Undefinability of Approximation of 2-To-2 Games
Abstract
Recent work by Atserias and Dawar [6] and Tucker-Foltz [26] has established undefinability results in fixed-point logic with counting () corresponding to many classical complexity results from the hardness of approximation. In this line of work, -hardness results are turned into unconditional undefinability results. We extend this work by showing the undefinability of any constant factor approximation of weighted -to- games, based on the -hardness results of Khot, Minzer and Safra. Our result shows that the completely satisfiable -to- games are not -separable from those that are not -satisfiable, for arbitrarily small . The perfect completeness of our inseparability is an improvement on the complexity result, as the -hardness of such a separation is still only conjectured. This perfect completeness enables us to show the undefinability of other problems whose NP-hardness is conjectured. In particular, we are able to show that no formula can separate the -colourable graphs from those that are not -colourable, for any constant .
Keywords and phrases:
Hardness of Approximation, Unique Games, Descriptive Complexity, Fixed-Point Logic with CountingFunding:
Anuj Dawar: Funded by UK Research and Innovation (UKRI) under the UK government’s Horizon Europe funding guarantee: grant number EP/X028259/1.Copyright and License:
![[Uncaptioned image]](x1.png)
2012 ACM Subject Classification:
Theory of computation Finite Model Theory ; Theory of computation Complexity theory and logic ; Theory of computation Problems, reductions and completenessEditors:
Jörg Endrullis and Sylvain SchmitzSeries and Publisher:

1 Introduction
The study of the hardness of approximation of -optimization problems began in earnest with the PCP theorem in the 1990s. This theorem showed that for many problems (such as MAX 3SAT), where there are polynomial-time algorithms that can approximate the optimum solution within a constant factor, there is nonetheless a constant such that no efficient algorithm can approximate the optimum value within a factor unless . Indeed, Håstad [17] established tight bounds for MAX 3SAT: there is a trivial algorithm that achieves an approximation, but none that achieves an approximation for any , unless . Such tight bounds are known for many -optimization problems, while for others there is a gap in the approximation ratio between the best known algorithm and the strongest known lower bound. An important problem in the latter category is the minimum vertex cover problem, where the best known polynomial-time algorithms yield an approximation ratio of , while the strongest proved lower bound is .
Perhaps the most important open question in the field of the hardness of approximation is the unique games conjecture of Khot. This states that for any , there is a set of labels such that it is -hard to separate the -satisfiable instances of -unique games (the precise definitions follow below) from those that are not even -satisfiable. The strongest result obtained so far in this direction shows that there is a for which it is -hard to separate the -satisfiable instances from the -unsatisfiable ones. This result is a consequence of the -to- theorem due to Khot, Minzer and Safra [20, 11, 21].
The hardness of approximation has also been studied in recent years in the context of logical definability. In particular, Atserias and Dawar [6] showed that many of the -hardness results can be recast as unconditional undefinability results in fixed-point logic with counting (). For example, there is an formula which yields an approximation of the value of a MAX 3SAT instance and there is provably no formula that yields an approximation for any . Recall that is a logic whose expressive power is contained within the complexity class and which has been characterized as a natural symmetric fragment of that class [1]. Tucker-Foltz [26] established the first definability gap in of unique games, by showing that no formula can distinguish the -satisfiable instances from those that are not -satisfiable and also showed that no constant factor approximation is definable.
In the present paper, we consider the definability of -to- games. The hardness of approximating the optimum value of such games was established through a series of results by Khot, Minzer and Safra [20, 25, 11]. At the core of their proof is a reduction from the problem MAX 3XOR of maximizing the number of satisfied clauses in a 3XOR instance. We show that the reductions used can be formulated, with some modification, as first-order definable reductions. As a consequence, we obtain the result that the completely satisfiable instances of -to- games cannot be separated by an formula from those that are no more than -satisfiable. This separation is stronger (in terms of approximation ratios) than the known -hardness result due to the fact that the undefinability of approximating MAX 3XOR was proved with perfect completeness in [6]. A corollary of our result is the undefinability of a separation for (a weighted version of) unique games. This improves, again in terms of the approximation ratios, the gap obtained by Tucker-Foltz, though it should be noted that the latter gap is for unweighted games.
A more striking consequence of our result is that no sentence can separate the class of -colourable graphs from those that are not even -colourable for any constant . The -hardness of such a separation has only been proved for at most , though it is conjectured for larger values. Indeed, this is a central open problem in the rapidly growing study of promise constraint satisfaction problems (PCSP, see [7]).
