Coppersmith method: Difference between revisions

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In [[mathematics]], an '''evasive Boolean function''' ''ƒ'' (of ''n'' variables) is a [[Boolean function]] for which every [[Decision tree model|decision tree algorithm]] has running time of exactly ''n''.  Consequently every [[Decision tree model|decision tree algorithm]] that represents the function has, at worst case, a running time of ''n''.


== Examples ==
=== An example for a non-evasive boolean function ===
The following is a Boolean function on the three variables ''x'', ''y'', ''z'':


{| style="text-align: center; border: 1px solid darkgray;"
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|-
|<math>~f(x,y,z)~</math>
|<math>~=~</math>
|<math>~(x \and y)~</math>
|<math>~\or~</math>
|<math>~(\neg x \and z)~</math>
|-
|[[File:Venn 0001 1011.svg|50px]]
|<math>~=~</math>
|[[File:Venn 0001 0001.svg|50px]]
|<math>~\or~</math>
|[[File:Venn 0000 1010.svg|50px]]
|}
 
(where <math>\and</math> is the bitwise "and", <math>\or</math> is the bitwise "or", and <math>\neg </math> is the bitwise "not").
 
This function is not evasive, because there is a decision tree that solves it by checking exactly two variables:  The algorithm first checks the value of&nbsp;''x''. If ''x'' is true, the algorithm checks the value of ''y'' and returns it.
 
:( &nbsp;&nbsp;&nbsp;&nbsp;<math>(\neg x = \text{false}) ~~\Rightarrow~~ ((\neg x \and z) = \text{false})</math>&nbsp;&nbsp;&nbsp;&nbsp; )
 
If ''x'' is false, the algorithm checks the value of ''z'' and returns it.
 
=== A simple example for an evasive boolean function ===
 
Consider this simple "and" function on three variables:
 
{| style="text-align: center; border: 1px solid darkgray;"
|-
|<math>~f(x,y,z)~</math>
|<math>~= (x \wedge y \wedge z)~</math>
|-
|[[File:Venn 0000 0001.svg|50px]]
|
|}
 
A worst-case input (for every algorithm) is&nbsp;1,&nbsp;1,&nbsp;1. In every order we choose to check the variables, we have to check all of them. (Note that in general there could be a different worst-case input for every decision tree algorithm.)  Hence the functions: "and", "or" (on ''n'' variables) are evasive.
 
== Binary zero-sum games  ==
 
For the case of binary [[zero-sum game]]s, every [[evaluation function]] is evasive.
 
In every zero-sum game, the value of the game is achieved by the [[minimax]] algorithm (player 1 tries to maximize the profit, and player 2 tries to minimize the cost).
 
In the binary case, the max function equals the bitwise&nbsp;"or", and the min function equals the bitwise&nbsp;"and".
 
A decision tree for this game will be of this form:
* every leaf will have value in {0,&nbsp;1}.
* every node is connected to one of {"and",&nbsp;"or"}
 
For every such tree with ''n'' leaves, the running time in the worst case is ''n'' (meaning that the algorithm must check all the leaves):
 
We will exhibit an [[Adversary (online algorithm)|adversary]] that produces a worst-case input &ndash; for every leaf that the algorithm checks, the adversary will answer 0 if the leaf's parent is an Or node, and 1 if the parent is an And node.
 
This input (0 for all Or nodes' children, and 1 for all And nodes' children) forces the algorithm to check all nodes:
 
As in the second example
* in order to calculate the Or result, if all children are 0 we must check them all.  
* In order to calculate the and result, if all children are 1 we must check them all.
 
==See also==
*[[Aanderaa–Karp–Rosenberg conjecture]], the conjecture that every nontrivial monotone graph property is evasive.
 
[[Category:Boolean algebra]]

Latest revision as of 10:12, 7 January 2015


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