selection of a pure equilibrium from a mixed one). In fact, our approach implies containment in PPAD for any class of Lipschitz games where payoffs from mixed-strategy profiles can be deterministically computed. When instead considering games where only payoffs from pure action profiles can be deterministically computed, we provide two equivalent definitions of “randomized PPAD” and show that the generalized problem belongs to this class.
Paul W. Goldberg, Matthew J. Katzman
Theor. Comput. Sci.1
2022 Complexity of Deliberative Coalition Formation
abstract
Elkind et al. (AAAI'21) introduced a model for deliberative coalition formation, where a community wishes to identify a strongly supported proposal from a space of alternatives, in order to change the status quo. In their model, agents and proposals are points in a metric space, agents' preferences are determined by distances, and agents deliberate by dynamically forming coalitions around proposals that they prefer over the status quo. The deliberation process operates via k-compromise transitions, where agents from k (current) coalitions come together to form a larger coalition in order to support a (perhaps new) proposal, possibly leaving behind some of the dissenting agents from their old coalitions. A deliberation succeeds if it terminates by identifying a proposal with the largest possible support. For deliberation in d dimensions, Elkind et al. consider two variants of their model: in the Euclidean model, proposals and agent locations are points in R^d and the distance is measured according to ||...||_2; and in the hypercube model, proposals and agent locations are vertices of the d-dimensional hypercube and the metric is the Hamming distance. They show that in the Euclidean model 2-compromises are guaranteed to succeed, but in the hypercube model for deliberation to succeed it may be necessary to use k-compromises with k >= d. We complement their analysis by (1) proving that in both models it is hard to find a proposal with a high degree of support, and even a 2-compromise transition may be hard to compute; (2) showing that a sequence of 2-compromise transitions may be exponentially long; (3) strengthening the lower bound on the size of the compromise for the d-hypercube model from d to 2^Ω(d).
Edith Elkind, Abheek Ghosh, Paul W. Goldberg
AAAI3
2022 Contests to Incentivize a Target Group
abstract
We study how to incentivize agents in a target subpopulation to produce a higher output by means of rank-order allocation contests, in the context of incomplete information. We describe a symmetric Bayes--Nash equilibrium for contests that have two types of rank-based prizes: (1) prizes that are accessible only to the agents in the target group; (2) prizes that are accessible to everyone. We also specialize this equilibrium characterization to two important sub-cases: (i) contests that do not discriminate while awarding the prizes, i.e., only have prizes that are accessible to everyone; (ii) contests that have prize quotas for the groups, and each group can compete only for prizes in their share. For these models, we also study the properties of the contest that maximizes the expected total output by the agents in the target group.
Edith Elkind, Abheek Ghosh, Paul W. Goldberg
IJCAI3
2022 Simultaneous Contests with Equal Sharing Allocation of Prizes: Computational Complexity and Price of Anarchy
Edith Elkind, Abheek Ghosh, Paul W. Goldberg
SAGT3
2022 PPAD-Complete Pure Approximate Nash Equilibria in Lipschitz Games
Paul W. Goldberg, Matthew J. Katzman
SAGT1
2021 Lower Bounds for the Query Complexity of Equilibria in Lipschitz Games
Paul W. Goldberg, Matthew J. Katzman
SAGT1
2021 The complexity of gradient descent: CLS = PPAD ∩ PLS
abstract
We study search problems that can be solved by performing Gradient Descent on a bounded convex polytopal domain and show that this class is equal to the intersection of two well-known classes: PPAD and PLS. As our main underlying technical contribution, we show that computing a Karush-Kuhn-Tucker (KKT) point of a continuously differentiable function over the domain [0,1]2 is PPAD ∩ PLS-complete. This is the first natural problem to be shown complete for this class. Our results also imply that the class CLS (Continuous Local Search) - which was defined by Daskalakis and Papadimitriou as a more “natural” counterpart to PPAD ∩ PLS and contains many interesting problems - is itself equal to PPAD ∩ PLS.
John Fearnley, Paul W. Goldberg, Alexandros Hollender, Rahul Savani
STOC2
2021 Contest Design with Threshold Objectives
Edith Elkind, Abheek Ghosh, Paul W. Goldberg
WINE3
2021 The Hairy Ball problem is PPAD-complete
abstract
The Hairy Ball Theorem states that every continuous tangent vector field on an even-dimensional sphere must have a zero. We prove that the associated computational problem of (a) computing an approximate zero is PPAD-complete, and (b) computing an exact zero is FIXP-hard. We also consider the Hairy Ball Theorem on toroidal instead of spherical domains and show that the approximate problem remains PPAD-complete. On a conceptual level, our PPAD-membership results are particularly interesting, because they heavily rely on the investigation of multiple-source variants of End-of-Line, the canonical PPAD-complete problem. Our results on these new End-of-Line variants are of independent interest and provide new tools for showing membership in PPAD. In particular, we use them to provide the first full proof of PPAD-completeness for the Imbalance problem defined by Beame et al. in 1998.
Paul W. Goldberg, Alexandros Hollender
J. Comput. Syst. Sci.1
2020 Contiguous Cake Cutting: Hardness Results and Approximation Algorithms
abstract
We study the fair allocation of a cake, which serves as a metaphor for a divisible resource, under the requirement that each agent should receive a contiguous piece of the cake. While it is known that no finite envy-free algorithm exists in this setting, we exhibit efficient algorithms that produce allocations with low envy among the agents. We then establish NP-hardness results for various decision problems on the existence of envy-free allocations, such as when we fix the ordering of the agents or constrain the positions of certain cuts. In addition, we consider a discretized setting where indivisible items lie on a line and show a number of hardness results strengthening those from prior work.
Paul W. Goldberg, Alexandros Hollender, Warut Suksompong
AAAI1
2020 Consensus Halving for Sets of Items
abstract
Consensus halving refers to the problem of dividing a resource into two parts so that every agent values both parts equally. Prior work shows that, when the resource is represented by an interval, a consensus halving with at most n cuts always exists but is hard to compute even for agents with simple valuation functions. In this paper, we study consensus halving in a natural setting in which the resource consists of a set of items without a linear ordering. For agents with linear and additively separable utilities, we present a polynomial-time algorithm that computes a consensus halving with at most n cuts and show that n cuts are almost surely necessary when the agents’ utilities are randomly generated. On the other hand, we show that, for a simple class of monotonic utilities, the problem already becomes polynomial parity argument, directed version–hard. Furthermore, we compare and contrast consensus halving with the more general problem of consensus k-splitting, with which we wish to divide the resource into k parts in possibly unequal ratios and provide some consequences of our results on the problem of computing small agreeable sets.