The result on graph colouring should be compared with a recent result of Atserias and Dalmau [5] which shows that the promise graph colouring problem cannot be solved by a local consistency algorithm. In particular, this implies that for any constant the -colourable graphs cannot be separated from those that are not -colourable by a class (whose complement is) definable in Datalog. Since Datalog programs can be translated into sentences of , our Theorem 5.3 can be seen as strengthening their result. It is worth examining this relationship more closely. It is known, from results of [4] and [8], that every class of bounded counting width (and therefore, in particular, any definable class) that is the complement of a fixed-template constraint satisfaction problem (CSP) is already definable in Datalog. Hence, we can conclude from the result of Atserias and Dalmau that no definable CSP separates the -colourable graphs from the non--colourable ones. However, since it is conceivable that a separating class for these two CSPs is definable but not itself a CSP, our result is still a strengthening. But we can say still more. It can be deduced from the proof in [5] that the -colourable graphs and the non--colourable ones are not separable by any class definable in an existential positive infinitary logic (). Moreover, it is a consequence of a very recent proof due to Rossman (published in the present volume [24]) that every class of bounded counting width that is preserved under homomorphisms is definable in . Thus, we can conclude from these results that no homomorphism-closed class of bounded counting width separates the -colourable graphs from the non--colourbale ones. Since Theorem 5.3 easily applies to all classes of bounded counting width and not just the -definable ones; and it is conceivable that a separating class is not necessarily closed under homomorphisms, our result subsumes even this strengthened version of that of Atserias and Dalmau.
In Section 2 we introduce the problems, notation and provide background definitions. An outline of the steps involved in the reduction of Khot, Minzer and Safra is given in Section 3. The proof that the reductions involved are definable as first-order interpretations is given in Section 4 and certain consequences derived in Section 5.
2 Preliminaries
2.1 Hardness of Approximation in Optimization
We are interested in -hard optimization problems. A standard example is the problem MAX 3SAT, where the aim is to find, given a formula in 3CNF, an assignment of values to its variables that maximizes the number of clauses satisfied. Formally, consider a function problem , which associates with every possible input instance a value . In our example, MAX 3SAT maps a formula to the maximum number of clauses of that can be simultaneously satisfied. While, in practice, we might be interested in finding an assignment that achieves this maximum, for the purpose of proving hardness, it suffices to show that it is hard to compute the number . When finding is hard, we may wish to approximate it, and we say that an algorithm computes a -approximation (for a real number ) of if it produces a number with the guarantee that .
For the sake of uniformity, we consider function problems that take values in . Thus, MAX 3SAT assigns to a 3CNF formula the maximum fraction of the clauses of that can be simultaneously satisfied. For MAX 3SAT, it is known that, unless , there is no polynomial-time algorithm that gives a -approximation for any . Such hardness of approximation results are usually proved by means of a hardness of separation, which allows us to frame this in terms of the hardness of decision problems.
Formally, let and be two sets (i.e. decision problems) with . We say that and are -hard to separate, if every set with is -hard, where denotes the complement of . For a function problem , and a constant , denote by - the set . Then, for constants and with , we say that the gap problem is -hard if it is -hard to separate the sets - and . This implies, in particular, that unless , there is no polynomial-time algorithm giving a -approximation of . The value in is called the completeness parameter and the soundness parameter.
The first hardness of approximation results come from the PCP theorem [2, 15, 3]: one of its direct consequences is the -hardness of for some constant strictly less than . Håstad [17] obtained an optimum inapproximability result for MAX 3SAT. Namely, he showed that is -hard for arbitrarily small . This is optimal since there is an easy -approximation algorithm. Similarly, he also showed that is -hard for arbitrarily small . Again, this is optimal. Here, 3XOR is the problem where we are given a Boolean formula as a conjunction of clauses, each of which is the XOR of three literals and we aim to maximize the number of satisfied clauses. Note that the completeness parameter must be strictly less than , since the problem of determining whether such a formula is satisfiable or not is polynomial-time decidable. Thus -3XOR can be separated in polynomial time from for any .
Reductions
A common way of deriving further hardness of approximation results is via gap-reductions: given function problems and , a polynomial-time computable function taking instances of to instances of is a reduction from to if for all instances of
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Completeness: if , then .
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Soundness: if , then .
It is easily seen that, if such a reduction exists and is -hard, then so is .
2.2 Label Cover Games
Versions of label cover problems are ubiquitous in the study of hardness of approximation (see [13]). A particularly important case are the unique games of Khot [18], defined below. To arrive at the definition, we first introduce some terminology. For positive integers and , a relation is said to be -to- if it relates each element of to exactly elements of and each element of to exactly elements of .
Definition 2.1 (-to- games).
A -to- game is a tuple , where is a multi-graph111That is to say, there may be multiple edges between the same pair of vertices. In the sequel we refer simply to graphs to mean multi-graphs., is a finite alphabet and assigns to each edge a -to- binary relation.
A colouring satisfies an edge if .
The value of the game is the maximum over all colourings of the proportion of edges in that are satisfied.
In this paper, we are particularly interested in -to- games and -to- games, the latter also being known as Unique Games. We write for the function problem of determining the value of an instance of unique games with an alphabet of size . We can then state Khot’s unique games conjecture.
Conjecture 2.2 (Unique Games Conjecture (UGC) [18]).
For any , there exists a positive integer so that is NP-Hard.
The significance of the conjecture is that it has been shown that many optimal hardness of approximation results follow from it, including and [19, 23, 18].
The best known hardness result for unique games, towards proving Conjecture 2.2 is that is -Hard for arbitrarily small and . This is obtained as a consequence of the hardness of -to- games established by Khot, Minzer and Safra, which we return to in Section 3.
Theorem 2.3 (Khot-Minzer-Safra).
