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Dive into the research topics where Jayson Lynch is active.

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Featured researches published by Jayson Lynch.


conference on innovations in theoretical computer science | 2016

Energy-Efficient Algorithms

Erik D. Demaine; Jayson Lynch; Geronimo J. Mirano; Nirvan Tyagi

We initiate the systematic study of the energy complexity of algorithms (in addition to time and space complexity) based on Landauers Principle in physics, which gives a lower bound on the amount of energy a system must dissipate if it destroys information. We propose energy-aware variations of three standard models of computation: circuit RAM, word RAM, and transdichotomous RAM. On top of these models, we build familiar high-level primitives such as control logic, memory allocation, and garbage collection with zero energy complexity and only constant-factor overheads in space and time complexity, enabling simple expression of energy-efficient algorithms. We analyze several classic algorithms in our models and develop low-energy variations: comparison sort, insertion sort, counting sort, breadth-first search, Bellman-Ford, Floyd-Warshall, matrix all-pairs shortest paths, AVL trees, binary heaps, and dynamic arrays. We explore the time/space/energy trade-off and develop several general techniques for analyzing algorithms and reducing their energy complexity. These results lay a theoretical foundation for a new field of semi-reversible computing and provide a new framework for the investigation of algorithms.


acm symposium on parallel algorithms and architectures | 2016

Cache-Adaptive Analysis

Michael A. Bender; Erik D. Demaine; Roozbeh Ebrahimi; Jeremy T. Fineman; Rob Johnson; Andrea Lincoln; Jayson Lynch; Samuel McCauley

Memory efficiency and locality have substantial impact on the performance of programs, particularly when operating on large data sets. Thus, memory- or I/O-efficient algorithms have received significant attention both in theory and practice. The widespread deployment of multicore machines, however, brings new challenges. Specifically, since the memory (RAM) is shared across multiple processes, the effective memory-size allocated to each process fluctuates over time. This paper presents techniques for designing and analyzing algorithms in a cache-adaptive setting, where the RAM available to the algorithm changes over time. These techniques make analyzing algorithms in the cache-adaptive model almost as easy as in the external memory, or DAM model. Our techniques enable us to analyze a wide variety of algorithms --- Master-Method-style algorithms, Akra-Bazzi-style algorithms, collections of mutually recursive algorithms, and algorithms, such as FFT, that break problems of size N into subproblems of size Theta(Nc). We demonstrate the effectiveness of these techniques by deriving several results: 1. We give a simple recipe for determining whether common divide-and-conquer cache-oblivious algorithms are optimally cache adaptive. 2. We show how to bound an algorithms non-optimality. We give a tight analysis showing that a class of cache-oblivious algorithms is a logarithmic factor worse than optimal. 3. We show the generality of our techniques by analyzing the cache-oblivious FFT algorithm, which is not covered by the above theorems. Nonetheless, the same general techniques can show that it is at most O(loglog N) away from optimal in the cache adaptive setting, and that this bound is tight. These general theorems give concrete results about several algorithms that could not be analyzed using earlier techniques. For example, our results apply to Fast Fourier Transform, matrix multiplication, Jacobi Multipass Filter, and cache-oblivious dynamic-programming algorithms, such as Longest Common Subsequence and Edit Distance. Our results also give algorithm designers clear guidelines for creating optimally cache-adaptive algorithms.


fun with algorithms | 2018

The Computational Complexity of Portal and Other 3D Video Games

Erik D. Demaine; Joshua Lockhart; Jayson Lynch

We classify the computational complexity of the popular video games Portal and Portal 2. We isolate individual mechanics of the game and prove NP-hardness, PSPACE-completeness, or pseudo-polynomiality depending on the specific game mechanics allowed. One of our proofs generalizes to prove NP-hardness of many other video games such as Half-Life 2, Halo, Doom, Elder Scrolls, Fallout, Grand Theft Auto, Left 4 Dead, Mass Effect, Deus Ex, Metal Gear Solid, and Resident Evil. These results build on the established literature on the complexity of video games [Aloupis et al., 2014][Cormode, 2004][Forisek, 2010][Viglietta, 2014].


arXiv: Computational Geometry | 2015

Dissection with the Fewest Pieces is Hard, Even to Approximate

Jeffrey Bosboom; Erik D. Demaine; Martin L. Demaine; Jayson Lynch; Pasin Manurangsi; Mikhail Rudoy; Anak Yodpinyanee

We prove that it is NP-hard to dissect one simple orthogonal polygon into another using a given number of pieces, as is approximating the fewest pieces to within a factor of \(1+1/1080-\varepsilon \).


International Journal of Computational Geometry and Applications | 2013

FOLDING EQUILATERAL PLANE GRAPHS

Zachary Abel; Erik D. Demaine; Martin L. Demaine; Sarah Eisenstat; Jayson Lynch; Tao B. Schardl; Isaac Shapiro-Ellowitz

We consider two types of folding applied to equilateral plane graph linkages. First, under continuous folding motions, we show how to reconfigure any linear equilateral tree (lying on a line) into a canonical configuration. By contrast, it is known that such reconfiguration is not always possible for linear (nonequilateral) trees and for (nonlinear) equilateral trees. Second, under instantaneous folding motions, we show that an equilateral plane graph has a noncrossing linear folded state if and only if it is bipartite. Furthermore, we show that the equilateral constraint is necessary for this result, by proving that it is strongly NP-complete to decide whether a (nonequilateral) plane graph has a linear folded state. Equivalently, we show strong NP-completeness of deciding whether an abstract metric polyhedral complex with one central vertex has a noncrossing flat folded state. By contrast, the analogous problem for a polyhedral manifold with one central vertex (single-vertex origami) is only weakly NP-complete.


