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Bounded-error Probabilistic Polynomial
In computational complexity theory, a branch of computer science, bounded-error probabilistic polynomial time (BPP) is the class of decision problems solvable by a probabilistic Turing machine in polynomial time with an error probability bounded by 1/3 for all instances. BPP is one of the largest ''practical'' classes of problems, meaning most problems of interest in BPP have efficient probabilistic algorithms that can be run quickly on real modern machines. BPP also contains P (complexity) , P, the class of problems solvable in polynomial time with a deterministic machine, since a deterministic machine is a special case of a probabilistic machine. Informally, a problem is in BPP if there is an algorithm for it that has the following properties: *It is allowed to flip coins and make random decisions *It is guaranteed to run in polynomial time *On any given run of the algorithm, it has a probability of at most 1/3 of giving the wrong answer, whether the answer is YES or NO. Def ...
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Computational Complexity Theory
In theoretical computer science and mathematics, computational complexity theory focuses on classifying computational problems according to their resource usage, and relating these classes to each other. A computational problem is a task solved by a computer. A computation problem is solvable by mechanical application of mathematical steps, such as an algorithm. A problem is regarded as inherently difficult if its solution requires significant resources, whatever the algorithm used. The theory formalizes this intuition, by introducing mathematical models of computation to study these problems and quantifying their computational complexity, i.e., the amount of resources needed to solve them, such as time and storage. Other measures of complexity are also used, such as the amount of communication (used in communication complexity), the number of gates in a circuit (used in circuit complexity) and the number of processors (used in parallel computing). One of the roles of computationa ...
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RP (complexity)
In computational complexity theory, randomized polynomial time (RP) is the complexity class of problems for which a probabilistic Turing machine exists with these properties: * It always runs in polynomial time in the input size * If the correct answer is NO, it always returns NO * If the correct answer is YES, then it returns YES with probability at least 1/2 (otherwise, it returns NO). In other words, the algorithm is allowed to flip a truly random coin while it is running. The only case in which the algorithm can return YES is if the actual answer is YES; therefore if the algorithm terminates and produces YES, then the correct answer is definitely YES; however, the algorithm can terminate with NO ''regardless'' of the actual answer. That is, if the algorithm returns NO, it might be wrong. Some authors call this class R, although this name is more commonly used for the class of recursive languages. If the correct answer is YES and the algorithm is run ''n'' times with the r ...
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NP (complexity)
In computational complexity theory, NP (nondeterministic polynomial time) is a complexity class used to classify decision problems. NP is the set of decision problems for which the problem instances, where the answer is "yes", have proofs verifiable in polynomial time by a deterministic Turing machine, or alternatively the set of problems that can be solved in polynomial time by a nondeterministic Turing machine.''Polynomial time'' refers to how quickly the number of operations needed by an algorithm, relative to the size of the problem, grows. It is therefore a measure of efficiency of an algorithm. An equivalent definition of NP is the set of decision problems ''solvable'' in polynomial time by a nondeterministic Turing machine. This definition is the basis for the abbreviation NP; " nondeterministic, polynomial time". These two definitions are equivalent because the algorithm based on the Turing machine consists of two phases, the first of which consists of a guess abou ...
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Oracle Machine
In complexity theory and computability theory, an oracle machine is an abstract machine used to study decision problems. It can be visualized as a Turing machine with a black box, called an oracle, which is able to solve certain problems in a single operation. The problem can be of any complexity class. Even undecidable problems, such as the halting problem, can be used. Oracles An oracle machine can be conceived as a Turing machine connected to an oracle. The oracle, in this context, is an entity capable of solving some problem, which for example may be a decision problem or a function problem. The problem does not have to be computable; the oracle is not assumed to be a Turing machine or computer program. The oracle is simply a "black box" that is able to produce a solution for any instance of a given computational problem: * A decision problem is represented as a set ''A'' of natural numbers (or strings). An instance of the problem is an arbitrary natural number (or string ...
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Low (complexity)
In computational complexity theory, a language ''B'' (or a complexity class ''B'') is said to be low for a complexity class ''A'' (with some reasonable relativized version of ''A'') if ''A''''B'' = ''A''; that is, ''A'' with an oracle for ''B'' is equal to ''A''. Such a statement implies that an abstract machine which solves problems in ''A'' achieves no additional power if it is given the ability to solve problems in ''B'' at unit cost. In particular, this means that if ''B'' is low for ''A'' then ''B'' is contained in ''A''. Informally, lowness means that problems in ''B'' are not only solvable by machines which can solve problems in ''A'', but are “easy to solve”. An ''A'' machine can simulate many oracle queries to ''B'' without exceeding its resource bounds. Results and relationships that establish one class as low for another are often called lowness results. The set of languages low for a complexity class ''A'' is denoted ''Low(A)''. Classes that are low for themselve ...