Paul W. Goldberg, Alexandros Hollender, Ayumi Igarashi 0001, Pasin Manurangsi, Warut Suksompong
WINE1
2020 Learning Strong Substitutes Demand via Queries
Paul W. Goldberg, Edwin Lock, Francisco J. Marmolejo Cossío
WINE1
2020 Contiguous Cake Cutting: Hardness Results and Approximation Algorithms
abstract
We study the fair allocation of a cake, which serves as a metaphor for a divisible resource, under the requirement that each agent should receive a contiguous piece of the cake. While it is known that no finite envy-free algorithm exists in this setting, we exhibit efficient algorithms that produce allocations with low envy among the agents. We then establish NP-hardness results for various decision problems on the existence of envy-free allocations, such as when we fix the ordering of the agents or constrain the positions of certain cuts. In addition, we consider a discretized setting where indivisible items lie on a line and show a number of hardness results extending and strengthening those from prior work. Finally, we investigate connections between approximate and exact envy-freeness, as well as between continuous and discrete cake cutting.
Paul W. Goldberg, Alexandros Hollender, Warut Suksompong
J. Artif. Intell. Res.1
2020 Named entity recognition in electronic health records using transfer learning bootstrapped Neural Networks
Luka Gligic, Andrey Kormilitzin, Paul W. Goldberg, Alejo J. Nevado-Holgado
Neural Networks3
2019 Multi-Unit Bilateral Trade
abstract
We characterise the set of dominant strategy incentive compatible (DSIC), strongly budget balanced (SBB), and ex-post individually rational (IR) mechanisms for the multi-unit bilateral trade setting. In such a setting there is a single buyer and a single seller who holds a finite number k of identical items. The mechanism has to decide how many units of the item are transferred from the seller to the buyer and how much money is transferred from the buyer to the seller. We consider two classes of valuation functions for the buyer and seller: Valuations that are increasing in the number of units in possession, and the more specific class of valuations that are increasing and submodular.Furthermore, we present some approximation results about the performance of certain such mechanisms, in terms of social welfare: For increasing submodular valuation functions, we show the existence of a deterministic 2-approximation mechanism and a randomised e/(1 − e) approximation mechanism, matching the best known bounds for the single-item setting.
Matthias Gerstgrasser, Paul W. Goldberg, Bart de Keijzer, Philip Lazos, Alexander Skopalik
AAAI2
2019 The Hairy Ball Problem is PPAD-Complete
Paul W. Goldberg, Alexandros Hollender
ICALP1
2019 The complexity of splitting necklaces and bisecting ham sandwiches
abstract
We resolve the computational complexity of two problems known as Necklace Splitting and Discrete Ham Sandwich, showing that they are PPA-complete. For Necklace Splitting, this result is specific to the important special case in which two thieves share the necklace. We do this via a PPA-completeness result for an approximate version of the Consensus Halving problem, strengthening our recent result that the problem is PPA-complete for inverse-exponential precision. At the heart of our construction is a smooth embedding of the high-dimensional Mobius strip in the Consensus Halving problem. These results settle the status of PPA as a class that captures the complexity of “natural” problems whose definitions do not incorporate a circuit.
Aris Filos-Ratsikas, Paul W. Goldberg
STOC2
2019 Logarithmic Query Complexity for Approximate Nash Computation in Large Games
abstract
We investigate the problem of equilibrium computation for “large” n-player games. Large games have a Lipschitz-type property that no single player’s utility is greatly affected by any other individual player’s actions. In this paper, we mostly focus on the case where any change of strategy by a player causes other players’ payoffs to change by at most $\frac {1}{n}$ . We study algorithms having query access to the game’s payoff function, aiming to find ε-Nash equilibria. We seek algorithms that obtain ε as small as possible, in time polynomial in n. Our main result is a randomised algorithm that achieves ε approaching $\frac {1}{8}$ for 2-strategy games in a completely uncoupled setting, where each player observes her own payoff to a query, and adjusts her behaviour independently of other players’ payoffs/actions. O(log n) rounds/queries are required. We also show how to obtain a slight improvement over $\frac {1}{8}$ , by introducing a small amount of communication between the players. Finally, we give extension of our results to large games with more than two strategies per player, and alternative largeness parameters.
Paul W. Goldberg, Francisco J. Marmolejo Cossío, Steven Z. Wu
Theory Comput. Syst.1
2019 The Complexity of Necklace Splitting, Consensus-Halving, and Discrete Ham Sandwich
abstract
We resolve the computational complexity of three problems known as Necklace Splitting, Consensus-Halving, and Discrete Ham sandwich, showing that they are PPA-complete. For NECKLACE SPLITTING, this result is specific to the important special case in which two thieves share the necklace. These are the first PPA-completeness results for problems whose definition does not contain an explicit circuit, thus settling the status of PPA as a class that captures the complexity of such “natural' problems.
Aris Filos-Ratsikas, Paul W. Goldberg
SIAM J. Comput.2
2018 Towards a Unified Complexity Theory of Total Functions
Paul W. Goldberg, Christos H. Papadimitriou
ITCS1
2018 Hardness Results for Consensus-Halving
abstract
The Consensus-halving problem is the problem of dividing an object into two portions, such that each of n agents has equal valuation for the two portions. We study the epsilon-approximate version, which allows each agent to have an epsilon discrepancy on the values of the portions. It was recently proven in [Filos-Ratsikas and Goldberg, 2018] that the problem of computing an epsilon-approximate Consensus-halving solution (for n agents and n cuts) is PPA-complete when epsilon is inverse-exponential. In this paper, we prove that when epsilon is constant, the problem is PPAD-hard and the problem remains PPAD-hard when we allow a constant number of additional cuts. Additionally, we prove that deciding whether a solution with n-1 cuts exists for the problem is NP-hard.
Aris Filos-Ratsikas, Søren Kristoffer Stiil Frederiksen, Paul W. Goldberg, Jie Zhang 0008
MFCS3
2018 Consensus halving is PPA-complete
abstract
We show that the computational problem Consensus Halving is PPA-Complete, the first PPA-Completeness result for a problem whose definition does not involve an explicit circuit. We also show that an approximate version of this problem is polynomial-time equivalent to Necklace Splitting, which establishes PPAD-hardness for Necklace Splitting and suggests that it is also PPA-Complete.
