We consider the problem of recovering a signal from the magnitudes of affine measurements, which is also known as {\em affine phase retrieval}. In this paper, we formulate affine phase retrieval as an optimization problem and develop a second-order algorithm based on Newton method to solve it. Besides being able to convert into a phase retrieval problem, affine phase retrieval has its unique advantages in its solution. For example, the linear information in the observation makes it possible to solve this problem with second-order algorithms under complex measurements. Another advantage is that our algorithm doesn't have any special requirements for the initial point, while an appropriate initial value is essential for most non-convex phase retrieval algorithms. Starting from zero, our algorithm generates iteration point by Newton method, and we prove that the algorithm can quadratically converge to the true signal without any ambiguity for both Gaussian measurements and CDP measurements. In addition, we also use some numerical simulations to verify the conclusions and to show the effectiveness of the algorithm.
The phase retrieval problem is concerned with recovering an unknown signal $\bf{x} \in \mathbb{R}^n$ from a set of magnitude-only measurements $y_j=|\langle \bf{a}_j,\bf{x} \rangle|, \; j=1,\ldots,m$. A natural least squares formulation can be used to solve this problem efficiently even with random initialization, despite its non-convexity of the loss function. One way to explain this surprising phenomenon is the benign geometric landscape: (1) all local minimizers are global; and (2) the objective function has a negative curvature around each saddle point and local maximizer. In this paper, we show that $m=O(n \log n)$ Gaussian random measurements are sufficient to guarantee the loss function of a commonly used estimator has such benign geometric landscape with high probability. This is a step toward answering the open problem given by Sun-Qu-Wright, in which the authors suggest that $O(n \log n)$ or even $O(n)$ is enough to guarantee the favorable geometric property.
The recovery of a signal from the intensity measurements with some entries being known in advance is termed as {\em affine phase retrieval}. In this paper, we prove that a natural least squares formulation for the affine phase retrieval is strongly convex on the entire space under some mild conditions, provided the measurements are complex Gaussian random vecotrs and the measurement number $m \gtrsim d \log d$ where $d$ is the dimension of signals. Based on the result, we prove that the simple gradient descent method for the affine phase retrieval converges linearly to the target solution with high probability from an arbitrary initial point. These results show an essential difference between the affine phase retrieval and the classical phase retrieval, where the least squares formulations for the classical phase retrieval are non-convex.
The graph edit distance is an intuitive measure to quantify the dissimilarity of graphs, but its computation is NP-hard and challenging in practice. We introduce methods for answering nearest neighbor and range queries regarding this distance efficiently for large databases with up to millions of graphs. We build on the filter-verification paradigm, where lower and upper bounds are used to reduce the number of exact computations of the graph edit distance. Highly effective bounds for this involve solving a linear assignment problem for each graph in the database, which is prohibitive in massive datasets. Index-based approaches typically provide only weak bounds leading to high computational costs verification. In this work, we derive novel lower bounds for efficient filtering from restricted assignment problems, where the cost function is a tree metric. This special case allows embedding the costs of optimal assignments isometrically into $\ell_1$ space, rendering efficient indexing possible. We propose several lower bounds of the graph edit distance obtained from tree metrics reflecting the edit costs, which are combined for effective filtering. Our method termed EmbAssi can be integrated into existing filter-verification pipelines as a fast and effective pre-filtering step. Empirically we show that for many real-world graphs our lower bounds are already close to the exact graph edit distance, while our index construction and search scales to very large databases.
