Optimal (Parallel) Spooky Pebbling on Binary Trees
The paper presents an algorithm for pebble games that achieves optimal work and parallel depth for complete binary trees under a fixed space budget.
The paper presents a novel algorithm that improves the time-optimality of pebble games on complete binary trees, resolving a long-standing open question.
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Applications
- →Improving the efficiency of quantum computations
- →Optimizing parallel computation on binary trees
To understand this paper, make sure you know these concepts first:
- Knowledge of pebble games and parallel computationfind papers →
- Understanding of binary trees and their propertiesfind papers →
Abstract
More Like ThisPebble games model computations under a fixed space budget. Spooky pebbling allows quantum memory to be released by measurement, with the resulting phases corrected later. We study two-input computations with binary-tree dependencies and determine the optimal work and parallel depth for complete binary trees. Our key idea is to clean up the tree in blocks, reducing repeated recomputation of intermediate values. For the complete tree $B_h$ with $n=2^h-1$ vertices and every space budget $h+1\le s\le n$, we give an algorithm with asymptotically optimal work $Θ(nh/\log(s+1))$. At the minimum budget $s=h+1$, this improves the $O(n\log n)$ bound of Kornerup, Sadun, and Soloveichik to $Θ(n\log n/\log\log n)$, resolving their time-optimality question. We also construct a parallel schedule with optimal depth \[ Θ\!\left(h+\frac ns \max\!\left\{\frac{h}{\log(s+1)},\,1+\log^*h\right\}\right). \] Our lower bounds hold for every full binary tree. We also show that achieving optimal parallel depth can require asymptotically more work than minimizing work alone. Applying our schedule to the RNS point-addition trees in the public implementation of Chevignard, Fouque, and Schrottenloher reduces their Toffoli/AND gate count by $20.86\%$ for a P-224 instance and $22.66\%$ for a P-256 instance, using the same arithmetic circuits and peak workspace.