Randomized Algorithms As Zero-sum Games
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Randomized Algorithms As Zero-sum Games
Randomized algorithms are algorithms that employ a degree of randomness as part of their logic. These algorithms can be used to give good average-case results (complexity-wise) to problems which are hard to solve deterministically, or display poor worst-case complexity. An algorithmic game theoretic approach can help explain why in the average case randomized algorithms may work better than deterministic algorithms. Formalizing the game Consider a zero-sum game between player A, whose strategies are deterministic algorithms, and player B, whose strategies are inputs for A's algorithms. The cost of a strategy profile is the running time of A's chosen algorithm on B's chosen input. Therefore, player A tries to minimize the cost, and player B tries to maximize it. In the world of pure strategies, for every algorithm that A chooses, B may choose the most costly input – this is the worst-case scenario, and can be found using standard complexity analysis. But in the real world, inpu ...
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Randomized Algorithms
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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Minimax
Minimax (sometimes MinMax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, game theory, statistics, and philosophy for ''mini''mizing the possible loss for a worst case (''max''imum loss) scenario. When dealing with gains, it is referred to as "maximin" – to maximize the minimum gain. Originally formulated for several-player zero-sum game theory, covering both the cases where players take alternate moves and those where they make simultaneous moves, it has also been extended to more complex games and to general decision-making in the presence of uncertainty. Game theory In general games The maximin value is the highest value that the player can be sure to get without knowing the actions of the other players; equivalently, it is the lowest value the other players can force the player to receive when they know the player's action. Its formal definition is: :\underline = \max_ \min_ Where: * is the index of the player of interest. ...
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Deterministic Algorithm
In computer science, a deterministic algorithm is an algorithm that, given a particular input, will always produce the same output, with the underlying machine always passing through the same sequence of states. Deterministic algorithms are by far the most studied and familiar kind of algorithm, as well as one of the most practical, since they can be run on real machines efficiently. Formally, a deterministic algorithm computes a mathematical function; a function has a unique value for any input in its domain, and the algorithm is a process that produces this particular value as output. Formal definition Deterministic algorithms can be defined in terms of a state machine: a ''state'' describes what a machine is doing at a particular instant in time. State machines pass in a discrete manner from one state to another. Just after we enter the input, the machine is in its ''initial state'' or ''start state''. If the machine is deterministic, this means that from this point onwards, ...
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Probability Distribution
In probability theory and statistics, a probability distribution is the mathematical function that gives the probabilities of occurrence of different possible outcomes for an experiment. It is a mathematical description of a random phenomenon in terms of its sample space and the probabilities of events (subsets of the sample space). For instance, if is used to denote the outcome of a coin toss ("the experiment"), then the probability distribution of would take the value 0.5 (1 in 2 or 1/2) for , and 0.5 for (assuming that the coin is fair). Examples of random phenomena include the weather conditions at some future date, the height of a randomly selected person, the fraction of male students in a school, the results of a survey to be conducted, etc. Introduction A probability distribution is a mathematical description of the probabilities of events, subsets of the sample space. The sample space, often denoted by \Omega, is the set of all possible outcomes of a random phe ...
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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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Expected Value
In probability theory, the expected value (also called expectation, expectancy, mathematical expectation, mean, average, or first moment) is a generalization of the weighted average. Informally, the expected value is the arithmetic mean of a large number of independently selected outcomes of a random variable. The expected value of a random variable with a finite number of outcomes is a weighted average of all possible outcomes. In the case of a continuum of possible outcomes, the expectation is defined by integration. In the axiomatic foundation for probability provided by measure theory, the expectation is given by Lebesgue integration. The expected value of a random variable is often denoted by , , or , with also often stylized as or \mathbb. History The idea of the expected value originated in the middle of the 17th century from the study of the so-called problem of points, which seeks to divide the stakes ''in a fair way'' between two players, who have to end th ...
