Dan Gutfreund

dblp:g/DanGutfreund · also Danny Gutfreund · DBLP profile ↗
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35ranked-venue papers
11as first author
13since 2021 · last 2025
0000-0001-5101-4443ORCID · verified

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

Artificial intelligence and machine learning · 16 · 12 since 2021Theory of computation · 15 · 10 first-authorGraphics, computer vision, multimedia, augmented reality and games · 7 · 5 since 2021Systems, architecture and hardware · 2 · 2 since 2021Security and privacy · 2 · 1 first-authorDatabases, data management, data science and information retrieval · 1
YearPublicationVenuePosition
2025 M+: Extending MemoryLLM with Scalable Long-Term Memory
abstract
Equipping large language models (LLMs) with latent-space memory has attracted increasing attention as they can extend the context window of existing language models. However, retaining information from the distant past remains a challenge. For example, MemoryLLM (Wang et al., 2024a), as a representative work with latent-space memory, compresses past information into hidden states across all layers, forming a memory pool of 1B parameters. While effective for sequence lengths up to 16k tokens, it struggles to retain knowledge beyond 20k tokens. In this work, we address this limitation by introducing M+, a memory-augmented model based on MemoryLLM that significantly enhances long-term information retention. M+ integrates a long-term memory mechanism with a co-trained retriever, dynamically retrieving relevant information during text generation. We evaluate M+ on diverse benchmarks, including long-context understanding and knowledge retention tasks. Experimental results show that M+ significantly outperforms MemoryLLM and recent strong baselines, extending knowledge retention from under 20k to over 160k tokens with similar GPU memory overhead.
Yu Wang 0170, Dmitry Krotov, Yifan Gao 0001, Wangchunshu Zhou, Julian J. McAuley, Dan Gutfreund, Rogério Feris, Zexue He
ICML7
2024 Visual Chain-of-Thought Prompting for Knowledge-Based Visual Reasoning
abstract
Knowledge-based visual reasoning remains a daunting task since it not only requires machines to interpret the concepts and relationships from visual scenes but also associate them with external world knowledge to conduct a chain of reasoning on open-world questions. Previous works, however, treat visual perception and language-based reasoning as two independent modules, failing to attend to both modules throughout all stages of reasoning. To this end, we propose Visual Chain-of-thought Prompting (VCTP) for knowledge-based reasoning, which involves the interaction between visual content and natural language in an iterative step-by-step reasoning manner. VCTP contains three stages, see, think, and confirm. The see stage scans the image and grounds the visual concept candidates with a visual perception model. The think stage adopts a pre-trained large language model (LLM) to attend to key visual concepts from natural language questions adaptively. It then transforms key visual context into text context for prompting with a visual captioning model, and adopts the LLM to generate the answer. The confirm stage further uses the LLM to generate the supporting rationale to the answer, which is then passed through a cross-modality classifier to verify that it’s consistent with the visual context. We iterate through the think-confirm stages to ensure the verified rationale is consistent with the answer. We conduct experiments on a range of knowledge-based visual reasoning datasets. We found our VCTP enjoys several benefits, 1). it achieves better performance than the previous few-shot learning baselines; 2). it enjoys the total transparency and trustworthiness of the whole reasoning process by providing rationales for each reasoning step; 3). it is computation-efficient compared with other fine-tuning baselines. Our code is available at https://github.com/UMass-Foundation-Model/VisualCoT.git
Zhenfang Chen, Qinhong Zhou, Yikang Shen, Yining Hong, Zhiqing Sun, Dan Gutfreund, Chuang Gan 0001
AAAI6
2023 Zero-Shot Linear Combinations of Grounded Social Interactions with Linear Social MDPs
abstract
Humans and animals engage in rich social interactions. It is often theorized that a relatively small number of basic social interactions give rise to the full range of behavior observed. But no computational theory explaining how social interactions combine together has been proposed before. We do so here. We take a model, the Social MDP, which is able to express a range of social interactions, and extend it to represent linear combinations of social interactions. Practically for robotics applications, such models are now able to not just express that an agent should help another agent, but to express goal-centric social interactions. Perhaps an agent is helping someone get dressed, but preventing them from falling, and is happy to exchange stories in the meantime. How an agent responds socially, should depend on what it thinks the other agent is doing at that point in time. To encode this notion, we take linear combinations of social interactions as defined in Social MDPs, and compute the weights on those combinations on the fly depending on the estimated goals of other agents. This new model, the Linear Social MDP, enables zero-shot reasoning about complex social interactions, provides a mathematical basis for the long-standing intuition that social interactions should compose, and leads to interesting new behaviors that we validate using human observers. Complex social interactions are part of the future of intelligent agents, and having principled mathematical models built on a foundation like MDPs will make it possible to bring social interactions to every robotic application.