For any , there exists a positive integer so that is NP-Hard.
It is conjectured that Theorem 2.3 can be strengthened to make the completeness parameter , but this remains unproved.
In this paper, we are particularly concerned with weighted -to- and -to- games, attaching a weight to each constraint.
Definition 2.4 (Weighted -to- games).
A weighted -to- game is a tuple , where is a -to- game and is a function assigning a positive real weight to each constraint.
Let be the total weight. The value of the game is the maximum over all colourings of the fraction , where denotes the set of edges for which .
We write to denote the class of weighted -to- games with labels and to denote the function taking such a game to its value. Similarly, we write and for the functions giving the values of unique games and weighted unique games with labels respectively.
2.3 Undefinability of Approximation
We assume the reader is familiar with first-order logic and the basics of finite model theory. A good introduction is to be found in [14]. Our structures are finite structures in a finite relational vocabulary. Our main inexpressibility results are stated for fixed-point logic with counting (). We do not need a formal definition here but note that every property definable in is decidable in polynomial-time and indeed can be understood as a complexity class defined by symmetric polynomial-time computation. For full definitions, refer to [10] and references therein.
The two properties of that we do need are that (1) every class of structures definable in has bounded counting width; and (2) that the class of properties definable in is closed under first-order interpretations. We elaborate on these below.
For a function problem , and real numbers and with , we say that is undefinable in if there is no definable class of structures that separates the sets - and . Atserias and Dawar [6] initiated a study of the undefinability of approximations, showing that many of the -hardness results for gap problems can be reproduced as unconditional undefinability results in . In particular is not definable. More significantly, they established the following
Theorem 2.5 (Atserias-Dawar [6]).
is not definable.
Note the completeness parameter of in the statement, which contrasts with in the case of Theorem 2.3. Perfect completeness cannot be established in the case of -hardness because satisfiability of XOR formulas is decidable in polynomial-time. However, it is not definable in and this allows the stronger result in the context of undefinability. This is crucial to the application we make of Theorem 2.5 in Section 5.3
Following up on this work, Tucker-Foltz [26] studied the undefinability of gaps in unique games. In particular, he established the inapproximability of unique games in by any constant factor and the -undefinability of for a suitable value of .
Counting Width
For relational structures and in the same vocabulary, and a positive integer , denotes that the two structures cannot be distinguished by any sentence of first-order logic with counting using no more than distinct variables. For a class of structures, the counting width of is the function such that for any , is the least such that , restricted to structures with at most elements is a union of -equivalence classes. Any class that is definable by a sentence of has counting width bounded by a constant. Almost all results showing that a class is not definable in proceed by showing that it, in fact, does not have bounded counting width.
Interpretations
A first-order interpretation of a relational vocabulary in a vocabulary is a sequence of -formulas in first-order logic, which can be seen as mapping -structures to -structures. There are many variations of the precise definition in the literature. We use the version defined in [6] and refer the reader to that for the formal definition. Given a function problem whose instances are -structures and a function problem whose instances are -structures, an interpretation of in is a to reduction if implies and , then . Definability in and the property of having bounded counting width are both closed under first-order reductions. That is to say, if is -definable and there is a first-order reduction of to , then is -definable as well.
3 The Reduction
The proof of Theorem 2.3 was completed in 2018 and remains to this day the most significant advance towards establishing the Unique Games Conjecture since the latter was formulated by Khot in [18]. The proof proceeds by a reduction from and was presented in a series of papers [20, 25, 11]. The main difficulty lies in proving the combinatorial conditions that the soundness analysis relies on. The full reduction and proof of correctness can be found in [22, Chapter 3].
Our aim in the present paper is to show that the reduction constructed has two crucial properties. First, it preserves perfect completeness and thus can be seen as a reduction from . Secondly, with small modifications which do not affect the soundness or completeness analysis, it can be described as a first-order interpretation. Together these establish the main theorem.
Theorem 3.1.
For every , there exists for which is not definable.
In proving this, we do not need to reprise the difficult soundness analysis carried out by Khot et al. Rather we study the actual construction involved in the reduction. For this purpose, we describe the reduction in some detail in this section, and take up the two issues of perfect completeness and first-order definability in the next.
3.1 Regular 3XOR
An instance of 3XOR can be seen as a system of linear equations over the field with exactly three variables appearing in each equation. We say that such an instance is -regular if every variable appears in exactly equations and no two equations share more than one variable. It is known that the -hardness of holds even when restricted to -regular instances for some fixed value of (indeed, taking suffices, see [22, Theorem 3.3.1]). In Section 4.3 we show that this is also true of the undefinability in of From now on, we restrict attention to -regular instances for a suitable fixed value of , and we call the resulting function problem .
3.2 Reducing to Transitive Games
In the first step of the reduction, we reduce regular 3XOR instances to label cover games with a mixture of -to- and -to- constraints, with an additional transitivity requirement. We formally define these below.
Definition 3.2 (Transitive 2-to-2 games).
A transitive 2-to-2 game is a tuple where is a graph, is a finite alphabet and assigns to each edge either a -to- or a -to- relation and whenever is -to-, then for any edge , is the composition of and .
