Ashkan Soleymani, Gabriele Farina
First quasipolynomial algorithm for general ℓ∞-contraction fixed points, implying quasipolynomial SSGs; surprising boosting technique on a central open problem, though not polynomial and impractical.
We give an algorithm for computing an -approximate fixed point of any -dimensional nonexpansion with respect to the norm in time . At its core, our method uses a boosting argument to geometrically shrink a search region. Among other consequences, our algorithm implies that simple stochastic games can be solved in quasipolynomial time.
The paper gives the first quasipolynomial-time algorithm, log(1/ε)^{O(log² d)}, for computing an ε-approximate fixed point of an arbitrary ℓ∞-contraction or nonexpansion. The previous best, by Feodorov–Haslebacher, was log(1/ε)^{O(√d log d)}, which is subexponential. Because simple stochastic games (SSGs) reduce to this problem with polynomial-bit parameters, the result gives the first quasipolynomial-time algorithm for SSGs. By Andersson–Miltersen equivalences it also covers turn-based stochastic parity, mean-payoff, and discounted games. It gives quasipolynomial approximation of Shapley's concurrent discounted games, whose value operators are not monotone.
The technique has two parts:
1. Thin labeling. Split coordinates by median box side length and recursively solve two half-dimensional contractions. This yields a labeling that identifies which faces are closest to or farthest from x*, but only with very small accuracy (~γη).
2. Boosting. The thin labeler is treated as a weak learner in an "extremal amplification game". An AdaBoost-style potential argument with exponential weights and a recursion over accuracy scales amplifies the accuracy to a constant fraction of the box side. The cube then shrinks by 7/8 per iteration.
The cost of boosting is quasipolynomial in log(κ/ρ). That is why the running time depends only on log(1/γε) rather than on 1/γ.
The conceptual novelty is using boosting as an algorithmic primitive in geometric fixed-point computation. This is an unexpected import from learning theory. The amplification game is cleanly abstracted and independent of geometry.
This is a theory paper with complete proofs.
Concerns: the proof is dense, and some steps (the invariance of δ ranges and the claim in (9)) require careful checking. Given the elegant recursion and the standard potential argument, errors seem unlikely, but full verification is nontrivial. No experiments are given, and none are needed.
Fixed-point computation of contractions has seen a burst of progress (CLY24, CLY25, FH26, BFG+25, HLSW25, DFZ27). The paper takes the headline problem from subexponential to quasipolynomial. It is directly relevant to algorithmic game theory, stochastic games, and verification. The acknowledgments note AI assistance in exploring ideas, which is mildly notable for the field but does not affect the technical content.
This is a strong theoretical result at the top of the algorithmic game theory and fixed-point literature, comparable in spirit to a STOC/FOCS best-paper candidate. It resolves a major gap with a surprising technique, and its reuse potential is high within theory.
Generated Oct 22, 2026
First quasipolynomial algorithm for general ℓ∞-contraction fixed points, implying quasipolynomial SSGs; surprising boosting technique on a central open problem, though not polynomial and impractical.