Theory of Computation

Theory of Computation

The Australian National University Semester 1, 2020 Research School of Computer Science Tutorial 12 Dirk Pattinson Theory of Computation Get into groups of two, grab a whiteboard marker each, and write your names on top of your side of the board. Exercises with a ! denote harder ones, !! denotes very difficult, and !!! denotes challenge exercises beyond the scope of the course. Exercise 1 Definitions PSPACE, or polynomially bounded space , is the class of languages recognized by a deterministic Turing machine, with the condition that the tape head never visits more than p(n) cells on the tape, where n is the length of the input, and p is some polynomial. BPP, or bounded-error probabilistic polynomial time, is the class of languages recognized by a randomized Turing machine, with the condition that • The probability of the machine making a error (accepting strings not in the language, or rejecting 1 strings in the language) is bounded above by 3 . • The worst case run time is bounded above by some polynomial p(n), where n is the length of input. 2 p(n) More formally, for an input string of length n, at least 3 of all binary strings of length 2 placed on 1 the random tape cause the machine to accept (if x 2 L), and at most 3 of all binary strings of length 2p(n) placed on the random tape cause the machine to accept (if x 62 L). EXPTIME, or exponential time, is the class of languages recognized by a deterministic Turing machine, where the worst case run time is bounded above by 2p(n), where p is a polynomial, and n is the length of the input. Exercise 2 Comparing classes Prove the following inclusions. 1.P ⊆ PSPACE 2.P ⊆ EXPTIME 3. ! NP ⊆ PSPACE 4. ! BPP ⊆ PSPACE 5. !! PSPACE ⊆ EXPTIME Exercise 3 PSPACE-Complete A language L is PSPACE-Hard if there exists a polytime reduction from L0 to L, where L0 is any problem in PSPACE. A language is PSPACE-Complete if it is both PSPACE and PSPACE-Hard. A quantified boolean formula is a boolean formula permitting quantifiers for variables. For example, 8x:9y:x _ y (1) and (9y:y ^ z) _:(8x:x) (2) A fully quantified boolean formula, or sentence, is a quantified boolean formula with no free variables, that is, every variable appears within the scope of a quantifier that refers to it. For example, (1) is a sentence, but (2) is not (as z is free). Note that every sentence must be either true or false, as there are no free variables. The quantified Boolean formula problem, or QBF, is the problem that, given a fully quantified boolean formula, is it equivalent to true? By an analogous proof to Cook's theorem, it can be shown that QBF is PSPACE-Complete. 1. Let an (alternating quantified boolean formula) denote a quantified boolean formula of the form 9x1:8x2:9x3 ::: 9xn.φ where each of the xi's represents any variable, and φ is a boolean expression. The alternating quantified Boolean formula problem, or AQBF, is the problem that, given a fully quantified alternating boolean formula, is it equivalent to true? Show that AQBF is PSPACE-Complete. The Geography game is a game played between two players. Given a finite directed graph with one vertex designated as a starting node, the players take turns listing nodes that form a simple path (no repeated verticies allowed.) The first person that cannot extend the path loses. Consider the following directed graph. 4 2 7 1 5 9 3 8 6 2. Player 1 goes first. Show that there is a winning strategy for Player 2. Formally, we define a geography graph G as a 3-tuple G = (V; E; s) where (V; E) forms a directed graph, jV j < 1, and s 2 V denotes the starting node. The geography problem (GEO) is as follows: Given a geography graph G, is there a strategy for Player 1 such that they can force a win? 3. ! Define the DAG-GEO problem to be the same as the GEO problem, but the graphs are restricted to be directed acyclic graphs. Prove that DAG-GEO is in P. 4. !! Show that GEO is PSPACE-complete. You may assume that 3-AQBF (an AQBF formula where the boolean expression inside is 3-CNF) is PSPACE-Complete. (Hint: Think about how you can convert a 3-AQBF formula with alternating quantifiers to having players alternating guessing assignments to those variables. Have player 1 handle the existential quantifiers, and player 2 handle the universal quantifiers. Consider the following gadget as a starting point.) s x1 :x1 x2 :x2 ::: Figure 1: Geography game gadget.

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