Note that the condition on composition only applies when is -to-, but may be -to- or -to-, and this determines whether is -to- or -to-.
Now, fix an instance of GapRegular3XOR, with being the set of variables that appear in and the set of equations. Thus, each equation is of the form for some . We refer to and as the variables occurring in and as the right-hand side of .
Fix a positive integer and let be the set of -tuples of equations, satisfying the following properties:
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no variable occurs in more than one equation of ; and
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if variables and appear in distinct equations of , there is no equation in (even outside ) in which both and occur.
For , let denote the set of variables occuring in equations in and for let denote the vector which has s in the three coordinates corresponding to the variables occurring in and s everywhere else. We define the space of side-conditions corresponding to to be . We say that a linear function satisfies the equations in if for all , where is the right-hand side of .
Now, fix a parameter with , and we define to be the collection of -dimensional subspaces of which are linearly independent of . That is
The trivial intersection ensures that for any subspace , any linear function can be uniquely extended to one on 222Here the sum is to be understood as vector space sum, i.e. is the space spanned by the union of and . so that for all . Therefore, the number of linear functions on satisfying the equations in is exactly .
We can now define the reduction that takes the instance to a -to- transitive game . The reduction depends on the choice of parameters and . We omit the details on how to select the right parameters.
Vertices.
The vertices of are pairs , where and .
Alphabet.
The alphabet is a set of labels of size . As noted above, for each vertex , there are exactly linear functions on satisfying the equations in . We fix, for each , a bijection between the alphabet and this set of linear functions. Henceforth, we simply treat the functions themselves as labels.
Constraints.
Given a pair of vertices and , the constraint is a -to- relation if
and a -to- relation if
To define the relation, note that any function has a unique extension to (by the conditions in the definition of ). Then, we relate to if, and only if, and agree on the shared space .
It is the case for any pair, that [20, Lemma 4.3]. Let us call this dimension . By [20, Lemma 4.4], any linear function satisfying the equations of has a unique extension to that also satisfies the equations of . Then, it is easily seen that if , then has exactly one label of that it is consistent with, and if , there are exactly two such functions, thanks to the “free dimension”. Hence, the constraints are -to- or -to- as required. The transitivity property of these constraints is established in [20, Appendix A].
3.3 The final (weighted) 2-to-2 game
The final step of the reduction is to transform the transitive game constructed in Section 3.2 into a weighted -to- game, getting rid of the -to- constraints. This weighted game is defined as follows.
Recall the transitive -to- game constructed in Section 3.2. The transitivity condition guarantees that the vertices of can be partitioned into cliques so that edges in each clique are associated with -to- constraints. Moreover, these constraints are consistent in the sense that any colouring of a vertex in a clique can be extended in a unique way to a colouring of all vertices in so that all edge constraints in are satisfied. Also, by the transitivity condition, for distinct cliques and , either all pairs are connected by -to- constraints or none are. Furthermore, these -to- constraints are consistent in the sense that given a clique-consistent colouring for and , either all or none of these -to- constraints are satisfied.
The final (weighted) 2-to-2 instance we construct from has as vertices the vertices of and as edges all edges of where and are in distinct cliques. For each such edge, with and , we associate the constraint which is as in . The weight is the probability assigned to by the following sampling process:
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Choose , uniformly at random.
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Choose a random pair so that and are connected by a -to- edge. Let be the clique containing and be the clique containing
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Choose uniformly at random a pair of vertices .
3.4 Irregular soundness case
For the result in Section 5.3, we need the -undefinability of a different gap problem based on -to- games. Specifically, we define the value of a game to be, not the fraction of constraints that can be satisfied, but the fraction of the vertices formed by the largest set so that all constraints between nodes in are satisfied. Moreover, we relax the notion of colouring to allow vertices to be coloured by multiple colours.
Definition 3.3.
For a -to- game , a colouring satisfies a set if .
That is to say, a -colouring, i.e., one that assigns a set of colours to each vertex satisfies a set if each constraint between vertices in is satisfied by some choice among the colours assigned to the vertices.
Definition 3.4 (Irregular Values).
For constants and define the function to take a -to- game to the fraction where is the largest subset of that is satisfied by some -colouring .
We can now state the theorem below, which is a consequence of Theorem 3.1.
Theorem 3.5 (Definable 2-to-2 Games Theorem with irregular soundness).
For every with and , there exists so that is not definable.
It is not hard to see that this is a consequence of Theorem 3.1, and the corresponding claim for -hardness appears in e.g. [20]. For completeness, we give a short proof.
Lemma 3.6.
For a weighted -to- game with
, if , then .
Proof.
Let be a -colouring of that satisfies a set with . By [22, Remark 3.4.9], there is a (weighted) fraction of the edges which are satisfied by , in the sense that for each such edge there are colours and in and respectively such that . We now construct a standard colouring by a random process. That is, for each vertex , independently choose a colour from uniformly at random. For an edge , let be the indicator variable indicating whether and let be the overall value of the colouring . If , the probability that satisfies the constraint is at least , as by definition, among the pairs in , at least one satisfies the constraint. Then
Thus, there is a colouring that satisfies at least (weighted) fraction of the constraints.