Ravi Tejwani, Yen-Ling Kuo, Tianmin Shu, Bennett Stankovits, Dan Gutfreund, Josh Tenenbaum, Boris Katz, Andrei Barbu
AAAI5
2023 3D Neural Embedding Likelihood: Probabilistic Inverse Graphics for Robust 6D Pose Estimation
abstract
The ability to perceive and understand 3D scenes is crucial for many applications in computer vision and robotics. Inverse graphics is an appealing approach to 3D scene understanding that aims to infer the 3D scene structure from 2D images. In this paper, we introduce probabilistic modeling to the inverse graphics framework to quantify uncertainty and achieve robustness in 6D pose estimation tasks. Specifically, we propose 3D Neural Embedding Likelihood (3DNEL) as a unified probabilistic model over RGBD images, and develop efficient inference procedures on 3D scene descriptions. 3DNEL effectively combines learned neural embeddings from RGB with depth information to improve robustness in sim-to-real 6D object pose estimation from RGB-D images. Performance on the YCB-Video dataset is on par with state-of-the-art yet is much more robust in challenging regimes. In contrast to discriminative approaches, 3DNEL’s probabilistic generative formulation jointly models multiple objects in a scene, quantifies uncertainty in a principled way, and handles object pose tracking under heavy occlusion. Finally, 3DNEL provides a principled framework for incorporating prior knowledge about the scene and objects, which allows natural extension to additional tasks like camera pose tracking from video.
Nishad Gothoskar, Lirui Wang, Josh Tenenbaum, Dan Gutfreund, Miguel Lázaro-Gredilla, Dileep George, Vikash Mansinghka 0001
ICCV5
2023 How hard are computer vision datasets? Calibrating dataset difficulty to viewing time
abstract
Humans outperform object recognizers despite the fact that models perform well on current datasets, including those explicitly designed to challenge machines with debiased images or distribution shift. This problem persists, in part, because we have no guidance on the absolute difficulty of an image or dataset making it hard to objectively assess progress toward human-level performance, to cover the range of human abilities, and to increase the challenge posed by a dataset. We develop a dataset difficulty metric MVT, Minimum Viewing Time, that addresses these three problems. Subjects view an image that flashes on screen and then classify the object in the image. Images that require brief flashes to recognize are easy, those which require seconds of viewing are hard. We compute the ImageNet and ObjectNet image difficulty distribution, which we find significantly undersamples hard images. Nearly 90% of current benchmark performance is derived from images that are easy for humans. Rather than hoping that we will make harder datasets, we can for the first time objectively guide dataset difficulty during development. We can also subset recognition performance as a function of difficulty: model performance drops precipitously while human performance remains stable. Difficulty provides a new lens through which to view model performance, one which uncovers new scaling laws: vision-language models stand out as being the most robust and human-like while all other techniques scale poorly. We release tools to automatically compute MVT, along with image sets which are tagged by difficulty. Objective image difficulty has practical applications – one can measure how hard a test set is before deploying a real-world system – and scientific applications such as discovering the neural correlates of image difficulty and enabling new object recognition techniques that eliminate the benchmark-vs- real-world performance gap.
