Comment by enoether
1 day ago
Unique Games Conjecture [0] is a seminal conjecture in Complexity Theory, and is an underlying assumption for many, many inapproximability results. A valid proof is a big deal!
[0] https://en.wikipedia.org/wiki/Unique_games_conjecture [1] https://github.com/openai/math/blob/main/preprints/The-Uniqu...
I also don't think there was general consensus on which way this would resolve prior to this (or is that a little out dated?) unlike some of the other major problem resolutions. I heard rumors that there would be a big result in TCS and speculation it would be UGC that or P neq PSPACE but I'm still a bit shocked.
I'm really glad that OpenAI is formalizing these things, because I'm not convinced that their current internal frontier models are particularly good at writing down their thoughts in English. From the (probably awesome) Unique Games Conjecture/Theorem paper, the first two sentences of section 1.1 start to define the problem:
> A Unique Games instance has a finite vertex set, a finite alphabet K, and a nonempty list of oriented constraints e = (u_e,v_e,π_e), where π_e is a permutation of K. A labeling a satisfies e when a(v_e) = π_e(a(u_e)).
I'm sorry, what? I admit it's been quite a few years since I've thought about the Unique Games Conjecture, and I never dug that deeply, but this part is very, very elementary graph theory and notation. So let's unpack it.
1. e is maybe a name of a list.
2. The elements of that list are tuples, where each tuple is (a vertex, a vertex, a permutation). So e indexes into the list and u_e is the source vertex for the e-th constraint in the list called e. Thanks.
3. a is a labeling. I'm fairly confident that, by "a labeling", they mean that e is a function from vertices to colors, where the colors are the elements of k.
4. That vertex coloring a satisfies the list e, when, for, um, an index e into e, a(v_e) = π_e(a(u_e)). But this isn't for all e, it's for some e, and the goal is to count them.
So maybe e isn't a list? Maybe e is a constraint that is represented as a tuple, so e = (u_e,v_e,π_e) and u, v, and π aren't sequences at all but are, in fact, the trivial unpacking functions that unpack the pieces of the tuple.
Reading this stuff is pointlessly painful, and it's extremely easy to make mistakes when being sloppy like this.
If this were my paper, or if I were trying to train a model to write math, I'd want something like:
A Unique Games instance has a finite vertex set V, a finite edge set E = (V × V), a finite alphabet K of possible vertex colors, and a nonempty list of oriented constraints. Let Π be the set of permutations of V. Each constraint e is a tuple in E × E × Π, where we write u_e ∈ E for the first element, v_e ∈ E for the second element and π_e ∈ Π for the third.
A vertex coloring a : V → K satisfies e when a(v_e) = π_e(a(u_e)).
[…] a finite edge set E = (V × V) […]
E ⊆ V × V
Oops, that’s what I meant.
In this particular case, though, I think my typoed version may be equivalent. An edge with no constraints has the same effect as no edge at all.
I definitely messed up the constraint definition, though: u_e and v_e refer to vertices, not edges. That’s what I get for writing it with minimal proofreading.
Yeah, that's one of the big things of TCS. I think I see that as bigger than that Millenium Prize problem.
TCS being theoretical computer science? I have not seen that acronym before.
Yes, TCS is theoretical computer science, I commonly use that acronym too.
This was the biggest highlight for me as well. Astounding...