Aris Filos-Ratsikas, Paul W. Goldberg
STOC2
2018 Learning Convex Partitions and Computing Game-Theoretic Equilibria from Best Response Queries
Paul W. Goldberg, Francisco J. Marmolejo Cossío
WINE1
2018 Towards a unified complexity theory of total functions
abstract
The class TFNP, of NP search problems where all instances have solutions, appears not to have complete problems. However, TFNP contains various syntactic subclasses and important problems. We introduce a syntactic class of problems that contains these known subclasses, for the purpose of understanding and classifying TFNP problems. This class is defined in terms of the search for an error in a concisely-represented formal proof. Finally, the known complexity subclasses are based on existence theorems that hold for finite structures; from Herbrand's Theorem, we note that such theorems must apply specifically to finite structures, and not infinite ones.
Paul W. Goldberg, Christos H. Papadimitriou
J. Comput. Syst. Sci.1
2017 TFNP: An Update
Paul W. Goldberg, Christos H. Papadimitriou
CIAC1
2017 Approximately Efficient Two-Sided Combinatorial Auctions
abstract
We develop and extend a line of recent work on the design of mechanisms for two-sided markets. The markets we consider consist of buyers and sellers of a number of items, and the aim of a mechanism is to improve the social welfare by arranging purchases and sales of the items. A mechanism is given prior distributions on the agents' valuations of the items, but not the actual valuations; thus the aim is to maximise the expected social welfare over these distributions. As in previous work, we are interested in the worst-case ratio between the social welfare achieved by a truthful mechanism, and the best social welfare possible.
Riccardo Colini-Baldeschi, Paul W. Goldberg, Bart de Keijzer, Stefano Leonardi 0001, Timothy Roughgarden, Stefano Turchetta
EC2
2017 Fixed Price Approximability of the Optimal Gain from Trade
Riccardo Colini-Baldeschi, Paul W. Goldberg, Bart de Keijzer, Stefano Leonardi 0001, Stefano Turchetta
WINE2
2017 Pricing ad slots with consecutive multi-unit demand
Xiaotie Deng, Paul W. Goldberg, Bo Tang 0010, Jinshan Zhang 0001
Auton. Agents Multi Agent Syst.2
2017 Query complexity of approximate equilibria in anonymous games
Paul W. Goldberg, Stefano Turchetta
J. Comput. Syst. Sci.1
2016 Revenue Maximization for Market Intermediation with Correlated Priors
Matthias Gerstgrasser, Paul W. Goldberg, Elias Koutsoupias
SAGT2
2016 Logarithmic Query Complexity for Approximate Nash Computation in Large Games
Paul W. Goldberg, Francisco J. Marmolejo Cossío, Steven Z. Wu
SAGT1
2016 Approximate Well-supported Nash Equilibria Below Two-thirds
John Fearnley, Paul W. Goldberg, Rahul Savani, Troels Bjerre Lund
Algorithmica2
2016 Multi-Unit Bayesian Auction with Demand or Budget Constraints
abstract
We consider the problem of revenue maximization on multi‐unit auctions where items are distinguished by their relative values; any pair of items has the same ratio of values to all buyers. As is common in the study of revenue maximizing problems, we assume that buyers' valuations are drawn from public known distributions and they have additive valuations for multiple items. Our problem is well motivated by sponsored search auctions, which made money for Google and Yahoo! in practice. In this auction, each advertiser bids an amount bi to compete for ad slots on a web page. The value of each ad slot corresponds to its click‐through‐rate, and each buyer has her own per‐click valuations, which is her private information. Obviously, a strategic bidder may bid an amount that is different with her true valuation to improve her utility. Our goal is to design truthful mechanisms avoiding this misreporting. We develop the optimal (with maximum revenue) truthful auction for a relaxed demand model (where each buyer i wants at most di items) and a sharp demand model (where buyer i wants exactly di items). We also find an auction that always guarantees at least half of the revenue of the optimal auction when the buyers are budget constrained. Moreover, all of the auctions we design can be computed efficiently, that is, in polynomial time.
Xiaotie Deng, Paul W. Goldberg, Bo Tang 0010, Jinshan Zhang 0001
Comput. Intell.2
2016 Decentralized dynamics for finite opinion games
Diodato Ferraioli, Paul W. Goldberg, Carmine Ventre
Theor. Comput. Sci.2
2015 Auction Design with a Revenue Target
Paul W. Goldberg
SAGT1
2015 Algorithmic Game Theory (Tutorial)
abstract
Game theory studies mathematical models of interactions amongst self-interested entities. A "solution concept" means a description of the outcome of a game, and it is important that it should be defined in such a way that a solution always exists (every game should have an outcome). Nash's famous theorem that mixed-strategy equilibria are guaranteed to exist, resulted in Nash equilibrium being the most prominent solution concept in game theory. As a result, computational challenges of the form "given a game, find a solution", have the property that we are searching for something whose existence is guaranteed (they are total search problems). Moreover, these solutions belong to the complexity class NP, since it is usually straightforward to check whether a proposed solution is correct (an incorrect one will admit a profitable deviation by one or more of the players, and this is usually easy to find). However, in versions of the problem that appear to be computationally hard, we cannot apply NP-completeness, due to a result of Megiddo saying that total search problems cannot be NP-complete unless NP is equal to co-NP. In this tutorial, which is intended for people familiar with NP-completeness, I give an overview of the alternative notions of computational hardness that apply to game-theoretic solution concepts. I discuss the complexity class PPAD (introduced by Papadimitriou) which captures the computational complexity of various classes of games that don’t seem to be solvable in polynomial time. I also mention the complexity classes PLS and FIXP, and the kinds of games that they apply to. Suppose, alternatively, that we have a polynomial-time algorithm that applies to some given class of games. A follow-up question is whether there exist algorithms that find a solution via processes that reflect decentralised selfish behaviour. This is because a solution concept arguably remains unrealistic if it can be efficiently computed, but only using a highly centralised algorithm. In the second half of the tutorial I present some results on learning dynamics for equilibrium computation, and mention recent work on communication complexity and query complexity. I discuss some research directions and open problems, such as the following. What are the prospects for proving that PPAD is as hard as NP? How about algorithms that find improved approximate Nash equilibria? 2-player games are easy to solve in practice, using the Lemke-Howson algorithm, so is there a satisfying mathematical sense in which 2-player games are easy to solve? (For example, a sense in which Lemke-Howson works "most of the time"?)