David Mayo, Jesse Cummings, Dan Gutfreund, Boris Katz, Andrei Barbu
NeurIPS4
2023 Beyond Statistical Similarity: Rethinking Metrics for Deep Generative Models in Engineering Design
Lyle Regenwetter, Akash Srivastava, Dan Gutfreund, Faez Ahmed
Comput. Aided Des.3
2022 Finding Fallen Objects Via Asynchronous Audio-Visual Integration
abstract
The way an object looks and sounds provide complementary reflections of its physical properties. In many settings cues from vision and audition arrive asynchronously but must be integrated, as when we hear an object dropped on the floor and then must find it. In this paper, we introduce a setting in which to study multi-modal object localization in 3D virtual environments. An object is dropped somewhere in a room. An embodied robot agent, equipped with camera and microphone, must determine what object has been dropped - and where - by combining audio and visual signals with knowledge of the underlying physics. To study this problem, we have generated a large-scale dataset - the Fallen Objects dataset - that includes 8000 instances of 30 physical object categories in 64 rooms. The dataset uses the ThreeDWorld Platform that can simulate physics-based impact sounds and complex physical interactions between objects in a photorealistic setting. As a first step toward addressing this challenge, we develop a set of embodied agent baselines, based on imitation learning, reinforcement learning, and modular planning, and perform an in-depth analysis of the challenge of this new task. This dataset is publicly available11Project page: http://fallen-object.csail.mit.edu.
Chuang Gan 0001, Yi Gu 0002, Jeremy Schwartz, Seth Alter, James Traer, Dan Gutfreund, Josh Tenenbaum, Josh H. McDermott, Antonio Torralba 0001
CVPR7
2022 The ThreeDWorld Transport Challenge: A Visually Guided Task-and-Motion Planning Benchmark Towards Physically Realistic Embodied AI
abstract
We introduce a visually-guided task-and-motion planning benchmark, which we call the ThreeDWorld Trans-port Challenge. In this challenge, an embodied agent is spawned randomly in a simulated physical home environment and required to transport a small set of objects scattered around the house with containers. We build this benchmark challenge using the ThreeDWorld simulation: a virtual 3D environment where all objects respond to physics, and a robot agent can be controlled using a fully physics-driven navigation and interaction API. We evaluate several existing agents on this benchmark. Experimental results suggest that: 1) a pure RL model struggles on this challenge; 2) state-of-the-art hierarchical planning-based agents can transport some objects but are still far from solving this task. We anticipate that this benchmark will empower researchers to develop more intelligent physics-aware robot learning algorithms.
Chuang Gan 0001, Jeremy Schwartz, Seth Alter, Abhishek Bhandwaldar, Dan Gutfreund, Dan Yamins, James J. DiCarlo, Josh H. McDermott, Antonio Torralba 0001, Josh Tenenbaum
ICRA6
2022 Incorporating Rich Social Interactions Into MDPs
abstract
Much of what we do as humans is engage socially with other agents, a skill that robots must also eventually possess. We demonstrate that a rich theory of social interactions originating from microsociology can be formalized by extending a nested MDP where agents reason about arbitrary functions of each other's rewards. This extended Social MDP allows us to encode the five basic interactions that underlie microsociology: cooperation, conflict, coercion, competition, and exchange. The result is a robotic agent capable of executing social interactions in new environments with no interaction-specific training; like humans it can engage socially in novel ways even without a single example of that social interaction. Moreover, the estimations of these Social MDPs align closely with the judge-ments of humans when considering which social interaction is taking place in an environment. This method both sheds light on the nature of social interactions, by providing concrete mathematical definitions, and brings rich social interactions into a mathematical framework that has proven to be natural for robotics.
