On the Hardness of Red-Blue Pebble Games
P\'al Andr\'as Papp, Roger Wattenhofer

TL;DR
This paper investigates the computational complexity of red-blue pebble games, demonstrating NP-hardness across variants and establishing limitations on approximation algorithms, highlighting the challenges in modeling and optimizing memory hierarchies.
Contribution
The paper introduces new hardness results for various red-blue pebble game models, including a novel variant, and analyzes approximation limits in the oneshot model.
Findings
Red-blue pebbling is NP-hard in all studied variants.
A δ-approximation for δ<2 in the oneshot model implies the falsehood of the unique games conjecture.
Greedy algorithms can perform significantly worse than optimal solutions.
Abstract
Red-blue pebble games model the computation cost of a two-level memory hierarchy. We present various hardness results in different red-blue pebbling variants, with a focus on the oneshot model. We first study the relationship between previously introduced red-blue pebble models (base, oneshot, nodel). We also analyze a new variant (compcost) to obtain a more realistic model of computation. We then prove that red-blue pebbling is NP-hard in all of these model variants. Furthermore, we show that in the oneshot model, a -approximation algorithm for is only possible if the unique games conjecture is false. Finally, we show that greedy algorithms are not good candidates for approximation, since they can return significantly worse solutions than the optimum.
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