From Lemma 3.6, we can conclude Theorem 3.5. For any fixed and , the proof of Theorem 3.1 gives us a and an reduction that takes satisfiable 3XOR instances to satisfiable 2-to-2 games and instances that are at most -satisfiable to 2-to-2 games with value at most . Then, by Lemma 3.6, this same reduction also maps at most -satisfiable 3XOR instances to 2-to-2 games for which .
3.5 games
The definition of -to- games, Definition 2.4 only requires each constraint to be a -to- relation, meaning that each element on the left is related to exactly two elements on the right and vice versa. However, the reductions yield games of a more restricted kind and this will be useful in Section 5.3. Say that a binary relation is if it is the disjoint union of bipartite graphs . That is to say and can be each partitioned into sets and so that each and has exactly two elements and .
We claim that the reductions in the proof of Thereom 3.1 yield games in which all constraint relations are . Specifically, given linear functions so that their unique extension to the domain only differ in their “free dimension”, i.e. they agree in values on , and are related to the same two linear functions on (uniquely extensible to ) in . Thus, the constraint relations constructed are .
4 Definability
The aim in this section is to show that the reduction outlined in Section 3 can, with minor modifications, be implemented as a first-order interpretation, preserving perfect completeness. Thus, it gives a first-order definable reduction from to for a suitable choice of parameters. This establishes Theorem 3.1.
4.1 Perfect completeness
To show that the reduction from Section 3 preserves perfect completeness, it suffices to verify that instances of 3XOR that are satisfiable (i.e. have value ) are mapped by the reduction to instances of which also have value .
Assume is an 3XOR instance on a set of variables that is satisfiable, and let be an assignment of values to the variables that satisfies it. Let denote the weighted -to- game that maps to under the reduction. Then, for each vertex of the restriction of to is a valid label since all equations are satisfied, and it is easily seen that this labelling satisfies all constraints.
4.2 Vocabularies
An instance of 3XOR is defined as a structure over the vocabulary with two ternary relations. We think of the universe of a -structure as a set of variables. For , a triple is understood as representing the equation , where addition is modulo .
For each positive integer , we define a vocabulary such that structures in this vocabulary represent instances of transitive -to- games over a label alphabet of size . Let denote the collection of permutations of . Note that there is a natural bijective correspondence between and the -to- relations on . Now, let denote the set of pairs of permutations such that for all , . Then, it is easily seen that each -to- relation on can be seen as the union of such a pair of permutations. Our vocabulary contains a binary relation for each element of and one for each element of :
We write for the collection of relation symbols and for the collection of relation symbols . Note that the vocabulary itself does not enforce the transitivity property, only a subset of the structures with this vocabulary are transitive 2-to-2 games.
For weighted -to- games, we construct a vocabulary that allows us to code instances with positive integer weights. This is more limiting than allowing rational weights, but as we show below in Section 4.6, it suffices for our purpose. Specifically,
where is unary, and the relations are all ternary. A -structure is to be understood as an instance of with integer weights. The universe of is the disjoint union of the set of vertices of , and the set of constraints, with the unary relation picking out this set. For each , the relation contains those triples where is a pair with being the -to- relation associated with the pair . The integer weight is given by the number of elements for which is in the relation. We assume our structures satisfy the (first-order) axiom that ensures that there is at most one relation in which triples appear, for each choice of and .
4.3 Undefinability of Regular 3XOR
The reduction in Section 3 starts from regular games. In contrast, the undefinability result in Theorem 2.5 is stated for general 3XOR. Thus, we begin by arguing that the pfoof of Theorem 2.5 can actually be used to show the undefinability of for some strictly smaller than .
We first note that the is undefinable even for “half-regular” 3XOR instances. That is, 3XOR instances where each variable appears in the same number of equations. To see this, note that Lemma 5 in [6] uses a bipartite unique-neighbour expander graph with nodes on the left and nodes on the right. Thus the graph is -left-regular and is an ( expander. Such graph exists for every by [27, Chapter 4]. By a variation shown for Theorem 4.4 in [27], we laim the existence of such a graph with the extra condition that the graph is right-regular. Using this extra assumption on the graph in Lemma 5 in [6] the proof establishes that is undefinable even for “half-regular” 3XOR instances.
A half-regular instance can be converted into a regular one by ensuring that any two equations share at most one variable.
First, by the unique-neighbour expander property of the graph in Lemma 5 in [6], we can assume that the half-regular 3XOR instance has no repeated equations or repeated variables within an equation. This half-regular instance can be converted into a regular one (call it ) by replacing every equation with three equations (as done in [22]): , where , and are new variables only used for these equations.
As shown in [22], if is fully satisfiable then so is and if is no more than -satisfiable, then is at most -satisfiable for some (for example, taking suffices).
The reduction can be easily defined by a first-order interpretation.
4.4 Shuffling variables
One issue that arises with the games constructed in the reduction from Section 3 is that we have a fixed alphabet of size and we associate with each vertex an arbitrary bijection between this and the distinct linear functions on the space that satisfy the equations in . The consistency across different vertices is then enforced by the constraint relations. In order to turn this into a first-order reduction, we want to choose these bijections in a symmetry-preserving fashion.