Paul W. Goldberg
STACS1
2015 Query Complexity of Approximate Equilibria in Anonymous Games
abstract
We study the computation of equilibria of two-strategy anonymous games, via algorithms that may proceed via a sequence of adaptive queries to the game’s payoff function, assumed to be unknown initially. The general topic we consider is query complexity, that is, how many queries are necessary or sufficient to compute an exact or approximate Nash equilibrium. We show that exact equilibria cannot be found via query-efficient algorithms. We also give an example of a 2-strategy, 3-player anonymous game that does not have any exact Nash equilibrium in rational numbers. Our main result is a new randomized query-efficient algorithm that finds a $$O(n^{-1/4})$$ -approximate Nash equilibrium querying $$\tilde{O}(n^{3/2})$$ payoffs and runs in time $$\tilde{O}(n^{3/2})$$ . This improves on the running time of pre-existing algorithms for approximate equilibria of anonymous games, and is the first one to obtain an inverse polynomial approximation in poly-time. We also show how this can be used to get an efficient PTAS. Furthermore, we prove that $$\varOmega (n \log {n})$$ payoffs must be queried in order to find any $$\epsilon $$ -well-supported Nash equilibrium, even by randomized algorithms.
Paul W. Goldberg, Stefano Turchetta
WINE1
2015 Learning equilibria of games via payoff queries
John Fearnley, Martin Gairing, Paul W. Goldberg, Rahul Savani
J. Mach. Learn. Res.3
2014 Bounds for the query complexity of approximate equilibria
abstract
We analyze the number of payoff queries needed to compute approximate equilibria of multi-player games. We find that query complexity is an effective tool for distinguishing the computational difficulty of alternative solution concepts, and we develop new techniques for upper- and lower bounding the query complexity. For binary-choice games, we show logarithmic upper and lower bounds on the query complexity of approximate correlated equilibrium. For well-supported approximate correlated equilibrium (a restriction where a player's behavior must always be approximately optimal, in the worst case over draws from the distribution) we show a linear lower bound, thus separating the query complexity of well supported approximate correlated equilibrium from the standard notion of approximate correlated equilibrium.
Paul W. Goldberg, Aaron Roth 0001
EC1
2014 Revenue maximization in a Bayesian double auction market
Xiaotie Deng, Paul W. Goldberg, Bo Tang 0010, Jinshan Zhang 0001
Theor. Comput. Sci.2
2013 Shortest Paths with Bundles and Non-additive Weights Is Hard
Paul W. Goldberg, Antony McCabe
CIAC1
2013 Pricing Ad Slots with Consecutive Multi-unit Demand
Xiaotie Deng, Paul W. Goldberg, Bo Tang 0010, Jinshan Zhang 0001
SAGT2
2013 Learning equilibria of games via payoff queries
abstract
A recent body of experimental literature has studied empirical game-theoretical analysis, in which we have partial knowledge of a game, consisting of observations of a subset of the pure-strategy profiles and their associated payoffs to players. The aim is to find an exact or approximate Nash equilibrium of the game, based on these observations. It is usually assumed that the strategy profiles may be chosen in an on-line manner by the algorithm. We study a corresponding computational learning model, and the query complexity of learning equilibria for various classes of games. We give basic results for bimatrix and graphical games. Our focus is on symmetric network congestion games. For directed acyclic networks, we can learn the cost functions (and hence compute an equilibrium) while querying just a small fraction of pure-strategy profiles. For the special case of parallel links, we have the stronger result that an equilibrium can be identified while only learning a small fraction of the cost values.
John Fearnley, Martin Gairing, Paul W. Goldberg, Rahul Savani
EC3
2013 Ranking games that have competitiveness-based strategies
Leslie Ann Goldberg, Paul W. Goldberg, Piotr Krysta, Carmine Ventre
Theor. Comput. Sci.2
2012 Revenue Maximization in a Bayesian Double Auction Market
Xiaotie Deng, Paul W. Goldberg, Bo Tang 0010, Jinshan Zhang 0001
ISAAC2
2012 Approximate Well-Supported Nash Equilibria Below Two-Thirds
John Fearnley, Paul W. Goldberg, Rahul Savani, Troels Bjerre Lund
SAGT2
2012 Decentralized Dynamics for Finite Opinion Games
Diodato Ferraioli, Paul W. Goldberg, Carmine Ventre
SAGT2
2012 Commodity Auctions and Frugality Ratios
Paul W. Goldberg, Antony McCabe
SAGT1
2012 On the Communication Complexity of Approximate Nash Equilibria
Paul W. Goldberg, Arnoud Pastink
SAGT1
2011 On the Approximation Performance of Fictitious Play in Finite Games
Paul W. Goldberg, Rahul Savani, Troels Bjerre Lund, Carmine Ventre
ESA1
2011 The Complexity of the Homotopy Method, Equilibrium Selection, and Lemke-Howson Solutions
abstract
We show that the widely used homotopy method for solving fix point problems, as well as the Harsanyi-Selten equilibrium selection process for games, are PSPACE-complete to implement. Extending our result for the Harsanyi-Selten process, we show that several other homotopy-based algorithms for finding equilibria of games are also PSPACE-complete to implement. A further application of our techniques yields the result that it is PSPACE-complete to compute any of the equilibria that could be found via the classical Lemke-How son algorithm, a complexity-theoretic strengthening of the result in [24]. These results show that our techniques can be widely applied and suggest that the PSPACE-completeness of implementing homotopy methods is a general principle.
Paul W. Goldberg, Christos H. Papadimitriou, Rahul Savani
FOCS1
2011 Uncoordinated Two-Sided Matching Markets
abstract
Various economic interactions can be modeled as two-sided markets. A central solution concept for these markets is stable matchings, introduced by Gale and Shapley. It is well known that stable matchings can be computed in polynomial time, but many real-life markets lack a central authority to match agents. In those markets, matchings are formed by actions of self-interested agents. Knuth introduced uncoordinated two-sided markets and showed that the uncoordinated better response dynamics may cycle. However, Roth and Vande Vate showed that the random better response dynamics converges to a stable matching with probability one, but they did not address the question of convergence time. In this paper, we give an exponential lower bound for the convergence time of the random better response dynamics in two-sided markets. We also extend the results for the better response dynamics to the best response dynamics; i.e., we present a cycle of best responses and prove that the random best response dynamics converges to a stable matching with probability one, but its convergence time is exponential. Additionally, we identify the special class of correlated matroid two-sided markets with real-life applications for which we prove that the random best response dynamics converges in expected polynomial time.