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Complement (complexity)
In computational complexity theory, the complement of a decision problem is the decision problem resulting from reversing the ''yes'' and ''no'' answers. Equivalently, if we define decision problems as sets of finite strings, then the complement of this set over some fixed domain is its complement problem. For example, one important problem is whether a number is a prime number. Its complement is to determine whether a number is a composite number (a number which is not prime). Here the domain of the complement is the set of all integers exceeding one. There is a Turing reduction from every problem to its complement problem. The complement operation is an involution, meaning it "undoes itself", or the complement of the complement is the original problem. One can generalize this to the complement of a complexity class, called the complement class, which is the set of complements of every problem in the class. If a class is called C, its complement is conventionally labelled co-C. No ...
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Randomised Complexity Classes 2
Randomization is the process of making something random. Randomization is not haphazard; instead, a random process is a sequence of random variables describing a process whose outcomes do not follow a deterministic pattern, but follow an evolution described by probability distributions. For example, a random sample of individuals from a population refers to a sample where every individual has a known probability of being sampled. This would be contrasted with nonprobability sampling where arbitrary individuals are selected. In various contexts, randomization may involve: * generating a random permutation of a sequence (such as when shuffling cards); * selecting a random sample of a population (important in statistical sampling); * allocating experimental units via random assignment to a treatment or control condition; * generating random numbers (random number generation); or * transforming a data stream (such as when using a scrambler in telecommunications). Applications Randomiz ...
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Las Vegas Algorithm
In computing, a Las Vegas algorithm is a randomized algorithm that always gives correct results; that is, it always produces the correct result or it informs about the failure. However, the runtime of a Las Vegas algorithm differs depending on the input. The usual definition of a Las Vegas algorithm includes the restriction that the ''expected'' runtime be finite, where the expectation is carried out over the space of random information, or entropy, used in the algorithm. An alternative definition requires that a Las Vegas algorithm always terminates (is effective), but may output a symbol not part of the solution space to indicate failure in finding a solution. The nature of Las Vegas algorithms makes them suitable in situations where the number of possible solutions is limited, and where verifying the correctness of a candidate solution is relatively easy while finding a solution is complex. Las Vegas algorithms are prominent in the field of artificial intelligence, and in other ...
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Randomized Algorithm
A randomized algorithm is an algorithm that employs a degree of randomness as part of its logic or procedure. The algorithm typically uses uniformly random bits as an auxiliary input to guide its behavior, in the hope of achieving good performance in the "average case" over all possible choices of random determined by the random bits; thus either the running time, or the output (or both) are random variables. One has to distinguish between algorithms that use the random input so that they always terminate with the correct answer, but where the expected running time is finite (Las Vegas algorithms, for example Quicksort), and algorithms which have a chance of producing an incorrect result (Monte Carlo algorithms, for example the Monte Carlo algorithm for the MFAS problem) or fail to produce a result either by signaling a failure or failing to terminate. In some cases, probabilistic algorithms are the only practical means of solving a problem. In common practice, randomized algor ...
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Monte Carlo Algorithm
In computing, a Monte Carlo algorithm is a randomized algorithm whose output may be incorrect with a certain (typically small) probability. Two examples of such algorithms are Karger–Stein algorithm and Monte Carlo algorithm for minimum Feedback arc set. The name refers to the grand casino in the Principality of Monaco at Monte Carlo, which is well-known around the world as an icon of gambling. The term "Monte Carlo" was first introduced in 1947 by Nicholas Metropolis. Las Vegas algorithms are a dual of Monte Carlo algorithms that never return an incorrect answer. However, they may make random choices as part of their work. As a result, the time taken might vary between runs, even with the same input. If there is a procedure for verifying whether the answer given by a Monte Carlo algorithm is correct, and the probability of a correct answer is bounded above zero, then with probability, one running the algorithm repeatedly while testing the answers will eventually give a corr ...
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PostBQP
In computational complexity theory, PostBQP is a complexity class consisting of all of the computational problems solvable in polynomial time on a quantum Turing machine with postselection and bounded error (in the sense that the algorithm is correct at least 2/3 of the time on all inputs). Postselection is not considered to be a feature that a realistic computer (even a quantum one) would possess, but nevertheless postselecting machines are interesting from a theoretical perspective. Removing either one of the two main features (quantumness, postselection) from PostBQP gives the following two complexity classes, both of which are subsets of PostBQP: * BQP is the same as PostBQP except without postselection * BPPpath is the same as PostBQP except that instead of quantum, the algorithm is a classical randomized algorithm (with postselection) The addition of postselection seems to make quantum Turing machines much more powerful: Scott Aaronson proved. Preprint available a/ref> Po ...
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Postselection
In probability theory, to postselect is to condition a probability space upon the occurrence of a given event. In symbols, once we postselect for an event E, the probability of some other event F changes from \operatorname /math> to the conditional probability \operatorname \, E/math>. For a discrete probability space, \operatorname \, E= \frac, and thus we require that \operatorname /math> be strictly positive in order for the postselection to be well-defined. See also PostBQP, a complexity class defined with postselection. Using postselection it seems quantum Turing machines are much more powerful: Scott Aaronson Scott Joel Aaronson (born May 21, 1981) is an American theoretical computer scientist and David J. Bruton Jr. Centennial Professor of Computer Science at the University of Texas at Austin. His primary areas of research are quantum computing an ... proved PostBQP is equal to PP. Some quantum experiments use post-selection after the experiment as a replacement for ...
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