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Quick Sort
Quicksort is an efficient, general-purpose sorting algorithm. Quicksort was developed by British computer scientist Tony Hoare in 1959 and published in 1961, it is still a commonly used algorithm for sorting. Overall, it is slightly faster than merge sort and heapsort for randomized data, particularly on larger distributions. Quicksort is a divide-and-conquer algorithm. It works by selecting a 'pivot' element from the array and partitioning the other elements into two sub-arrays, according to whether they are less than or greater than the pivot. For this reason, it is sometimes called partition-exchange sort. The sub-arrays are then sorted recursively. This can be done in-place, requiring small additional amounts of memory to perform the sorting. Quicksort is a comparison sort, meaning that it can sort items of any type for which a "less-than" relation (formally, a total order) is defined. Most implementations of quicksort are not stable, meaning that the relative order of equal ...
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John Von Neumann
John von Neumann (; hu, Neumann János Lajos, ; December 28, 1903 – February 8, 1957) was a Hungarian-American mathematician, physicist, computer scientist, engineer and polymath. He was regarded as having perhaps the widest coverage of any mathematician of his time and was said to have been "the last representative of the great mathematicians who were equally at home in both pure and applied mathematics". He integrated pure and applied sciences. Von Neumann made major contributions to many fields, including mathematics (foundations of mathematics, measure theory, functional analysis, ergodic theory, group theory, lattice theory, representation theory, operator algebras, matrix theory, geometry, and numerical analysis), physics (quantum mechanics, hydrodynamics, ballistics, nuclear physics and quantum statistical mechanics), economics ( game theory and general equilibrium theory), computing ( Von Neumann architecture, linear programming, numerical meteo ...
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Average Case Complexity
In computational complexity theory, the average-case complexity of an algorithm is the amount of some computational resource (typically time) used by the algorithm, averaged over all possible inputs. It is frequently contrasted with worst-case complexity which considers the maximal complexity of the algorithm over all possible inputs. There are three primary motivations for studying average-case complexity.O. Goldreich and S. Vadhan, Special issue on worst-case versus average-case complexity, Comput. Complex. 16, 325–330, 2007. First, although some problems may be intractable in the worst-case, the inputs which elicit this behavior may rarely occur in practice, so the average-case complexity may be a more accurate measure of an algorithm's performance. Second, average-case complexity analysis provides tools and techniques to generate hard instances of problems which can be utilized in areas such as cryptography and derandomization. Third, average-case complexity allows discrimina ...
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Mixed Strategy
In game theory, a player's strategy is any of the options which they choose in a setting where the outcome depends ''not only'' on their own actions ''but'' on the actions of others. The discipline mainly concerns the action of a player in a game affecting the behavior or actions of other players. Some examples of "games" include chess, bridge, poker, monopoly, diplomacy or battleship. A player's strategy will determine the action which the player will take at any stage of the game. In studying game theory, economists enlist a more rational lens in analyzing decisions rather than the psychological or sociological perspectives taken when analyzing relationships between decisions of two or more parties in different disciplines. The strategy concept is sometimes (wrongly) confused with that of a move. A move is an action taken by a player at some point during the play of a game (e.g., in chess, moving white's Bishop a2 to b3). A strategy on the other hand is a complete algorithm for p ...
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Complexity Analysis
In computer science, the analysis of algorithms is the process of finding the computational complexity of algorithms—the amount of time, storage, or other resources needed to execute them. Usually, this involves determining a function that relates the size of an algorithm's input to the number of steps it takes (its time complexity) or the number of storage locations it uses (its space complexity). An algorithm is said to be efficient when this function's values are small, or grow slowly compared to a growth in the size of the input. Different inputs of the same size may cause the algorithm to have different behavior, so best, worst and average case descriptions might all be of practical interest. When not otherwise specified, the function describing the performance of an algorithm is usually an upper bound, determined from the worst case inputs to the algorithm. The term "analysis of algorithms" was coined by Donald Knuth. Algorithm analysis is an important part of a broader ...
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