Heiner Ackermann, Paul W. Goldberg, Vahab S. Mirrokni, Heiko Röglin, Berthold Vöcking
SIAM J. Comput.2
2010 How Do You Like Your Equilibrium Selection Problems? Hard, or Very Hard?
Paul W. Goldberg
SAGT1
2010 Ranking games that have competitiveness-based strategies
abstract
This paper studies - from the perspective of efficient computation - a type of competition that is widespread throughout the plant and animal kingdoms, higher education, politics and artificial contests. In this setting, an agent gains utility from his relative performance (on some measurable criterion) against other agents, as opposed to his absolute performance. We model this situation using ranking games in which each strategy corresponds to a level of competitiveness, and incurs an upfront cost that is higher for more competitive strategies. We study the Nash equilibria of these games, and polynomial-time algorithms for computing them. For games in which there is no tie between agents' levels of competitiveness we give a polynomial-time algorithm for computing an exact equilibrium in the 2-player case, and a characterization of Nash equilibria that shows an interesting parallel between these games and unrestricted 2-player games in normal form. When ties are allowed, via a reduction from these games to a subclass of anonymous games, we give polynomial-time approximation schemes for two special cases: constant-sized set of strategies, and constant number of players. The latter result is improved to a fully polynomial-time approximation scheme when the constant number of players only compete to win the game, i.e. to be ranked first.
Leslie Ann Goldberg, Paul W. Goldberg, Piotr Krysta, Carmine Ventre
EC2
2009 The Complexity of Computing a Nash Equilibrium
abstract
In 1951, John F. Nash proved that every game has a Nash equilibrium [Ann. of Math. (2), 54 (1951), pp. 286–295]. His proof is nonconstructive, relying on Brouwer's fixed point theorem, thus leaving open the questions, Is there a polynomial-time algorithm for computing Nash equilibria? And is this reliance on Brouwer inherent? Many algorithms have since been proposed for finding Nash equilibria, but none known to run in polynomial time. In 1991 the complexity class PPAD (polynomial parity arguments on directed graphs), for which Brouwer's problem is complete, was introduced [C. Papadimitriou, J. Comput. System Sci., 48 (1994), pp. 489–532], motivated largely by the classification problem for Nash equilibria; but whether the Nash problem is complete for this class remained open. In this paper we resolve these questions: We show that finding a Nash equilibrium in three-player games is indeed PPAD-complete; and we do so by a reduction from Brouwer's problem, thus establishing that the two problems are computationally equivalent. Our reduction simulates a (stylized) Brouwer function by a graphical game [M. Kearns, M. Littman, and S. Singh, Graphical model for game theory, in 17th Conference in Uncertainty in Artificial Intelligence (UAI), 2001], relying on “gadgets,” graphical games performing various arithmetic and logical operations. We then show how to simulate this graphical game by a three-player game, where each of the three players is essentially a color class in a coloring of the underlying graph. Subsequent work [X. Chen and X. Deng, Setting the complexity of 2-player Nash-equilibrium, in 47th Annual IEEE Symposium on Foundations of Computer Science (FOCS), 2006] established, by improving our construction, that even two-player games are PPAD-complete; here we show that this result follows easily from our proof.
Constantinos Daskalakis, Paul W. Goldberg, Christos H. Papadimitriou
SIAM J. Comput.2
2008 On the Dimensionality of Voting Games
Edith Elkind, Leslie Ann Goldberg, Paul W. Goldberg, Michael J. Wooldridge
AAAI3
2008 Uncoordinated two-sided matching markets
abstract
Various economic interactions can be modeled as two-sided markets. A central solution concept to these markets are stable matchings, introduced by Gale and Shapley. It is well known that stable matchings can be computed in polynomial time, but many real-life markets lack a central authority to match agents. In those markets, matchings are formed by actions of self-interested agents. Knuth introduced uncoordinated two-sided markets and showed that the uncoordinated better response dynamics may cycle. However, Roth and Vande Vate showed that the random better response dynamics converges to a stable matching with probability one, but did not address the question of convergence time.
Heiner Ackermann, Paul W. Goldberg, Vahab S. Mirrokni, Heiko Röglin, Berthold Vöcking
EC2
2007 Computational Complexity of Weighted Threshold Games
Edith Elkind, Leslie Ann Goldberg, Paul W. Goldberg, Michael J. Wooldridge
AAAI3
2007 Computing good nash equilibria in graphical games
abstract
This paper addresses the problem of fair equilibrium selection in graphical games. Our approach is based on the data structure called the best response policy, which was proposed by Kearns et al. [13] as a way to represent all Nash equilibria of a graphical game. In [9], it was shown that the best response policy has polynomial size as long as the underlying graph is a path. In this paper, we show that if the underlying graph is abounded-degree tree and the best response policy has polynomial size then there is an efficient algorithm which constructs a Nash equilibrium that guarantees certain payoffs to all participants. Another attractive solution concept is a Nash equilibrium that maximizes the social welfare. We show that, while exactly computing the latter is infeasible (we prove that solving this problem may involve algebraic numbers of an arbitrarily high degree), there exists an FPTAS for finding such an equilibrium as long as the best response policy has polynomial size. These two algorithms can be combined to produce Nash equilibria that satisfy various fairness criteria.
Edith Elkind, Leslie Ann Goldberg, Paul W. Goldberg
EC3
2007 Frugality ratios and improved truthful mechanisms for vertex cover
abstract
In set-system auctions, there are several overlapping teams of agents, and a task that can be completed by any of these teams. The auctioneer's goal is to hire a team and pay as little as possible. Examples of this setting include shortest-path auctions and vertex-cover auctions. Recently, Karlin, Kempe and Tamir introduced a new definition of frugality ratio for this problem. Informally, the "frugality ratio" is the ratio of the total payment of a mechanism to a desired payment bound. The ratio captures the extent to which the mechanism overpays, relative to perceived fair cost in a truthful auction. In this paper, we propose a new truthful polynomial-time auction for the vertex cover problem and bound its frugality ratio. We show that the solution quality is with a constant factor of optimal and the frugality ratio is within a constant factor of the best possible worst-case bound; this is the first auction for this problem to have these properties. Moreover, we show how to transform any truthful auction into a frugal one while preserving the approximation ratio. Also, we consider two natural modifications of the definition of Karlin et al., and we analyse the properties of the resulting payment bounds, such as monotonicity, computational hardness, and robustness with respect to the draw-resolution rule. We study the relationships between the different payment bounds, both for general set systems and for specific set-system auctions, such as path auctions and vertex-cover auctions. We use these new definitions in the proof of our main result for vertex-cover auctions via a bootstrapping technique, which may be of independent interest.