Let be our starting instance of 3XOR and the transitive -to- game obtained from the first step of the reduction of Section 3, and let be the set of variables of . Let be a permutation of . This permutation has a natural action on other objects constructed from . In particular, for an equation of the form , we write for the equation . When is a tuple of such equations, we write for the tuple obtained by applying componentwise to each element of the tuple. Similarly, for other objects obtained by set and tuple constructions from , we apply the permutation to denote the natural induced action without defining it formally.
Furthermore, we also use to denote the invertible linear map on obtained by applying to the basis , and extending linearly to all of . Thus, in particular, for a subspace , denotes the image of this space under this map.
The following is now straightforward.
Lemma 4.1 (Shuffling Variables 1).
For any permutation , if and are both in , and , then .
Proof.
Since maps the basis of formed by the left-hand sides of the equations in to the corresponding basis of , we have . By invertibility of , a space is then linearly independent of if, and only if, is linearly independent of .
Now, we want to choose the bijections between our set of labels and the linear functions associated with a vertex in such a way that whenever and are both vertices in , then they commute with . For this, fix a canonical space of dimension . For each , we write for the set of variables that appear in . Since is a sequence of equations with pairwise disjoint sets of variables, we can fix a bijection between and which induces an isomorphism . These isomorphisms are easily seen to be -invariant (for all ), that is,
Under this map, there is a fixed subspace of dimension such that for all . Similarly, there is a fixed collection of -dimensional spaces such that . Thus, we can identify the vertices of uniquely with pairs where and . This is to be understood as the representation of the vertex .
Similarly, for linear functions over , we can define
Then, a linear function on satisfies the equations in if, and only if, satisfies the equations in . Hence, we can interpret in a canonical way the label of a node as a linear function with domain satisfying the equations in .
We now show that this can be consistently applied to the constraints of the game.
Lemma 4.2 (Shuffling Variables 2).
Suppose and are both in . Then
Proof.
By Lemma 4.1, . Also
The equalities hold because the mapping is an automorphism of . The analogous dimensionality property holds with the mapping of subspaces and . Therefore, the dimensionality constraint for drawing edges is invariant under the action of . This proves the first bullet point.
Then if , it means and are consistent on the intersection of their domains. Then and are consistent too, meaning . Hence . Applying the same argument to yields the other direction.
4.5 The reduction to the transitive game
We now describe how the reduction from Section 3.2 can be given as a first-order interpretation. Fix positive integers and , which are the parameters to the reduction. Given a (regular) 3XOR instance , our interpretation maps it to the following (transitive) -to- game (with alphabet size ) .
Universe.
The universe of consists of tuples of elements of of length . These tuples can be seen as broken up into three parts.
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The first elements () are the variables in some . To define this, we need to say that they are, in order, the collection of variables of a -tuple of equations, that no variable appears more than once, and that when two variables appear in distinct equations, they do not occur together in some other equation in .
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The next elements define the right-hand sides of the equations in . To encode these as binary values, we use to encode the value and to encode the value . Since and are distinct, this works and can be specified by a first-order formula.
-
The next elements also encode bits, using the values of and as and . Think of these as specifying a subset of . We can write a first-order formula that says that this subset is a subspace of dimension (since and are fixed, the formula is simply a big disjunction over all subspaces). Finally, we can also write a first-order formula that checks that is in .
For completeness, here is the first-order sentence checking all these conditions.
Where describes the set of permutations of .
We can thus, as required, identify the elements of with pairs which are the vertices of .
Relations.
Given two vertices and of , the type of constraint between them (-to-, -to- or no constraint at all) only depends on and , where , are the vectors of the right-hand sides of the equations and
If two pairs of vertices agree on all five of these values, there is a permutation of the variables that will take one to the other and then by Lemma 4.2, they must have the same constraint between them.
Note that each of these five parameters can take only a constant number of different values, so for each constraint , there is a (constant) finite set containing such -tuples so that and are connected by a constraint if, and only if, . The formula defining the relation in simply states that the -tuple corresponding to a pair of vertices is in . This translates to a disjunction of a finite number of cases and is clearly -definable. This concludes the reduction to the transitive game.
4.6 Weight approximation
We now show how to get a weighted -to- game, that is an approximation of the instance constructed in Section 3.3. The vertices of the game are exactly those in the structure above. The main task is to define the weights, by defining a suitable set of constraints. Recall that the vertices of are partitioned into cliques based on the -to- constraints. Suppose and are two vertices connected by a -to- constraint. Then, the weight of the constraint is
Each of the three factors (apart from the indicator variable) describes the probability of a certain choice in the steps of the random process which define the weights.
Of course, is constant for all pairs . Similarly, is constant by the symmetry argument presented in Section 4.4. Thus, removing them from the expression does not change the relative weights of the constraints. Also, the clique size only depends on , so the weight expression (without the normalising factors) simplifies to
(1) |
These weights are rational, so we cannot express them directly in structures over , which is our vocabulary for describing integer-weighted games. One potential way to handle rational weights would be to multiply all weights with a common denominator. This is not a viable option since the number of different-sized cliques grows with the size of the input, making the common denominator too large. However, we have a workaround: instead of these weights, we give an approximation that does not change the soundness parameter significantly but makes the common denominator of the weights small enough (polynomial as a function of the input size) to be definable.