Ravi Tejwani, Yen-Ling Kuo, Tianmin Shu, Bennett Stankovits, Dan Gutfreund, Josh Tenenbaum, Boris Katz, Andrei Barbu
ICRA5
2022 Multi-Moments in Time: Learning and Interpreting Models for Multi-Action Video Understanding
abstract
Videos capture events that typically contain multiple sequential, and simultaneous, actions even in the span of only a few seconds. However, most large-scale datasets built to train models for action recognition in video only provide a single label per video. Consequently, models can be incorrectly penalized for classifying actions that exist in the videos but are not explicitly labeled and do not learn the full spectrum of information present in each video in training. Towards this goal, we present the Multi-Moments in Time dataset (M-MiT) which includes over two million action labels for over one million three second videos. This multi-label dataset introduces novel challenges on how to train and analyze models for multi-action detection. Here, we present baseline results for multi-action recognition using loss functions adapted for long tail multi-label learning, provide improved methods for visualizing and interpreting models trained for multi-label action detection and show the strength of transferring models trained on M-MiT to smaller datasets.
Mathew Monfort, Bowen Pan, Kandan Ramakrishnan, Alex Andonian, Barry A. McNamara, Alex Lascelles, Quanfu Fan, Dan Gutfreund, Rogério Feris, Aude Oliva
IEEE Trans. Pattern Anal. Mach. Intell.8
2021 AGENT: A Benchmark for Core Psychological Reasoning
abstract
For machine agents to successfully interact with humans in real-world settings, they will need to develop an understanding of human mental life. Intuitive psychology, the ability to reason about hidden mental variables that drive observable actions, comes naturally to people: even pre-verbal infants can tell agents from objects, expecting agents to act efficiently to achieve goals given constraints. Despite recent interest in machine agents that reason about other agents, it is not clear if such agents learn or hold the core psychology principles that drive human reasoning. Inspired by cognitive development studies on intuitive psychology, we present a benchmark consisting of a large dataset of procedurally generated 3D animations, AGENT (Action, Goal, Efficiency, coNstraint, uTility), structured around four scenarios (goal preferences, action efficiency, unobserved constraints, and cost-reward trade-offs) that probe key concepts of core intuitive psychology. We validate AGENT with human-ratings, propose an evaluation protocol emphasizing generalization, and compare two strong baselines built on Bayesian inverse planning and a Theory of Mind neural network. Our results suggest that to pass the designed tests of core intuitive psychology at human levels, a model must acquire or have built-in representations of how agents plan, combining utility computations and core knowledge of objects and physics.
Tianmin Shu, Abhishek Bhandwaldar, Chuang Gan 0001, Kevin A. Smith 0001, Shari Liu, Dan Gutfreund, Elizabeth S. Spelke, Josh Tenenbaum, Tomer D. Ullman
ICML6
2021 3DP3: 3D Scene Perception via Probabilistic Programming
abstract
We present 3DP3, a framework for inverse graphics that uses inference in a structured generative model of objects, scenes, and images. 3DP3 uses (i) voxel models to represent the 3D shape of objects, (ii) hierarchical scene graphs to decompose scenes into objects and the contacts between them, and (iii) depth image likelihoods based on real-time graphics. Given an observed RGB-D image, 3DP3's inference algorithm infers the underlying latent 3D scene, including the object poses and a parsimonious joint parametrization of these poses, using fast bottom-up pose proposals, novel involutive MCMC updates of the scene graph structure, and, optionally, neural object detectors and pose estimators. We show that 3DP3 enables scene understanding that is aware of 3D shape, occlusion, and contact structure. Our results demonstrate that 3DP3 is more accurate at 6DoF object pose estimation from real images than deep learning baselines and shows better generalization to challenging scenes with novel viewpoints, contact, and partial observability.
