Mark Bedaywi, Scott Emmons, Nika Haghtalab +1cs.GT cs.DS cs.LG
Our results show that the existence of a short high-utility protocol already suffices for efficient communication. In particular, in a game with $n$ possible observations and $m$ actions: (1) For any achievable target utility $α$, we give an algorithm with $\mathrm{poly}(n, m, 1/ε)$ runtime that designs a protocol achieving utility at least $α-ε$ using only $2^{\mathcal O(CC_α(G))}/ε^2$ bits of communication. Here, $CC_α(G)$ is the minimum number of bits used by any protocol, even a computationally inefficient one, to achieve utility $α$. (2) We prove that this exponential dependence on $CC_α(G)$ is tight up to a constant. That is, unless $\mathrm P=\mathrm{NP}$, no polynomial-time algorithm can in general find optimal protocols using fewer than $2^{CC_α(G) -2}$ bits. We note that our results strictly weaken the assumptions required by prior work in the multi-agent information aggregation literature, filling a gap that had remained elusive even for games with constant $CC_α(G)$. In particular, prior guarantees for agreement-based information aggregation rely on structural assumptions such as informational substitutes or weak learnability. We show that these assumptions already imply $CC_α(G) = O(1)$ and are therefore more restrictive conditions than required by our protocol to succeed. On a technical level, our results involve a novel strengthening of the Frieze-Kannan weak regularity lemma and yield the following powerful polynomial-time transformation tool: for every communication game $G$, it constructs a game $\hat G$ that is a coarsening of the agents' observation spaces into constant-size partitions, such that $G$ and $\hat G$ are indistinguishable with respect to every short communication protocol. This coarsening theorem is the engine behind our algorithm and may be of independent interest.
We construct unambiguous DNFs having width $O(n)$ but $0$-certificate complexity $Ω(n^2)$. By utilizing the special structure of these DNFs, we prove a lifting theorem with a constant-sized gadget that lifts the DNF to a communication problem, while losslessly translating the separation in certificate complexity to a separation in communication complexity. This leads to an optimal refutation of the Alon-Saks-Seymour conjecture, as well as an optimal communication lower bound for the Clique versus Independent Set problem, improving the previous results of Balodis, Ben-David, Göös, Jain and Kothari (FOCS 2021, SICOMP 2023) by several doubly logarithmic factors. As further applications of our construction to query complexity and learning theory, we exhibit: (a) a family of Boolean functions that has an optimal quartic separation between certificate complexity and approximate degree, and (b) a sample compression lower bound of $Ω(\sqrt{\log c})$ for multiclass concept classes over $c$ labels.
Hayder Tirmazi, Sam Markelon, Allison Bishop +1cs.DS cs.AI
Large Language Models (LLMs) have a bounded context window. The context window is the maximum input size an LLM can consume for a single inference. AI agents rely on a process called context compaction to fit their state within the context window when calling an LLM. Despite its ubiquity, context compaction has received essentially no formal analysis. In this paper, we initiate a formal study of context compaction. We first introduce a framework consisting of two games that capture the two algorithmic strategies for context compaction used by contemporary AI agents in practice. The Context Selection Game models context compaction algorithms that select a subset of an agent's accumulated state to retain. The Context Generation Game models context compaction algorithms that summarize an agent's state by an arbitrary message of bounded length. We then prove an equivalence between the Context Generation Game and one-way communication complexity. The minimum context compaction budget for answering a set of queries within a target error is equal to the one-way communication complexity of the induced communication problem at the same error. Known bounds from communication complexity therefore transfer directly to context compaction. We also show that the Context Selection Game corresponds to a restricted class of one-way communication protocols. Any gap between selection and generation is therefore a gap between two classes of communication protocols. We prove that there exists a set of queries for which generation needs strictly less budget than selection. The equivalence between the Context Generation Game and one-way communication also lets us measure how well a deployed context compaction algorithm performs on a query relative to the optimal strategy. As an example, we present a case study that evaluates Anthropic's context compaction endpoint on set membership queries.
