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Study Group Randomized Algorithms

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Title: Study Group Randomized Algorithms


1
Study GroupRandomized Algorithms
  • 21st June 03

2
Topics Covered
  • Game Tree Evaluation
  • its expected run time is better than the
    worst-case complexity of any deterministic
    algorithm
  • demonstrates a technique to derive a lower bound
    on running time of any randomized algorithm for a
    problem
  • Introduction to Game Theory
  • leads to the Minimax Principle

3
Definition of Game Tree
  • a Game Tree Td,k is uniform tree in which the
    root and the internal nodes has d children and
    every leaf is at distance 2k from the root
  • internal nodes at even distance from the root are
    labeled MIN and at odd distance are labeled MAX
  • each leaf is associated with a value

4
Example of a Game Tree T2,2
5
Observations
  • Every root-to-leaf path goes through the same
    number of MIN and MAX nodes (including the root)
  • If the depth of the tree is 2k, there are 22k
    4k leaves

6
Game Tree Evaluation
  • MIN (AND) Node
  • returns the lesser of the two children

7
Game Tree Evaluation
  • MAX (OR) Node
  • returns the greater of the two children

8
What is the value returned by the root?
9
A Deterministic Algorithm
  • Depth-first manner
  • always visit the left child before the right
    child

10
A Randomized Algorithm
  • Coin toss
  • 0.5 probability choosing the left child and 0.5
    probability choosing the right child

11
Design Rationale
  • Suppose AND node were to return 0
  • at least one of the leaves is 0
  • if deterministic algorithm is used, your opponent
    can always hide this 0 and make your algorithm
    visit both leaves
  • if randomized algorithm is used, you foils your
    opponents strategy. The expected number of
    steps (leaf visits) is 3/2
  • Similar for OR node were to return 1

12
Design Rationale
  • Expected cost
  • EAND_0 EOR_1 3/2
  • What if AND(OR) node were to return 1(0)?
  • both children are 1(0), it seems that the
    randomized algorithm doesnt improve much since
    we need to visit both children anyway
  • however, it benefits the parent level

13
Analysis of the Randomized Algo.
  • Claim
  • The expected cost of the randomized algorithm
    for evaluating any T2,k game tree is at most 3k
  • Proof by induction
  • consider k 1
  • expected cost ? 3

14
Analysis of the Randomized Algo.
  • Case I root evaluated to 0
  • at least one of the subtrees (OR nodes) gives 0
  • you have 0.5 probability that this particular
    node is checked first
  • E(T) ½ ? 2 ½ ? (3/2 2)
  • 2.75

15
Analysis of the Randomized Algo.
  • Case II root evaluated to 1
  • both subtrees give 1
  • E(T) 2 ? 3/2
  • 3
  • Both cases give ? 3 expected cost, so the claim
    is true for k1

16
Analysis of the Randomized Algo.
  • Assume that for all T2,k-1, the expected cost ?
    3k-1
  • First, consider the OR-root tree

17
Analysis of the Randomized Algo.
  • Case I OR-root gives 1
  • at least one subtree gives 1
  • 0.5 probability we use it first
  • E(T) ? ½ ? 3k-1 ½ ? 2 ? 3k-1
  • 3/2 ? 3k-1
  • Case II OR-root gives 0
  • both subtrees give 0
  • E(T) ? 2 ? 3k-1

18
Analysis of the Randomized Algo.
  • Now, consider the AND-root game tree, T2,k

19
Analysis of the Randomized Algo.
  • Case I AND-root gives 0
  • at least one subtree gives 0
  • 0.5 probability we use it first
  • E(T2,k) ? ½ ? 2 ? 3k-1
  • ½ ? (3/2 ? 3k-1 2 ? 3k-1)
  • 2.75 ? 3k-1 ? 3k
  • Case II AND-root gives 1
  • both subtrees give 1
  • E(T2,k) ? 2 ? 3/2 ? 3k-1
  • 3k

20
Analysis of the Randomized Algo.
  • Proved the claim
  • The expected cost of the randomized algorithm
    for evaluating any T2,k game tree is at most 3k
  • A tree has n 4k leaves, then k log4n.
    Substitute log4n for k in the expected cost, then
    the cost ? 3log4n. By xlogab blogax, the cost
    ? nlog43 n0.793

21
Question
  • Our randomized algorithm for the game tree
    evaluation of any uniform binary tree with n
    leaves is n0.793. Can we establish that no
    randomized algorithm can have a lower expected
    running time?

YES! Using Yaos technique ? the Minimax
Theorem ? Game Theory Basics
22
Introduction to Game Theory
  • Consider the stone-paper-scissors game between 2
    players
  • loser pays 1 to the winner
  • payoff matrix M Mij denotes the payoff by the
    Column player to the Row player

23
Two-person Zero-sum Game
  • Zero-sum game
  • the net amount won by C and R is exactly zero,
    i.e., the amount of money is not increased or
    decreased among them
  • Every two-person zero-sum game can be represented
    by a n?m payoff matrix

24
Pure Strategy v.s. Mixed Strategy
  • Pure (Deterministic) strategy
  • always uses the same strategy or a deterministic
    pattern, e.g., R always chooses stone while C
    always chooses paper
  • Mixed (Randomized) strategy
  • the strategy chosen by a player is randomized,
    i.e., a probability distribution among all
    possible strategies

25
Pure Optimal Strategy
  • Zero-information game
  • the strategy chosen by the opponent is unknown
  • Naturally, the goal of the row (column) player is
    to maximize (minimize) the payoff
  • If R chooses strategy i, then she is guaranteed a
    payoff of minjMij, regardless of what Cs
    strategy is
  • Optimal strategy for R is an strategy i that
    maximize minjMij.

26
Pure Optimal Strategy
  • Similarly, the optimal strategy of C is
  • If C chooses strategy j, then he is guaranteed a
    loss of no more than maxiMij, regardless of what
    Rs strategy is
  • Optimal strategy for C is an strategy j that
    minimize maxiMij.
  • Let Vr maximinjMij and Vc minjmaxiMij be the
    lower bound of payoff R can get and the upper
    bound of loss C can ensure respectively

27
Inequality for All Payoff Matrix
  • Minimax Inequality
  • maximinjMij ? minjmaxiMij
  • Proof

28
Saddle-point
  • If Vr Vc, we say the game has a solution and
    the value of the game is V Vr Vc
  • the solution is also known as the saddle-point of
    the game
  • If no saddle-point exists, it means there is no
    clear-cut pure optimal strategy for any player

29
Mixed Strategy Game
  • The Row player picks a vector p (p1, , pn),
    which is a probability distribution on the rows
    of M. (i.e., pi is the probability that R will
    choose strategy i)
  • Similarly, the Column player picks a vector q
    (q1, , qm), i.e., qj is the probability that R
    will choose strategy j)

30
Mixed Optimal Strategy
  • Expected Payoff
  • Epayoff pT M q
  • R aims to maximize it while C aims to minimizes
    it
  • As before, let Vr maxpminq pT M q be the lower
    bound of the expected payoff R can get using a
    strategy p
  • Let VC minqmaxp pT M q be the upper bound of
    the expected payoff C need to pay using a
    strategy q

31
von Neumanns Mininmax Theorem
  • For any two person, zero-sum game specified by a
    matrix M
  • maxpminqptMq minqmaxppTMq
  • the optimal strategy for R will yield the same
    payoff as the optimal strategy for C!
  • if either player uses his optimal strategy, the
    opponent cannot improve the payoff
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