Nishad Gothoskar, Marco F. Cusumano-Towner, Ben Zinberg, Matin Ghavamizadeh, Falk Pollok, Austin Garrett, Josh Tenenbaum, Dan Gutfreund, Vikash Mansinghka 0001
NeurIPS8
2021 A Bayesian-Symbolic Approach to Reasoning and Learning in Intuitive Physics
abstract
Humans can reason about intuitive physics in fully or partially observed environments even after being exposed to a very limited set of observations. This sample-efficient intuitive physical reasoning is considered a core domain of human common sense knowledge. One hypothesis to explain this remarkable capacity, posits that humans quickly learn approximations to the laws of physics that govern the dynamics of the environment. In this paper, we propose a Bayesian-symbolic framework (BSP) for physical reasoning and learning that is close to human-level sample-efficiency and accuracy. In BSP, the environment is represented by a top-down generative model of entities, which are assumed to interact with each other under unknown force laws over their latent and observed properties. BSP models each of these entities as random variables, and uses Bayesian inference to estimate their unknown properties. For learning the unknown forces, BSP leverages symbolic regression on a novel grammar of Newtonian physics in a bilevel optimization setup. These inference and regression steps are performed in an iterative manner using expectation-maximization, allowing BSP to simultaneously learn force laws while maintaining uncertainty over entity properties. We show that BSP is more sample-efficient compared to neural alternatives on controlled synthetic datasets, demonstrate BSP's applicability to real-world common sense scenes and study BSP's performance on tasks previously used to study human physical reasoning.
Kai Xu 0016, Akash Srivastava, Dan Gutfreund, Felix Sosa, Tomer D. Ullman, Josh Tenenbaum, Charles Sutton
NeurIPS3
2020 Moments in Time Dataset: One Million Videos for Event Understanding
abstract
We present the Moments in Time Dataset, a large-scale human-annotated collection of one million short videos corresponding to dynamic events unfolding within three seconds. Modeling the spatial-audio-temporal dynamics even for actions occurring in 3 second videos poses many challenges: meaningful events do not include only people, but also objects, animals, and natural phenomena; visual and auditory events can be symmetrical in time ("opening" is "closing" in reverse), and either transient or sustained. We describe the annotation process of our dataset (each video is tagged with one action or activity label among 339 different classes), analyze its scale and diversity in comparison to other large-scale video datasets for action recognition, and report results of several baseline models addressing separately, and jointly, three modalities: spatial, temporal and auditory. The Moments in Time dataset, designed to have a large coverage and diversity of events in both visual and auditory modalities, can serve as a new challenge to develop models that scale to the level of complexity and abstract reasoning that a human processes on a daily basis.
Mathew Monfort, Carl Vondrick, Aude Oliva, Alex Andonian, Bolei Zhou, Kandan Ramakrishnan, Sarah Adel Bargal, Tom Yan, Lisa M. Brown, Quanfu Fan, Dan Gutfreund
IEEE Trans. Pattern Anal. Mach. Intell.11
2019 Reasoning About Human-Object Interactions Through Dual Attention Networks
abstract
Objects are entities we act upon, where the functionality of an object is determined by how we interact with it. In this work we propose a Dual Attention Network model which reasons about human-object interactions. The dual-attentional framework weights the important features for objects and actions respectively. As a result, the recognition of objects and actions mutually benefit each other. The proposed model shows competitive classification performance on the human-object interaction dataset Something-Something. Besides, it can perform weak spatiotemporal localization and affordance segmentation, despite being trained only with video-level labels. The model not only finds when an action is happening and which object is being manipulated, but also identifies which part of the object is being interacted with.
