Streaming Hardness of Unique Games
Abstract
We study the problem of approximating the value of a Unique Game instance in the streaming model. A simple count of the number of constraints divided by , the alphabet size of the Unique Game, gives a trivial -approximation that can be computed in space. Meanwhile, with high probability, a sample of constraints suffices to estimate the optimal value to accuracy. We prove that any single-pass streaming algorithm that achieves a -approximation requires space. Our proof is via a reduction from lower bounds for a communication problem that is a -ary variant of the Boolean Hidden Matching problem studied in the literature. Given the utility of Unique Games as a starting point for reduction to other optimization problems, our strong hardness for approximating Unique Games could lead to down\emph{stream} hardness results for streaming approximability for other CSP-like problems.
Cite
@article{arxiv.1811.04607,
title = {Streaming Hardness of Unique Games},
author = {Venkatesan Guruswami and Runzhou Tao},
journal= {arXiv preprint arXiv:1811.04607},
year = {2020}
}