Hung Mai, Hai Nguyen, Luong Doan +4cs.CC cs.IT cs.LG math.OC
In this paper, we formulate three communication tasks for empirical optimal transport: distributed coupling sampling, cost-evaluable coupling output, and scalar value-certified sampling. Our main result is a field-code compiler: any communicated transport field approximating an optimal empirical Monge map to error $η$ can be completed by sparse target-cell residuals into an exact-marginal value-certified sampler with scalar certificate $W_1(μ,ν)\leq U\leq W_1(μ,ν)+2Δ$, where $Δ$ is the public target-partition diameter. The certificate accuracy is controlled by $Δ$ alone. The field error $η$ controls residual communication under a cell-margin condition; without a margin, $η$ alone does not bound residuals. We instantiate the compiler via adaptive local-affine and tensor-product spline codes with $d(m+1)^db$ field bits in the spline case, plus residual lists charged separately. For lower bounds, exact Gap-Hamming embeddings prove certified output is hard, including a smooth cell-packing diffeomorphism family requiring $Ω(\varepsilon^{-2d/(d+4)})$ communication for any cost-evaluable, cost-certified, or value-certified protocol. The same gadgets admit zero-communication samplers, formally separating the sampler and certificate-bearing output models. These results identify the transport field as the right communicated object whenever a field code is available, primarily as a residual-sparsity tool.
Decentralized gradient descent (DGD) is widely used for solving distributed optimization problems over networks of agents. While its convergence properties are well understood, less is known about the communication and computation resources required to attain a prescribed accuracy. In this paper, we study DGD from a resource-aware perspective and characterize the communication-computation budget required to attain a target error level. We develop a bottleneck-centric framework in which different factors dominate the optimization dynamics at different error scales. Specifically, we identify operating regimes governed by initialization, objective heterogeneity and network connectivity, gradient noise, and communication noise. To capture these effects, we introduce two fundamental quantities: the gradient-Diversity-to-Network-connectivity Ratio (DNR) and the Gradient-to-Communication-noise Ratio (GCR). We show that these quantities determine the sequence of bottlenecks encountered during optimization and the corresponding budget-optimal operating strategy. Using a multi-stage analysis, we derive optimal stepsize selections and explicit budget-complexity bounds that quantify the budget resources required to attain a prescribed accuracy. The resulting expressions reveal how the overall budget decomposes into contributions associated with successive bottlenecks and provide insight into the fundamental tradeoffs among objective heterogeneity, network connectivity, gradient noise, and communication noise.
Decentralized stochastic optimization is a fundamental paradigm for large-scale learning over networks, where agents communicate only with their neighbors and no central coordinator is required. For strongly convex problems, communication efficiency is mainly determined by the condition number \(κ=L/μ\) and the network spectral gap \(1-β\). Although deterministic decentralized methods can simultaneously achieve accelerated \(\sqrtκ\) and \(1/\sqrt{1-β}\) dependences, no existing stochastic method attains both improvements at once. In this paper, we propose \emph{Multi-Gossip Accelerated DSGD} (MG-ADSGD), a decentralized stochastic algorithm that combines Nesterov-type primal--dual extrapolation with multi-round fast gossip averaging. The key idea is to couple the gossip depth with the mini-batch size so that additional communication rounds simultaneously improve consensus accuracy and reduce gradient variance. We show that MG-ADSGD achieves the communication complexity \[ \widetilde{\mathcal O}\!\left( \frac{σ^2}{μnε}\log\frac{1}ε + \sqrt{\fracκ{1-β}}\log\frac{1}ε \right), \] where \(ε\) denotes the target accuracy, \(n\) is the number of nodes, and \(σ^2\) is the gradient variance. To the best of our knowledge, this bound yields the best currently available communication complexity for decentralized stochastic strongly convex optimization, up to logarithmic factors that are independent of $ε$.