Tete Xiao, Quanfu Fan, Dan Gutfreund, Mathew Monfort, Aude Oliva, Bolei Zhou
ICCV3
2019 ObjectNet: A large-scale bias-controlled dataset for pushing the limits of object recognition models
abstract
We collect a large real-world test set, ObjectNet, for object recognition with controls where object backgrounds, rotations, and imaging viewpoints are random. Most scientific experiments have controls, confounds which are removed from the data, to ensure that subjects cannot perform a task by exploiting trivial correlations in the data. Historically, large machine learning and computer vision datasets have lacked such controls. This has resulted in models that must be fine-tuned for new datasets and perform better on datasets than in real-world applications. When tested on ObjectNet, object detectors show a 40-45% drop in performance, with respect to their performance on other benchmarks, due to the controls for biases. Controls make ObjectNet robust to fine-tuning showing only small performance increases. We develop a highly automated platform that enables gathering datasets with controls by crowdsourcing image capturing and annotation. ObjectNet is the same size as the ImageNet test set (50,000 images), and by design does not come paired with a training set in order to encourage generalization. The dataset is both easier than ImageNet (objects are largely centered and unoccluded) and harder (due to the controls). Although we focus on object recognition here, data with controls can be gathered at scale using automated tools throughout machine learning to generate datasets that exercise models in new ways thus providing valuable feedback to researchers. This work opens up new avenues for research in generalizable, robust, and more human-like computer vision and in creating datasets where results are predictive of real-world performance.
Andrei Barbu, David Mayo, Julian Alverio, William Luo, Christopher Wang, Dan Gutfreund, Josh Tenenbaum, Boris Katz
NeurIPS6
2018 Semantically Guided Visual Question Answering
abstract
We present a novel approach to enhance the challenging task of Visual Question Answering (VQA) by incorporating and enriching semantic knowledge in a VQA model. We first apply Multiple Instance Learning (MIL) to extract a richer visual representation addressing concepts beyond objects such as actions and colors. Motivated by the observation that semantically related answers often appear together in prediction, we further develop a new semantically-guided loss function for model learning which has the potential to drive weakly-scored but correct answers to the top while suppressing wrong answers. We show that these two ideas contribute to performance improvement in a complementary way. We demonstrate competitive results comparable to the state of the art on two VQA benchmark datasets.
Handong Zhao, Quanfu Fan, Dan Gutfreund, Yun Fu 0001
WACV3
2013 Succinct Permanent Is NEXP-Hard with Many Hard Instances
Shlomi Dolev, Ora Nova Fandina, Dan Gutfreund
CIAC3
2013 Exploiting label dependencies for improved sample complexity
Lena Tenenboim-Chekina, Dan Gutfreund, Aryeh Kontorovich, Lior Rokach, Bracha Shapira
Mach. Learn.2
2011 Derandomizing Arthur-Merlin Games and Approximate Counting Implies Exponential-Size Lower Bounds
Baris Aydinlioglu, Dan Gutfreund, John M. Hitchcock, Akinori Kawachi
Comput. Complex.2
2010 Derandomizing Arthur-Merlin Games and Approximate Counting Implies Exponential-Size Lower Bounds
abstract
We show that if Arthur-Merlin protocols can be derandomized, then there is a Boolean function computable in deterministic exponential-time with access to an NP oracle, that cannot be computed by Boolean circuits of exponential size. More formally, if prAM ⊆ PNPthen there is a Boolean function in ENPthat requires circuits of size 2Ω(n). prAM is the class of promise problems that have Arthur-Merlin protocols, Pνρ is the class of functions that can be computed in deterministic polynomial-time with an NP oracle and ENPis its exponential analogue. The lower bound in the conclusion of our theorem suffices to construct very strong pseudorandom generators. We also show that the same conclusion holds if the problem of approximate counting the number of accepting paths of a nondeterministic Turing machine up to multiplicative factors can be done in nondeterministic polynomial-time. In other words, showing nondeterministic fully polynomial-time approximation schemes for #P-complete problems require proving exponential-size circuit lower bounds. A few works have already shown that if we can find efficient deterministic solutions to some specific tasks (or classes) that are known to be solvable efficiently by randomized algorithms (or proofs), then we obtain lower bounds against certain circuit models. These lower bounds were only with respect to polynomial-size circuits even if full derandomization is assumed' Thus they only implied fairly weak pseudorandom generators (if at all). A key ingredient in our proof is a connection between computational learning theory and exponential-size lower bounds. We show that the existence of deterministic learning algorithms with certain properties implies exponential-size lower bounds, where the complexity of the hard function is related to the complexity of the learning algorithm.