reversible computation | 2016

Toward an Energy Efficient Language and Compiler for (Partially) Reversible Algorithms

Nirvan Tyagi; Jayson Lynch; Erik D. Demaine

We introduce a new programming language for expressing reversibility, Energy-Efficient Language (Eel), geared toward algorithm design and implementation. Eel is the first language to take advantage of a partially reversible computation model, where programs can be composed of both reversible and irreversible operations. In this model, irreversible operations cost energy for every bit of information created or destroyed. To handle programs of varying degrees of reversibility, Eel supports a log stack to automatically trade energy costs for space costs, and introduces many powerful control logic operators including protected conditional, general conditional, protected loops, and general loops. In this paper, we present the design and compiler for the three language levels of Eel along with an interpreter to simulate and annotate incurred energy costs of a program.


Journal of Information Processing | 2013

Finding a Hamiltonian Path in a Cube with Specified Turns is Hard

Zachary Abel; Erik D. Demaine; Martin L. Demaine; Sarah Eisenstat; Jayson Lynch; Tao B. Schardl

We prove the NP-completeness of finding a Hamiltonian path in an N ×N ×N cube graph with turns exactly at specified lengths along the path. This result establishes NP-completeness of Snake Cube puzzles: folding a chain of N 3 unit cubes, joined at face centers (usually by a cord passing through all the cubes), into an N × N × N cube. Along the way, we prove a universality result that zig-zag chains (which must turn every unit) can fold into any polycube after 4×4×4 refinement, or into any Hamiltonian polycube after 2 × 2 × 2 refinement.


acm symposium on parallel algorithms and architectures | 2018

Cache-Adaptive Exploration: Experimental Results and Scan-Hiding for Adaptivity

Andrea Lincoln; Quanquan C. Liu; Jayson Lynch; Helen Xu

Systems that require programs to share the cache such as shared-memory systems, multicore architectures, and time-sharing systems are ubiquitous in modern computing. Moreover, practitioners have observed that the cache behavior of an algorithm is often critical to its overall performance. Despite the increasing popularity of systems where programs share a cache, the theoretical behavior of most algorithms is not yet well understood. There is a gap between our knowledge about how algorithms perform in a static cache versus a dynamic cache where the amount of memory available to a given program fluctuates. Cache-adaptive analysis is a method of analyzing how well algorithms use the cache in the face of changing memory size. Bender ηl showed that optimal cache-adaptivity does not follow from cache-optimality in a static cache. Specifically, they proved that some cache-optimal algorithms in a static cache are suboptimal when subject to certain memory profiles (patterns of memory fluctuations). For example, the canonical cache-oblivious divide-and-conquer formulation of Strassens algorithm for matrix multiplication is suboptimal in the cache-adaptive model because it does a linear scan to add submatrices together. In this paper, we introduce scan hiding, the first technique for converting a class of non-cache-adaptive algorithms with linear scans to optimally cache-adaptive variants. We work through a concrete example of scan-hiding on Strassens algorithm, a sub-cubic algorithm for matrix multiplication that involves linear scans at each level of its recursive structure. All of the currently known sub-cubic algorithms for matrix multiplication include linear scans, however, so our technique applies to a large class of algorithms.


international conference on algorithms and complexity | 2017

Push-Pull Block Puzzles are Hard

Erik D. Demaine; Isaac Grosof; Jayson Lynch

This paper proves that push-pull block puzzles in 3D are PSPACE-complete to solve, and push-pull block puzzles in 2D with thin walls are NP-hard to solve, settling an open question [19]. Push-pull block puzzles are a type of recreational motion planning problem, similar to Sokoban, that involve moving a ‘robot’ on a square grid with \(1 \times 1\) obstacles. The obstacles cannot be traversed by the robot, but some can be pushed and pulled by the robot into adjacent squares. Thin walls prevent movement between two adjacent squares. This work follows in a long line of algorithms and complexity work on similar problems [3, 4, 5, 6, 7, 8, 9, 14, 16, 18]. The 2D push-pull block puzzle shows up in the video games Pukoban as well as The Legend of Zelda: A Link to the Past, giving another proof of hardness for the latter [2]. This variant of block-pushing puzzles is of particular interest because of its connections to reversibility, since any action (e.g., push or pull) can be inverted by another valid action (e.g., pull or push).


Journal of Information Processing | 2017

Unfolding and dissection of multiple cubes, tetrahedra, and doubly covered squares

Zachary Abel; Brad Ballinger; Erik D. Demaine; Martin L. Demaine; Jeff Erickson; Adam Hesterberg; Hiro Ito; Irina Kostitsyna; Jayson Lynch; Ryuhei Uehara

In this paper, we introduce the notion of “rep-cube”: a net of a cube that can be divided into multiple polygons, each of which can be folded into a cube. This notion is inspired by the notion of polyomino and rep-tile; both are introduced by Solomon W. Golomb, and well investigated in the recreational mathematics society. We prove that there are infinitely many distinct rep-cubes. We also extend this notion to doubly covered squares and regular tetrahedra.

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Erik D. Demaine

Massachusetts Institute of Technology

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Martin L. Demaine

Massachusetts Institute of Technology

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Zachary Abel

Massachusetts Institute of Technology

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Adam Hesterberg

Massachusetts Institute of Technology

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Sarah Eisenstat

Massachusetts Institute of Technology

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Jeffrey Bosboom

Massachusetts Institute of Technology

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Mikhail Rudoy

Massachusetts Institute of Technology

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Tao B. Schardl

Massachusetts Institute of Technology

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Hiro Ito

University of Electro-Communications

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