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          <dc:title>Streaming Hardness of Unique Games</dc:title>
          <dc:creator>Guruswami, Venkatesan</dc:creator>
          <dc:creator>Tao, Runzhou</dc:creator>
          <dc:subject>Communication complexity</dc:subject>
          <dc:subject>CSP</dc:subject>
          <dc:subject>Fourier Analysis</dc:subject>
          <dc:subject>Lower bounds</dc:subject>
          <dc:subject>Streaming algorithms</dc:subject>
          <dc:subject>Unique Games</dc:subject>
          <dc:description>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 p, the alphabet size of the Unique Game, gives a trivial p-approximation that can be computed in O(log n) space. Meanwhile, with high probability, a sample of O~(n) constraints suffices to estimate the optimal value to (1+epsilon) accuracy. We prove that any single-pass streaming algorithm that achieves a (p-epsilon)-approximation requires Omega_epsilon(sqrt n) space. Our proof is via a reduction from lower bounds for a communication problem that is a p-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 downstream hardness results for streaming approximability for other CSP-like problems.</dc:description>
          <dc:publisher>Schloss Dagstuhl – Leibniz-Zentrum für Informatik</dc:publisher>
          <dc:contributor>Venkatesan Guruswami and Runzhou Tao</dc:contributor>
          <dc:date>2019</dc:date>
          <dc:relation>Is Part Of LIPIcs, Volume 145, Approximation, Randomization, and Combinatorial Optimization. Algorithms and Techniques (APPROX/RANDOM 2019)</dc:relation>
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          <dc:language>eng</dc:language>
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