English

Streaming Hardness of Unique Games

Computational Complexity 2020-11-13 v1 Data Structures and Algorithms

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 pp, the alphabet size of the Unique Game, gives a trivial pp-approximation that can be computed in O(logn)O(\log n) space. Meanwhile, with high probability, a sample of O~(n)\tilde{O}(n) constraints suffices to estimate the optimal value to (1+ϵ)(1+\epsilon) accuracy. We prove that any single-pass streaming algorithm that achieves a (pϵ)(p-\epsilon)-approximation requires Ωϵ(n)\Omega_\epsilon(\sqrt{n}) space. Our proof is via a reduction from lower bounds for a communication problem that is a pp-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.

Keywords

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}
}
R2 v1 2026-06-23T05:12:19.276Z