Edith Elkind, Leslie Ann Goldberg, Paul W. Goldberg
EC3
2007 Distributed Selfish Load Balancing
abstract
Suppose that a set of m tasks are to be shared as equally as possible among a set of n resources. A game-theoretic mechanism to find a suitable allocation is to associate each task with a “selfish agent” and require each agent to select a resource, with the cost of a resource being the number of agents that select it. Agents would then be expected to migrate from overloaded to underloaded resources, until the allocation becomes balanced. Recent work has studied the question of how this can take place within a distributed setting in which agents migrate selfishly without any centralized control. In this paper we discuss a natural protocol for the agents which combines the following desirable features: It can be implemented in a strongly distributed setting, uses no central control, and has good convergence properties. For $m \gg n$, the system becomes approximately balanced (an $\epsilon$-Nash equilibrium) in expected time $O(\log \log m)$. We show using a martingale technique that the process converges to a perfectly balanced allocation in expected time $O(\log \log m + n^4)$. We also give a lower bound of $\Omega(\max\{\log \log m, n\})$ for the convergence time.
Petra Berenbrink, Tom Friedetzky, Leslie Ann Goldberg, Paul W. Goldberg, Zengjian Hu, Russell Martin
SIAM J. Comput.4
2007 PAC-learnability of probabilistic deterministic finite state automata in terms of variation distance
Nick Palmer, Paul W. Goldberg
Theor. Comput. Sci.2
2006 Nash equilibria in graphical games on trees revisited
abstract
Graphical games have been proposed as a game-theoretic model of large-scale distributed networks of non-cooperative agents. When the number of players is large, and the underlying graph has low degree, they provide a concise way to represent the players' payoffs. It has recently been shown that the problem of finding Nash equilibria in a general degree-3 graphical game with two actions per player is complete for the complexity class PPAD, indicating that it is unlikely that there is any polynomial-time algorithm for this problem. In this paper, we study the complexity of graphical games with two actions per player on bounded-degree trees. This setting was first considered by Kearns, Littman and Singh, who proposed a dynamic programming-based algorithm that computes all Nash equilibria of such games. The running time of their algorithm is exponential, though approximate equilibria can be computed efficiently. Later, Littman, Kearns and Singh proposed a modification to this algorithm that can find a single Nash equilibrium in polynomial time. We show that this modified algorithm is incorrect-the output is not always a Nash equilibrium. We then propose a new algorithm that is based on the ideas of Kearns et al. and computes all Nash equilibria in quadratic time if the input graph is a path, and in polynomial time if it is an arbitrary graph of maximum degree 2. Moreover, our algorithm can be used to compute Nash equilibria of graphical games on arbitrary trees, but the running time can be exponential, even when the tree has bounded degree. We show that this is inevitable -- any algorithm of this type will take exponential time, even on bounded-degree trees with pathwidth 2. It is an open question whether our algorithm runs in polynomial time on graphs with pathwidth 1, but we show that finding a Nash equilibrium for a 2-action graphical game in which the underlying graph has maximum degree 3 and constant pathwidth is PPAD-complete (so is unlikely to be tractable).
Edith Elkind, Leslie Ann Goldberg, Paul W. Goldberg
EC3
2006 Distributed selfish load balancing
Petra Berenbrink, Tom Friedetzky, Leslie Ann Goldberg, Paul W. Goldberg, Zengjian Hu, Russell Martin
SODA4
2006 The complexity of computing a Nash equilibrium
abstract
We resolve the question of the complexity of Nash equilibrium by showing that the problem of computing a Nash equilibrium in a game with 4 or more players is complete for the complexity class PPAD. Our proof uses ideas from the recently-established equivalence between polynomial time solvability of normal form games and graphical games, establishing that these kinds of games can simulate a PPAD-complete class of Brouwer functions.
Constantinos Daskalakis, Paul W. Goldberg, Christos H. Papadimitriou
STOC2
2006 Reducibility among equilibrium problems
abstract
We address the fundamental question of whether the Nash equilibria of a game can be computed in polynomial time. We describe certain efficient reductions between this problem for normal form games with a fixed number of players and graphical games with fixed degree. Our main result is that the problem of solving a game for any constant number of players, is reducible to solving a 4-player game.
Paul W. Goldberg, Christos H. Papadimitriou
STOC1
2006 Some Discriminant-Based PAC Algorithms
abstract
A classical approach in multi-class pattern classification is the following. Estimate the probability distributions that generated the observations for each label class, and then label new instances by applying the Bayes classifier to the estimated distributions. That approach provides more useful information than just a class label; it also provides estimates of the conditional distribution of class labels, in situations where there is class overlap. We would like to know whether it is harder to build accurate classifiers via this approach, than by techniques that may process all data with distinct labels together. In this paper we make that question precise by considering it in the context of PAC learnability. We propose two restrictions on the PAC learning framework that are intended to correspond with the above approach, and consider their relationship with standard PAC learning. Our main restriction of interest leads to some interesting algorithms that show that the restriction is not stronger (more restrictive) than various other well-known restrictions on PAC learning. An alternative slightly milder restriction turns out to be almost equivalent to unrestricted PAC learning.
Paul W. Goldberg
J. Mach. Learn. Res.1
2006 A Bound on the Precision Required to Estimate a Boolean Perceptron from Its Average Satisfying Assignment
abstract
A Boolean perceptron is a linear thresholdfunction over the discrete Boolean domain {0,1}n. That is, it maps any binary vector to 0 or 1, depending on whether the vector's components satisfy some linear inequality. In 1961, Chow showed that any Boolean perceptron is determined by the average or "center of gravity" of its "true" vectors (those that are mapped to 1), together with the total number of true vectors. Moreover, these quantities distinguish the function from any other Boolean function, not just from other Boolean perceptrons. In this paper we go further, by identifying a lower bound on the Euclidean distance between the average satisfying assignment of a Boolean perceptron and the average satisfying assignment of a Boolean function that disagrees with that Boolean perceptron on a fraction $\epsilon$ of the input vectors. The distance between the two means is shown to be at least $(\epsilon/n)^{O(\log(n/\epsilon)\log(1/\epsilon))}$. This is motivated by the statistical question of whether an empirical estimate of this average allows us to recover a good approximation to the perceptron. Our result provides a mildly superpolynomial upper bound on the growth rate of the sample size required to learn Boolean perceptrons in the "restricted focus of attention" setting. In the process we also find some interesting geometrical properties of the vertices of the unit hypercube.