We consider minimizing a smooth and strongly convex objective function using a stochastic Newton method. At each iteration, the algorithm is given an oracle access to a stochastic estimate of the Hessian matrix. The oracle model includes popular algorithms such as the Subsampled Newton and Newton Sketch, which can efficiently construct stochastic Hessian estimates for many tasks. Despite using second-order information, these existing methods do not exhibit superlinear convergence, unless the stochastic noise is gradually reduced to zero during the iteration, which would lead to a computational blow-up in the per-iteration cost. We address this limitation with Hessian averaging: instead of using the most recent Hessian estimate, our algorithm maintains an average of all past estimates. This reduces the stochastic noise while avoiding the computational blow-up. We show that this scheme enjoys local $Q$-superlinear convergence with a non-asymptotic rate of $(\Upsilon\sqrt{\log (t)/t}\,)^{t}$, where $\Upsilon$ is proportional to the level of stochastic noise in the Hessian oracle. A potential drawback of this (uniform averaging) approach is that the averaged estimates contain Hessian information from the global phase of the iteration, i.e., before the iterates converge to a local neighborhood. This leads to a distortion that may substantially delay the superlinear convergence until long after the local neighborhood is reached. To address this drawback, we study a number of weighted averaging schemes that assign larger weights to recent Hessians, so that the superlinear convergence arises sooner, albeit with a slightly slower rate. Remarkably, we show that there exists a universal weighted averaging scheme that transitions to local convergence at an optimal stage, and still enjoys a superlinear convergence~rate nearly (up to a logarithmic factor) matching that of uniform Hessian averaging.
The monotone variational inequality is a central problem in mathematical programming that unifies and generalizes many important settings such as smooth convex optimization, two-player zero-sum games, convex-concave saddle point problems, etc. The extragradient method by Korpelevich [1976] is one of the most popular methods for solving monotone variational inequalities. Despite its long history and intensive attention from the optimization and machine learning community, the following major problem remains open. What is the last-iterate convergence rate of the extragradient method for monotone and Lipschitz variational inequalities with constraints? We resolve this open problem by showing a tight $O\left(\frac{1}{\sqrt{T}}\right)$ last-iterate convergence rate for arbitrary convex feasible sets, which matches the lower bound by Golowich et al. [2020]. Our rate is measured in terms of the standard gap function. The technical core of our result is the monotonicity of a new performance measure -- the tangent residual, which can be viewed as an adaptation of the norm of the operator that takes the local constraints into account. To establish the monotonicity, we develop a new approach that combines the power of the sum-of-squares programming with the low dimensionality of the update rule of the extragradient method. We believe our approach has many additional applications in the analysis of iterative methods.
Existing survival analysis techniques heavily rely on strong modelling assumptions and are, therefore, prone to model misspecification errors. In this paper, we develop an inferential method based on ideas from conformal prediction, which can wrap around any survival prediction algorithm to produce calibrated, covariate-dependent lower predictive bounds on survival times. In the Type I right-censoring setting, when the censoring times are completely exogenous, the lower predictive bounds have guaranteed coverage in finite samples without any assumptions other than that of operating on independent and identically distributed data points. Under a more general conditionally independent censoring assumption, the bounds satisfy a doubly robust property which states the following: marginal coverage is approximately guaranteed if either the censoring mechanism or the conditional survival function is estimated well. Further, we demonstrate that the lower predictive bounds remain valid and informative for other types of censoring. The validity and efficiency of our procedure are demonstrated on synthetic data and real COVID-19 data from the UK Biobank.
In the storied Colonel Blotto game, two colonels allocate $a$ and $b$ troops, respectively, to $k$ distinct battlefields. A colonel wins a battle if they assign more troops to that particular battle, and each colonel seeks to maximize their total number of victories. Despite the problem's formulation in 1921, the first polynomial-time algorithm to compute Nash equilibrium (NE) strategies for this game was discovered only quite recently. In 2016, \citep{ahmadinejad_dehghani_hajiaghayi_lucier_mahini_seddighin_2019} formulated a breakthrough algorithm to compute NE strategies for the Colonel Blotto game\footnote{To the best of our knowledge, the algorithm from \citep{ahmadinejad_dehghani_hajiaghayi_lucier_mahini_seddighin_2019} has computational complexity $O(k^{14}\max\{a,b\}^{13})$}, receiving substantial media coverage (e.g. \citep{Insider}, \citep{NSF}, \citep{ScienceDaily}). In this work, we present the first known $\epsilon$-approximation algorithm to compute NE strategies in the two-player Colonel Blotto game in runtime $\widetilde{O}(\epsilon^{-4} k^8 \max\{a,b\}^2)$ for arbitrary settings of these parameters. Moreover, this algorithm computes approximate coarse correlated equilibrium strategies in the multiplayer (continuous and discrete) Colonel Blotto game (when there are $\ell > 2$ colonels) with runtime $\widetilde{O}(\ell \epsilon^{-4} k^8 n^2 + \ell^2 \epsilon^{-2} k^3 n (n+k))$, where $n$ is the maximum troop count. Before this work, no polynomial-time algorithm was known to compute exact or approximate equilibrium (in any sense) strategies for multiplayer Colonel Blotto with arbitrary parameters. Our algorithm computes these approximate equilibria by a novel (to the author's knowledge) sampling technique with which we implicitly perform multiplicative weights update over the exponentially many strategies available to each player.