Dan Gutfreund, Akinori Kawachi
CCC1
2008 The Complexity of Local List Decoding
Dan Gutfreund, Guy N. Rothblum
APPROX-RANDOM1
2008 Limitations of Hardness vs. Randomness under Uniform Reductions
Dan Gutfreund, Salil P. Vadhan
APPROX-RANDOM1
2008 A (de)constructive approach to program checking
abstract
Program checking, program self-correcting and program self-testing were pioneered by [Blum and Kannan] and [Blum, Luby and Rubinfeld] in the mid eighties as a new way to gain confidence in software, by considering program correctness on an input by input basis rather than full program verification. Work in the field of program checking focused on designing, for specific functions, checkers, testers and correctors which are more efficient than the best program known for the function. These were designed utilizing specific algebraic, combinatorial or completeness properties of the function at hand. In this work we introduce a novel composition methodology for improving the efficiency of program checkers. We use this approach to design a variety of program checkers that are provably more efficient, in terms of circuit depth, than the optimal program for computing the function being checked. Extensions of this methodology for the cases of program testers and correctors are also presented. In particular, we show: For all i ≥ 1, every language in RNCi (that is NCO-hard under NCZ-reductions) has a program checker in RNCi-1. In addition, for all i ≥ 1, every language in RNCi (that is NCO-hard under ACZ-reductions) has a program corrector, tester and checker in RACi-1. This is the first time checkers are designed for a wide class of functions characterized only by its complexity, rather than by algebraic or combinatorial properties. This characterization immediately yields new and efficient checkers for languages such as graph connectivity, perfect matching and bounded-degree graph isomorphism. Constant-depth checkers, testers and correctors for matrix multiplication, inversion, determinant and rank. All previous program checkers, testers and correctors for these problems run in nearly logarithmic depth. Moreover, except for matrix multiplication, they all require the use of the library notion of [Blum-Luby-Rubinfeld], in which checkers have access to a library of programs for various matrix functions, rather than only having access to a program for the function being checked. Furthermore, we provide conditions under which program libraries can be eliminated. Important ingredients in these results are new and very efficient checkers for complete languages in low complexity classes (e.g. NCO). These constructions are based on techniques that were developed in the field of cryptography.
Shafi Goldwasser, Dan Gutfreund, Alexander Healy, Tali Kaufman, Guy N. Rothblum
STOC2
2007 Worst-Case to Average-Case Reductions Revisited
Dan Gutfreund, Amnon Ta-Shma
APPROX-RANDOM1
2007 Verifying and decoding in constant depth
abstract
We develop a general approach for improving the efficiency of a computationally bounded receiver interacting with a powerful and possibly malicious sender. The key idea we use is that of delegating some of the receiver's computation to the (potentially malicious) sender. This idea was recently introduced by Goldwasser et al. [14] in the area of program checking. A classic example of such a sender-receiver setting is interactive proof systems. By taking the sender to be a (potentially malicious) prover and the receiver to be a verifier, we show that (p-prover) interactive proofs with k rounds of interaction are equivalent to (p-prover) interactive proofs with k+O(1) rounds, where the verifier is in NC0. That is, each round of the verifier's computation can be implemented in constant parallel time. As a corollary, we obtain interactive proof systems, with (optimally) constant soundness, for languages in AM and NEXP, where the verifier runs in constant parallel-time.