Paul W. Goldberg
SIAM J. Discret. Math.1
2005 PAC-Learnability of Probabilistic Deterministic Finite State Automata in Terms of Variation Distance
Nick Palmer, Paul W. Goldberg
ALT2
2004 Bounds for the convergence rate of randomized local search in a multiplayer load-balancing game
abstract
This paper studies a load balancing game introduced by Koutsoupias and Papadimitriou, that is intended to model a set of users who share several internet-based resources. Some of the recent work on this topic has considered the problem of constructing Nash equilibria, which are choices of actions where each user has optimal utility given the actions of the other users. A related (harder) problem is to find sequences of utility-improving moves that lead to a Nash equilibrium, starting from some given assignment of resources to users.We consider the special case where all resources are the same as each other. It is known already that there exist efficient algorithms for finding Nash equilibria; our contribution here is to show furthermore that Nash equilibria for this type of game are reached rapidly by Randomized Local Search, a simple generic method for local optimization. Our motivation for studying Randomized Local Search is that (as we show) it can be realised by a simple distributed network of users that act selfishly, have no central control and only interact via the effect they have on the cost functions of resources.
Paul W. Goldberg
PODC1
2003 A proportionate fair scheduling rule with good worst-case performance
abstract
In this paper we consider the following scenario. A set of n jobs with different threads is being run concurrently. Each job has an associated weight, which gives the proportion of processor time that it should be allocated. In a single time quantum, p threads of (not necessarily distinct) jobs receive one unit of service, and we require a rule that selects those p threads, at each quantum. Proportionate fairness means that over time, each job will have received an amount of service that is proportional to its weight. That aim cannot be achieved exactly due to the discretisation of service provision, but we can still hope to bound the extent to which service allocation deviates from its target. It is important that any scheduling rule be simple since the rule will be used frequently.We consider a variant of the Surplus Fair Scheduling (SFS) algorithm of Chandra, Adler, Goyal, and Shenoy. Our variant, which is appropriate for scenarios where jobs consist of multiple threads, retains the properties that make SFS empirically attractive but allows the first proof of proportionate fairness in a multiprocessor context. We show that when the variant is run, no job lags more than p H(n)-p+1 steps below its target number of services, where H(n) is the Harmonic function. Also, no job is over-supplied by more than O(1) extra services. This analysis is tight and it also extends to an adversarial setting, which models some situations in which the relative weights of jobs change over time.
Micah Adler, Petra Berenbrink, Tom Friedetzky, Leslie Ann Goldberg, Paul W. Goldberg, Mike Paterson
SPAA5
2002 Statistical Identification of Uniformly Mutated Segments within Repeats
Süleyman Cenk Sahinalp, Evan E. Eichler, Paul W. Goldberg, Petra Berenbrink, Tom Friedetzky, Funda Ergün
CPM3
2001 Learning Fixed-Dimension Linear Thresholds from Fragmented Data
Paul W. Goldberg
Inf. Comput.1
2001 Evolutionary Trees Can be Learned in Polynomial Time in the Two-State General Markov Model
abstract
The j-state general Markov model of evolution (due to Steel) is a stochastic model concerned with the evolution of strings over an alphabet of size j. In particular, the two-state general Markov model of evolution generalizes the well-known Cavender--Farris--Neyman model of evolution by removing the symmetry restriction (which requires that the probability that a "0" turns into a "1" along an edge is the same as the probability that a "1" turns into a "0" along the edge). Farach and Kannan showed how to probably approximately correct (PAC)-learn Markov evolutionary trees in the Cavender--Farris--Neyman model provided that the target tree satisfies the additional restriction that all pairs of leaves have a sufficiently high probability of being the same. We show how to remove both restrictions and thereby obtain the first polynomial-time PAC-learning algorithm (in the sense of Kearns et al. [Proceedings of the 26th Annual ACM Symposium on the Theory of Computing, 1994, pp. 273--282]) for the general class of two-state Markov evolutionary trees.
Mary Cryan, Leslie Ann Goldberg, Paul W. Goldberg
SIAM J. Comput.3
2000 The Precision of Query Points as a Resource for Learning Convex Polytopes with Membership Queries
Paul W. Goldberg, Stephen Kwek
COLT1
1999 Learning Fixed-Dimension Linear Thresholds from Fragmented Data
abstract
We investigate PAC-learning in a situation in which examples (consisting of an input vector and 0/1 label) have some of the components of the input vector concealed from the learner. This is a special case of Restricted Focus of Attention (RFA) learning. Our interest here is in 1-RFA learning, where only a single component of an input vector is given, for each example. We argue that 1RFA learning merits special consideration within the wider field of RFA learning. It is the most restrictive form of RFA learning (so that positive results apply in general), and it models a typical data fusion scenario, where we have sets of observations from a number of separate sensors, but these sensors are uncorrelated sources. Within this setting we study the well-known class of linear threshold functions, or Euclidean halfspaces. The sample complexity of this learning problem is affected by the input distribution. We identify fairly general sufficient conditions for an input distribution to give ri...
Paul W. Goldberg
COLT1
1999 The Complexity of Gene Placement
Leslie Ann Goldberg, Paul W. Goldberg, Mike Paterson, Pavel A. Pevzner, Süleyman Cenk Sahinalp, Elizabeth Sweedyk
SODA2
1998 Evolutionary Trees can be Learned in Polynomial Time in the Two-State General Markov Model
abstract
The j-State General Markov Model of evolution M. Steel (1994) is a stochastic model concerned with the evolution of strings over an alphabet of size j. In particular, the Two-State General Markov Model of evolution generalises the well-known Cavender-Farris-Neyman model of evolution by removing the symmetry restriction (which requires that the probability that a '0'' turns into a '1' along an edge is the same as the probability that a '1' turns into a '0' along the edge). M. Farach and S. Kannan (1996) showed how to PAC-learn Markov Evolutionary Trees in the Cavender-Farris-Neyman model provided that the target tree satisfies the additional restriction that all pairs of leaves have a sufficiently high probability of being the same. We show how to remove both restrictions and thereby obtain the first polynomial-time PAC-learning algorithm (in the sense of Kearns et al.) for the general class of Two-State Markov Evolutionary Trees.