Lemma 4.3.
Given a weighted 2-to-2 game , whose value is at most , any game where has value at most .
Proof (sketch).
The sum of weights drops at most by a factor , and the sum of the weights of the satisfied constraints increases by at most a factor of .
So, the idea is to approximate clique sizes so that the number of possible denominators is constant and their product grows only polynomially with the input size, while bounding the change with a suitable multiplicative factor .
Fix a vertex in a clique . Recall that if, and only if, there is a one-to-one constraint between and in . First, let us split the equations in into two groups: “useful” and “useless” ones. An equation in is useful (for ) if it shares at least one variable with and useless otherwise. Note that the number of useful equations of only depends on , not on .
Next, we define an equivalence relation on the vertices of the game as follows: iff
-
.
-
and have the same useful equations (for ), and these equations are in the same positions within the -tuple.
-
The right-hand sides of the equations in and are the same.
It is easily seen that this is, indeed, an equivalence relation.
Note that the clique is invariant under the equivalence relation : each equivalence class is either contained in or disjoint with it, by Lemma 4.2 (choosing to be a permutation that fixes the variables of and any useful equations).
Now, for any with , we can establish an upper bound on the number of equivalence classes with useful equations. Recall that any node can be uniquely represented by and the subspace :
-
The number of possible subspaces is at most , as that is an upper bound for (in fact, it is much smaller, but for our purposes, this upper bound suffices).
-
The number of ways to choose the positions of the useful equations is .
-
The number of choices for the right-hand sides of the equations is .
-
Since the 3XOR instance is regular (each variable appears in at most equations), the number of equations sharing a variable with is at most , so the number of ways of choosing the useful equations is bounded by .
These bounds are all constants, so the number of equivalence classes within the clique, with useful equations (call it ) is bounded by a constant for all .
The number of elements in an equivalence class with useful equations is simply the number of ways to set the remaining equations. This can be approximated by . Given useful equations, the probability of a random set of equations having common variables with , the set of useful equations or each other, or making the -tuple invalid by having two variables from different equations which have a common equation in the 3XOR instance, converges to zero () as the instance size grows, due to the regularity condition. By adding all the approximate sizes of the equivalence classes within , we can conclude that the approximation
is accurate within an arbitrarily small factor as the input size grows. Using this approximation in the weight expression (1), we see that is a common denominator of all weights. Multiplying all weights by this number, we get the expression
(2) |
As we see next, we can define a reduction in to weighted -to- games using these approximate weights.
4.7 Defining the weighted game
Finally, we are ready to show that the construction of a weighted -to- game with approximate weights as above can be given by an interpretation.
Universe.
We need to define the set of vertices, and the set of constraints. The elements of the universe are tuples of elements of (the set of variables of the 3XOR instance ) of length , where is a parameter we define below.
A vertex is coded by the first elements of this tuple, as before, followed by a sequence of s. Recall that we code bits and by the first and second elements of the tuple. The first of these s is to be interpreted as an indicator that the tuple is a vertex (it will be for a constraint), and the rest are padding to make the length of the tuples match.
A constraint is coded by a tuple where the first elements represent a vertex , this is followed by a (i.e. a repeat of the second element of the tuple) and then the next represent a second vertex . The rest of the tuple codes a unique identifier of the constraint, . We construct the interpretation so that for all fixed , there are different identifiers where is the approximate weight described above. We show that for this weight function, there is a formula which defines a set of exactly tuples extending the description of and .
Lemma 4.4.
There exists and a first-order formula which defines a set of tuples coding pairs together with a -element unique identifier and such that for each fixed , contains exactly many tuples extending .
The proof of this lemma, constructing the formula is in Section 4.8 below.
Thus, we can define the formulas defining the set of vertices and constraints. For simplicity, we use to describe the sub-tuple of variables in their corresponding parts of the -tuple, where .
To check if it is a valid constraint, we need
Constraints.
For each , we can construct the formula that defines the set of triples where and , such that there is a constraint of type between and and is a valid id of a constraint between them.
This completes the proof of Theorem 3.1.
4.8 Defining W
To prove Lemma 4.4 we define a first-order formula in the vocabulary , where , and are tuples of free variables. The formula is such that if and are interepreted by the elements coding the nodes and respectively, then there are exactly assignments of values to the tuple that make true. Here is the expression given in Equation 2.
To define , we construct formulas defining various elements of Equation 2. More precisely, for various numerical expressions , which depend on the values assigned to and , we construct formulas we denote , where is the length of the tuple of variables . These formulas have the property that when and are interepreted by the elements coding the nodes and the number of -tuples that can be assigned to to make true is exactly . As before, we use and to denote the first and second elements of the tuple. Also, for a first-order formula , let denote the indicator variable that is true (under an assignment of values to and ).
- :
-
- :
-
- :
-
Given and , we can define
- :
-
Given and , (assuming without loss of generality that , we can define
- :
-
It suffices to take a formula defining the disjoint union of the relations and .
- :
Defining the size of the equivalence classes.