Designers reportedly struggle with design optimization tasks where they are asked to find a combination of design parameters that maximizes a given set of objectives. In HCI, design optimization problems are often exceedingly complex, involving multiple objectives and expensive empirical evaluations. Model-based computational design algorithms assist designers by generating design examples during design, however they assume a model of the interaction domain. Black box methods for assistance, on the other hand, can work with any design problem. However, virtually all empirical studies of this human-in-the-loop approach have been carried out by either researchers or end-users. The question stands out if such methods can help designers in realistic tasks. In this paper, we study Bayesian optimization as an algorithmic method to guide the design optimization process. It operates by proposing to a designer which design candidate to try next, given previous observations. We report observations from a comparative study with 40 novice designers who were tasked to optimize a complex 3D touch interaction technique. The optimizer helped designers explore larger proportions of the design space and arrive at a better solution, however they reported lower agency and expressiveness. Designers guided by an optimizer reported lower mental effort but also felt less creative and less in charge of the progress. We conclude that human-in-the-loop optimization can support novice designers in cases where agency is not critical.
The core of information retrieval (IR) is to identify relevant information from large-scale resources and return it as a ranked list to respond to the user's information need. Recently, the resurgence of deep learning has greatly advanced this field and leads to a hot topic named NeuIR (i.e., neural information retrieval), especially the paradigm of pre-training methods (PTMs). Owing to sophisticated pre-training objectives and huge model size, pre-trained models can learn universal language representations from massive textual data, which are beneficial to the ranking task of IR. Since there have been a large number of works dedicating to the application of PTMs in IR, we believe it is the right time to summarize the current status, learn from existing researches, and gain some insights for future development. In this survey, we present an overview of PTMs applied in different components of an IR system, including the retrieval component, the re-ranking component, and other components. In addition, we also introduce PTMs specifically designed for IR, and summarize available datasets as well as benchmark leaderboards. Moreover, we discuss some open challenges and envision some promising directions, with the hope of inspiring more works on these topics for future research.
Retrieving object instances among cluttered scenes efficiently requires compact yet comprehensive regional image representations. Intuitively, object semantics can help build the index that focuses on the most relevant regions. However, due to the lack of bounding-box datasets for objects of interest among retrieval benchmarks, most recent work on regional representations has focused on either uniform or class-agnostic region selection. In this paper, we first fill the void by providing a new dataset of landmark bounding boxes, based on the Google Landmarks dataset, that includes $94k$ images with manually curated boxes from $15k$ unique landmarks. Then, we demonstrate how a trained landmark detector, using our new dataset, can be leveraged to index image regions and improve retrieval accuracy while being much more efficient than existing regional methods. In addition, we further introduce a novel regional aggregated selective match kernel (R-ASMK) to effectively combine information from detected regions into an improved holistic image representation. R-ASMK boosts image retrieval accuracy substantially at no additional memory cost, while even outperforming systems that index image regions independently. Our complete image retrieval system improves upon the previous state-of-the-art by significant margins on the Revisited Oxford and Paris datasets. Code and data will be released.