Mary Cryan, Leslie Ann Goldberg, Paul W. Goldberg
FOCS3
1998 Exact Learning of Discretized Geometric Concepts
abstract
We first present an algorithm that uses membership and equivalence queries to exactly identify a discretized geometric concept defined by the union of m axis-parallel boxes in d-dimensional discretized Euclidean space where each coordinate can have n discrete values. This algorithm receives at most md counterexamples and uses time and membership queries polynomial in m and log n for any constant d. Furthermore, all equivalence queries can be formulated as the union of O(md log m) axis-parallel boxes. Next, we show how to extend our algorithm to efficiently learn, from only equivalence queries, any discretized geometric concept generated from any number of halfspaces with any number of known (to the learner) slopes in a constant dimensional space. In particular, our algorithm exactly learns (from equivalence queries only) unions of discretized axis-parallel boxes in constant dimensional space in polynomial time. Furthermore, this equivalence query only algorithm can be modified to handle a polynomial number of lies in the counterexamples provided by the environment. Finally, we introduce a new complexity measure that better captures the complexity of the union of m boxes than simply the number of boxes and the dimension. Our new measure, $\sigma$, is the number of segments in the target, where a segment is a maximum portion of one of the sides of the target that lies entirely inside or entirely outside each of the other halfspaces defining the target. We present a modification of our first algorithm that uses time and queries polynomial in $\sigma$ and log n. In fact, the time and queries (both membership and equivalence) used by this single algorithm are polynomial for eitherm or d constant.
Nader H. Bshouty, Paul W. Goldberg, Sally A. Goldman, H. David Mathias
SIAM J. Comput.2
1997 Regression with Input-dependent Noise: A Gaussian Process Treatment
Paul W. Goldberg, Christopher K. I. Williams, Christopher M. Bishop
NIPS1
1996 Constructing Computer Virus Phylogenies
Leslie Ann Goldberg, Paul W. Goldberg, Cynthia A. Phillips, Gregory B. Sorkin
CPM2
1996 Minimizing Phylogenetic Number To Find Good Evolutionary Trees
abstract
Inferring phylogenetic trees is a fundamental problem in computational biology. We present a new objective criterion, the phylogenetic number, for evaluating evolutionary trees for species defined by biomolecular sequences or other qualitative characters. The phylogenetic number of a tree T is the maximum number of times that any given character state arises in T. By contrast, the classical parsimony criterion measures the total number of times that different character states arise in T. We consider the following related problems: finding the tree with minimum phylogenetic number, and computing the phylogenetic number of a given topology in which only the leaves are labeled by species. When the number of states is bounded (as is the case for biomolecular sequence characters), we can solve the second problem in polynomial time. Given the topology for an evolutionary tree, we can also compute a phylogeny with phylogenetic number 2 (when one exists) for an arbitrary number of states. This algorithm can be used to further distinguish trees that are equal under parsimony. We also consider a number of other related problems.
Leslie Ann Goldberg, Paul W. Goldberg, Cynthia A. Phillips, Elizabeth Sweedyk, Tandy J. Warnow
Discret. Appl. Math.2
1996 PAC Learning of One-Dimensional Patterns
Paul W. Goldberg, Sally A. Goldman, Stephen D. Scott 0001
Mach. Learn.1
1995 Minimizing Phylogenetic Number to find Good Evolutionary Trees
Leslie Ann Goldberg, Paul W. Goldberg, Cynthia A. Phillips, Elizabeth Sweedyk, Tandy J. Warnow
CPM2
1995 Bounding the Vapnik-Chervonenkis Dimension of Concept Classes Parameterized by Real Numbers
Paul W. Goldberg, Mark Jerrum
Mach. Learn.1
1994 Learning One-Dimensional Geometric Patterns Under One-Sided Random Misclassification Noise
abstract
Developing the ability to recognize a landmark from a visual image of a robot's current location is a fundamental problem in robotics. We consider the problem of PAC-learning the concept class of geometric patterns where the target geometric pattern is a configuration of k points in the real line. Each instance is a configuration of n points on the real line, where it is labeled according to whether or not it visually resembles the target pattern.
Paul W. Goldberg, Sally A. Goldman
COLT1
1994 Learning Unions of Boxes with Membership and Equivalence Queries
abstract
We present two algorithms that use membership and equivalence queries to exactly identify the concepts given by the union of s discretized axis-parallel boxes in d-dimensional discretized Euclidean space where there are n discrete values that each coordinate can have. The first algorithm receives at most sd counterexamples and uses time and membership queries polynomial in s and logn for any d constant. Further, all equivalence queries made can be formulated as the union of O(sdlogs) axis parallel boxes.
Paul W. Goldberg, Sally A. Goldman, H. David Mathias
COLT1
1993 Bounding the Vapnik-Chervonenkis Dimension of Concept Classes Parameterized by Real Numbers
abstract
Abstract. The Vapnik-Chervonenkis (V-C) dimension is an important combinatorial tool in the analysis of learning problems in the PAC framework. For polynomial learnability, we seek upper bounds on the V-C dimension that are polynomial in the syntactic complexity of concepts. Such upper bounds are automatic for discrete concept classes, but hitherto little has been known about what general conditions guarantee polynomial bounds on V-C dimension for classes in which concepts and examples are represented by tuples of real numbers. In this paper, we show that for two general kinds of concept class the V-C dimension is polynomially bounded in the number of real numbers used to define a problem instance. One is classes where the criterion for membership of an instance in a concept can be expressed as a formula (in the first-order theory of the reals) with fixed quantification depth and exponentially-bounded length, whose atomic predicates are polynomial inequalities of exponentially-bounded degree. The other is classes where containment of an instance in a concept is testable in polynomial time, assuming we may compute standard arithmetic operations on reals exactly in constant time. Our results show that in the continuous case, as in the discrete, the real barrier to efficient learning in the Occam sense is complexity-theoretic and not information-theoretic. We present examples to show how these results apply to concept classes defined by geometrical figures and neural nets, and derive polynomial bounds on the V-C dimension for these classes. Keywords: Concept learning, information theory, Vapnik-Chervonenkis dimension, Milnor’s theorem 1.
Paul W. Goldberg, Mark Jerrum
COLT1