19 May 2009 in Journal of the ACM
We prove that Bimatrix, the problem of finding a Nash equilibrium in a two-player game, is complete for the complexity class PPAD (Polynomial Parity Argument, Directed version) introduced by Papadimitriou in 1991. Our result, building upon the work of Daskalakis et al. [2006a] on the complexity of four-player Nash equilibria, settles a long standing open problem in algorithmic game theory. It also serves as a starting point for a series of results concerning the complexity of two-player Nash equilibria. In particular, we prove the following theorems: —Bimatrix does not have a fully polynomial-time approximation scheme unless every problem in PPAD is solvable in polynomial time. —The smoothed complexity of the classic Lemke-Howson algorithm and, in fact, of any algorithm for Bimatrix is not polynomial unless every problem in PPAD is solvable in randomized polynomial time. Our results also have a complexity implication in mathematical economics: —Arrow-Debreu market equilibria are PPAD -hard to compute.
1 October 2014 in Knowledge-Based Systems
13 November 2006 in IEEE Transactions on Dependable and Secure Computing
An effective approach to phishing Web page detection is proposed, which uses Earth mover's distance (EMD) to measure Web page visual similarity. We first convert the involved Web pages into low resolution images and then use color and coordinate features to represent the image signatures. We use EMD to calculate the signature distances of the images of the Web pages. We train an EMD threshold vector for classifying a Web page as a phishing or a normal one. Large-scale experiments with 10,281 suspected Web pages are carried out to show high classification precision, phishing recall, and applicable time performance for online enterprise solution. We also compare our method with two others to manifest its advantage. We also built up a real system which is already used online and it has caught many real phishing cases
1 August 1999 in Mathematics of Operations Research
We discuss an integer programming formulation for a class of cooperative games. We focus on algorithmic aspects of the core, one of the most important solution concepts in cooperative game theory. Central to our study is a simple (but very useful) observation that the core for this class is nonempty if and only if an associated linear program has an integer optimal solution. Based on this, we study the computational complexity and algorithms to answer important questions about the cores of various games on graphs, such as maximum flow, connectivity, maximum matching, minimum vertex cover, minimum edge cover, maximum independent set, and minimum coloring.
1 April 1996 in SIAM Journal on Computing
Our main result is a linear-time (that is, time $O(m + n)$) algorithm to recognize and represent proper circular-arc graphs. The best previous algorithm, due to A. Tucker, has time complexity $O(n^2 )$. We take advantage of the fact that (among connected graphs) proper circular-arc graphs are precisely the graphs orientable as local tournaments, and we use a new characterization of local tournaments. The algorithm depends on repeated representation of portions of the input graph as proper interval graphs. Thus we also find it useful to give a new linear-time algorithm to represent proper interval graphs. This latter algorithm also depends on an orientation characterization of proper interval graphs. It is conceptually simple and does not use complex data structures. As a byproduct of the correctness proof of the algorithm, we also obtain a new proof of a characterization of proper interval graphs by forbidden subgraphs.