Shafi Goldwasser, Dan Gutfreund, Alexander Healy, Tali Kaufman, Guy N. Rothblum
STOC2
2007 If NP Languages are Hard on the Worst-Case, Then it is Easy to Find Their Hard Instances
abstract
We prove that if NP $${\nsubseteq}$$ BPP, i.e., if SAT is worst-case hard, then for every probabilistic polynomial-time algorithm trying to decide SAT, there exists some polynomially samplable distribution that is hard for it. That is, the algorithm often errs on inputs from this distribution. This is the first worst-case to average-case reduction for NP of any kind. We stress however, that this does not mean that there exists one fixed samplable distribution that is hard for all probabilistic polynomial-time algorithms, which is a pre-requisite assumption needed for one-way functions and cryptography (even if not a sufficient assumption). Nevertheless, we do show that there is a fixed distribution on instances of NP-complete languages, that is samplable in quasi-polynomial time and is hard for all probabilistic polynomial-time algorithms (unless NP is easy in the worst case). Our results are based on the following lemma that may be of independent interest: Given the description of an efficient (probabilistic) algorithm that fails to solve SAT in the worst case, we can efficiently generate at most three Boolean formulae (of increasing lengths) such that the algorithm errs on at least one of them.
Dan Gutfreund, Ronen Shaltiel, Amnon Ta-Shma
Comput. Complex.1
2006 Worst-Case Vs. Algorithmic Average-Case Complexity in the Polynomial-Time Hierarchy
Dan Gutfreund
APPROX-RANDOM1
2005 If NP Languages are Hard on the Worst-Case Then It is Easy to Find Their Hard Instances
abstract
We prove that if NP /spl nsube/ BPP, i.e., if some NP-complete language is worst-case hard, then for every probabilistic algorithm trying to decide the language, there exists some polynomially samplable distribution that is hard for it. That is, the algorithm often errs on inputs from this distribution. This is the first worst-case to average-case reduction for NP of any kind. We stress however, that this does not mean that there exists one fixed samplable distribution that is hard for all probabilistic polynomial time algorithms, which is a pre-requisite assumption needed for OWF and cryptography (even if not a sufficient assumption). Nevertheless, we do show that there is a fixed distribution on instances of NP-complete languages, that is samplable in quasi-polynomial time and is hard for all probabilistic polynomial time algorithms (unless NP is easy in the worst-case). Our results are based on the following lemma that may be of independent interest: Given the description of an efficient (probabilistic) algorithm that fails to solve SAT in the worst-case, we can efficiently generate at most three Boolean formulas (of increasing lengths) such that the algorithm errs on at least one of them.
Dan Gutfreund, Ronen Shaltiel, Amnon Ta-Shma
CCC1
2004 Fooling Parity Tests with Parity Gates
Dan Gutfreund, Emanuele Viola
APPROX-RANDOM1
2004 A lower bound for testing juntas
Hana Chockler, Dan Gutfreund
Inf. Process. Lett.2
2003 Uniform hardness vs. randomness tradeoffs for Arthur-Merlin games
abstract
Impagliazzo and Wigderson proved a uniform hardness vs. randomness "gap result" for BPP. We show an analogous result for AM: Either Arthur-Merlin protocols are very strong and everything in E=DTIME(2/sup O(n)/) can be proved to a subexponential time verifier, or else Arthur-Merlin protocols are weak and every language in AM has a polynomial time nondeterministic algorithm in the uniform average-case setting (i.e., it is infeasible to come up with inputs on which the algorithm fails). For the class AM/spl cap/coAM, we can remove the average-case clause and show under the same assumption that AM/spl cap/coAM=NP/spl cap/coNP. A new ingredient in our proof is identifying a novel resiliency property of hardness vs. randomness trade-offs. We observe that the Miltersen-Vinodchandran generator has this property.
Dan Gutfreund, Ronen Shaltiel, Amnon Ta-Shma
CCC1
2003 Uniform hardness versus randomness tradeoffs for Arthur-Merlin games
Dan Gutfreund, Ronen Shaltiel, Amnon Ta-Shma
Comput. Complex.1
2003 Trading Help for Interaction in Statistical Zero-Knowledge Proofs
Michael Ben-Or, Dan Gutfreund
J. Cryptol.2
2000 Increasing the Power of the Dealer in Non-interactive Zero-Knowledge Proof Systems
Dan Gutfreund, Michael Ben-Or
ASIACRYPT1