We prove that a sufficiently strong parallel repetition theorem for a special case of multiplayer (multiprover) games implies super-linear lower bounds for multi-tape Turing machines with advice. To the best of our knowledge, this is the first connection between parallel repetition and lower bounds for time complexity and the first major potential implication of a parallel repetition theorem with more than two players. Along the way to proving this result, we define and initiate a study of block rigidity, a weakening of Valiant's notion of rigidity. While rigidity was originally defined for matrices, or, equivalently, for (multi-output) linear functions, we extend and study both rigidity and block rigidity for general (multi-output) functions. Using techniques of Paul, Pippenger, Szemer\'edi and Trotter, we show that a block-rigid function cannot be computed by multi-tape Turing machines that run in linear (or slightly super-linear) time, even in the non-uniform setting, where the machine gets an arbitrary advice tape. We then describe a class of multiplayer games, such that, a sufficiently strong parallel repetition theorem for that class of games implies an explicit block-rigid function. The games in that class have the following property that may be of independent interest: for every random string for the verifier (which, in particular, determines the vector of queries to the players), there is a unique correct answer for each of the players, and the verifier accepts if and only if all answers are correct. We refer to such games as independent games. The theorem that we need is that parallel repetition reduces the value of games in this class from $v$ to $v^{\Omega(n)}$, where $n$ is the number of repetitions. As another application of block rigidity, we show conditional size-depth tradeoffs for boolean circuits, where the gates compute arbitrary functions over large sets.
翻译:我们证明,对于多个玩家游戏( 倍数) 的特例, 具有足够强烈的平行重复理论, 足够强烈的重复重复理论。 虽然硬性最初被定义为矩阵, 或( 多输出) 直线功能, 我们扩展并研究普通游戏( 多输出) 功能的硬性和软性。 根据我们所知, 这是平行重复和下线时间复杂性之间的第一个连接, 以及两个以上玩家的平行重复理论的第一个主要潜在影响。 在证明这一结果之前, 我们定义并启动对块性硬性的研究, 弱化了Valiant的僵硬性概念。 虽然硬性硬性定义最初被定义为( 多输出) 直线性游戏, 或者类似( 多输出) 直线性游戏, 直线性游戏的极性, 以及普通游戏( 多输出) 功能的硬性。 使用保罗、 Pippenger、 Szemer\ edi 和 Trotter 的技巧, 我们显示, 软性机的功能不能由多盘性游戏来计算, 直径直径直径的机器, 直径直径直径直径, 直径直到直径, 直径直径直到直径直径, 。