Another element of Equation 2 are conditions of the form for various values of . We now construct a formula with free variables that expresses the condition when is interpreted by the tuple coding . In the following, lower case letters , possibly with subscript indices always denote tuples of variables of length and respectively. Recall that two elements in the clique are in the equivalence relation if, and only if, their values are the same and share the same useful equations with the same positions.
We begin with defining a couple of auxiliary formulas. For any , the formula says of a tuple that the th equation it represents is useful and the formula asserts that the two tuples and differ in the th equation:
With these, we can define as a formula whiuch asserts the existence of nodes
which are are in the same clique as the node coded by
all have useful equations
and such that no two nodes are equivalent when is interpreted as
Then, as usual, . To give an expression for for some , we can rewrite it as and construct the expression using the composition rules (constants can be constructed via repeated addition of ones, addition, multiplication and indicator variables are defined above)
Putting it all together.
For each term in Equation 2, we have described how to define a corresponding formula. Case splits can be handled via indicator variables and constants by repeatedly adding s. By a repeated application of the addition and multiplication rules, can be constructed.
5 Consequences
5.1 Unique Games
An immediate corollary of the definable 2-to-2 games theorem is the inapproximability of unique games by any constant factors:
Given a (weighted) 2-to-2 game , we can map it to a Unique Game by splitting every constraint into two: given a constraint of type , we can replace them with two 1-to-1 constraints of type and . A colouring of the nodes then satisfies the constraint in if, and only if, exactly one of thee two constraints is satisfied in . Note that a colouring can only satisfy at most one of the two constraints. This gives a reduction from to for any .
This reduction is clearly FO-definable: the universe remains the same; then, for a 1-to-1 constraint , we can determine if represents a constraint of this type with the sentence .
Theorem 5.1.
For every , there exists so that is undefinable.
This undefinability gap is stronger, at least in terms of the completeness and soundness parameters, than the gaps proved by Tucker-Foltz [26], the only previously known undefinability gaps for Unique Games. However, our construction uses weighted instances, so we can only conclude the undefinability gap over the domain of weighted unique games. Since the gaps in [26] are proved for unweighted games, they are incomparable to Theorem 5.1.
5.2 Vertex Cover
Another consequence of Theorem 2.3 is the -Hardness of approximating the Vertex Cover problem by a factor better than . The Unique Games Conjecture implies that nothing better than a factor approximation is possible. This is tight, since polynomial-time algorithms achieving a -approximation are known. Before the results of Khot et al. establishing Theorem 2.3 the best known inapproximability result, conditional only on , was . Atserias and Dawar [6] showed a corresponding unconditional undefinabiity result. We improve on this with the following.
Theorem 5.2 (FPC-IS).
For every , is not definable in FPC.
Here IS is the function problem giving the size of a maximal independent set in a graph as a proportion of the total number of vertices. This is equivalent to the undefinability of , implying the -inapproximability of vertex cover by a factor smaller than . The theorem follows from the reduction presented in [22, Chapter 5] which can be defined in First-Order Logic using standard methods.
5.3 Graph Colouring
Perhaps the most striking consequence of our result is the following.
Theorem 5.3.
For every , the class of -colourable graphs are not separable from those that are not -colourable.
Theorem 5.3 should be contrasted with what is known about the -hardness of promise graph colouring. It is known that it is -hard to separate the -colourable graphs from those that are not -colourable [7]. It is conjectured that it is -hard to separate the -colourable graphs from those that are not -colourable for all , but this is open even for . Thus, Theorem 5.3 provides the first significant example of an hardness of approximation result that is open in the classical setting of -hardness.
6 Conclusion
We have shown that the reductions involved in the proof of the celebrated proof by Khot, Minzer and Safra of the -to- games theorem can all be implemented as interpretations in first-order logic. This means that the -hardness they establish of separating nearly satisfiable instances from highly unsatisfiable ones can be turned into an unconditional inseparability result in . Moreover, the result is achieved with perfect completeness: it is impossible to separate with an sentence the fully satisfiable -to- games from those that are highly unsatisfiable.
From this result we are able to derive a number of consequences, the most striking of which is that it is impossible to separate with an sentence the graphs that are -colourable from those that are not -colourable for any constant . The -hardness of such a separation is only conjectured for values larger than . We also obtain strong undefinability results for approximation of unique games. In terms of approximation ratios these are an improvement over those of Tucker-Foltz [26]. However, the latter results were obtained for unwieghted games while ours are for weighted games.
This work suggests a number of further directions to pursue. One is an investigation of the definability of promise constraint satisfaction problems (PCSP). The -colouring of -colourble graphs is one such example, but PCSP are a very active current area of investigation. Our results could also be tightened by showing them for unweighted instances rather than with weights. Indeed, we believe that Theorem 5.1 could be improved to apply to unweighted games as well, making it a direct improvement of the results of [26]. For this improvement, it would be sufficient to prove the FPC analogue for the result of Crescenzi et al. [9] showing a gap reduction from weighted CSP instances to unweighted ones. The proof of Khot, Minzer and Safra applies this reduction to establish Theorem 2.3 on unweighted games. This merits further study.
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