This document summarizes a randomized polynomial-time simplex algorithm for linear programming. The algorithm introduces randomness to overcome the exponential worst-case running time of the deterministic simplex method. It works by first running the shadow vertex simplex algorithm on a randomized input. If the optimal is not found, it transforms the coordinates and runs the algorithm again, guaranteeing a polynomial running time with high probability by avoiding "bad" inputs that cause exponential behavior deterministically.
10. Some issues
Problem
max zT x
s.t. A x y
The perturbed
problem is no longer
the original problem
we want to solve!
Solution
Reduce the original
problem to another
problem, where the
perturb wont affect
solution.
Is this set of constraints
bounded?
Aw<=1
11. Intuition of the Algorithm
Since the right hand side wont affect
solution, we want to carefully choose it
so that the Shadow-Vertex Simplex will
run poly-time with high probability.
12. Intuition of the Proof
P is the polytope of Aw<=1
Case 1:
The polytope P is in k-near-isotropic
position
14. Intuition of the Proof
Case 1:
The polytope is in k-near-isotropic position
Case 2:
The polytope is not in k-near-isotropic position
15. K-near-isotropic Case
Upper bound of total shadow length
(Shadow Size).
Lower bound expected length of each
edge.
Number of edges of the shadow is poly
in size w.h.p.
17. Randomization
Each of vector is a independently
exponentially distributed random
variable with expectation
Project onto a random plane
18. None-K-near-isotropic Case
By Running the shadow vertex for a
limited amount of time we can either:
Find the optimal
Or find a way to eliminate bad events
w.h.p.
20. K-near-isotropic Case
Upper bound of the total shadow length.
Lower bound the expected length of
each edge.
Number of edges of the shadow is poly
in size w.h.p.
24. K-near-isotropic Case
Upper bound of the total shadow length.
Lower bound the expected length of
each edge.
Number of edges of the shadow is poly
in size w.h.p.
28. None-K-near-Isotropic Case
Upper bound of the total shadow length
within the given ball.
Lower bound the expected length of
each edge within the given ball.
Number of edges of the shadow is poly
in size w.h.p.
29. Outline of the Algorithm
Run Shadow Vertex Simplex on the
Randomized Input
If Find Optimal then halt
Else transform the coordinates and run
shadow vertex simplex on the
transformed inputs
Algorithm will halt in poly-time w.h.p.
30. Summery and Intuitions
Deterministic algorithms run exponential time
on some bad inputs
By introducing some randomness into the
algorithm fixed the problem.
The Randomized algorithm run poly time on
all inputs with high probability.
Start with something strict, which is easy to
prove the poly-bound, eliminate the bad
events in poly-time.