Tennenbaum's theorem states that the only countable model of Peano arithmetic (PA) with computable arithmetical operations is the standard model of natural numbers. In this paper, we use constructive type theory as a framework to revisit, analyze and generalize this result. The chosen framework allows for a synthetic approach to computability theory, exploiting that, externally, all functions definable in constructive type theory can be shown computable. We then build on this viewpoint and furthermore internalize it by assuming a version of Church's thesis, which expresses that any function on natural numbers is representable by a formula in PA. This assumption provides for a conveniently abstract setup to carry out rigorous computability arguments, even in the theorem's mechanization. Concretely, we constructivize several classical proofs and present one inherently constructive rendering of Tennenbaum's theorem, all following arguments from the literature. Concerning the classical proofs in particular, the constructive setting allows us to highlight differences in their assumptions and conclusions which are not visible classically. All versions are accompanied by a unified mechanization in the Coq proof assistant.
In this paper we discuss potentially practical ways to produce expander graphs with good spectral properties and a compact description. We focus on several classes of uniform and bipartite expander graphs defined as random Schreier graphs of the general linear group over the finite field of size two. We perform numerical experiments and show that such constructions produce spectral expanders that can be useful for practical applications. To find a theoretical explanation of the observed experimental results, we used the method of moments to prove upper bounds for the expected second largest eigenvalue of the random Schreier graphs used in our constructions. We focus on bounds for which it is difficult to study the asymptotic behaviour but it is possible to compute non-trivial conclusions for relatively small graphs with parameters from our numerical experiments (e.g., with less than 2^200 vertices and degree at least logarithmic in the number of vertices).
An edge $e$ of a graph $G$ is called deletable for some orientation $o$ if the restriction of $o$ to $G-e$ is a strong orientation. In 2021, H\"orsch and Szigeti proposed a new parameter for $3$-edge-connected graphs, called the Frank number, which refines $k$-edge-connectivity. The Frank number is defined as the minimum number of orientations of $G$ for which every edge of $G$ is deletable in at least one of them. They showed that every $3$-edge-connected graph has Frank number at most $7$ and that in case these graphs are also $3$-edge-colourable graphs the parameter is at most $3$. Here we strengthen the latter result by showing that such graphs have Frank number $2$, which also confirms a conjecture by Bar\'at and Bl\'aszik. Furthermore, we prove two sufficient conditions for cubic graphs to have Frank number $2$ and use them in an algorithm to computationally show that the Petersen graph is the only cyclically $4$-edge-connected cubic graph up to $36$ vertices having Frank number greater than $2$.
SARSA, a classical on-policy control algorithm for reinforcement learning, is known to chatter when combined with linear function approximation: SARSA does not diverge but oscillates in a bounded region. However, little is known about how fast SARSA converges to that region and how large the region is. In this paper, we make progress towards this open problem by showing the convergence rate of projected SARSA to a bounded region. Importantly, the region is much smaller than the region that we project into, provided that the magnitude of the reward is not too large. Existing works regarding the convergence of linear SARSA to a fixed point all require the Lipschitz constant of SARSA's policy improvement operator to be sufficiently small; our analysis instead applies to arbitrary Lipschitz constants and thus characterizes the behavior of linear SARSA for a new regime.
Localized point sources (monopoles) in an acoustical domain are implemented to a three dimensional non-singular Helmholtz boundary element method in the frequency domain. It allows for the straightforward use of higher order surface elements on the boundaries of the problem. It will been shown that the effect of the monopole sources ends up on the right hand side of the resulting matrix system. Some carefully selected examples are studied, such as point sources near and within a concentric spherical core-shell scatterer (with theoretical verification), near a curved focusing surface and near a multi-scale and multi-domain acoustic lens.
Adaptive machines have the potential to assist or interfere with human behavior in a range of contexts, from cognitive decision-making to physical device assistance. Therefore it is critical to understand how machine learning algorithms can influence human actions, particularly in situations where machine goals are misaligned with those of people. Since humans continually adapt to their environment using a combination of explicit and implicit strategies, when the environment contains an adaptive machine, the human and machine play a game. Game theory is an established framework for modeling interactions between two or more decision-makers that has been applied extensively in economic markets and machine algorithms. However, existing approaches make assumptions about, rather than empirically test, how adaptation by individual humans is affected by interaction with an adaptive machine. Here we tested learning algorithms for machines playing general-sum games with human subjects. Our algorithms enable the machine to select the outcome of the co-adaptive interaction from a constellation of game-theoretic equilibria in action and policy spaces. Importantly, the machine learning algorithms work directly from observations of human actions without solving an inverse problem to estimate the human's utility function as in prior work. Surprisingly, one algorithm can steer the human-machine interaction to the machine's optimum, effectively controlling the human's actions even while the human responds optimally to their perceived cost landscape. Our results show that game theory can be used to predict and design outcomes of co-adaptive interactions between intelligent humans and machines.
The most efficient automated way to construct a large class of quantum photonic experiments is via abstract representation of graphs with certain properties. While new directions were explored using Artificial intelligence and SAT solvers to find such graphs, it becomes computationally infeasible to do so as the size of the graph increases. So, we take an analytical approach and introduce the technique of local sparsification on experiment graphs, using which we answer a crucial open question in experimental quantum optics, namely whether certain complex entangled quantum states can be constructed. This provides us with more insights into quantum resource theory, the limitation of specific quantum photonic systems and initiates the use of graph-theoretic techniques for designing quantum physics experiments.
The Immersed Boundary (IB) method of Peskin (J. Comput. Phys., 1977) is useful for problems involving fluid-structure interactions or complex geometries. By making use of a regular Cartesian grid that is independent of the geometry, the IB framework yields a robust numerical scheme that can efficiently handle immersed deformable structures. Additionally, the IB method has been adapted to problems with prescribed motion and other PDEs with given boundary data. IB methods for these problems traditionally involve penalty forces which only approximately satisfy boundary conditions, or they are formulated as constraint problems. In the latter approach, one must find the unknown forces by solving an equation that corresponds to a poorly conditioned first-kind integral equation. This operation can require a large number of iterations of a Krylov method, and since a time-dependent problem requires this solve at each time step, this method can be prohibitively inefficient without preconditioning. In this work, we introduce a new, well-conditioned IB formulation for boundary value problems, which we call the Immersed Boundary Double Layer (IBDL) method. We present the method as it applies to Poisson and Helmholtz problems to demonstrate its efficiency over the original constraint method. In this double layer formulation, the equation for the unknown boundary distribution corresponds to a well-conditioned second-kind integral equation that can be solved efficiently with a small number of iterations of a Krylov method. Furthermore, the iteration count is independent of both the mesh size and immersed boundary point spacing. The method converges away from the boundary, and when combined with a local interpolation, it converges in the entire PDE domain. Additionally, while the original constraint method applies only to Dirichlet problems, the IBDL formulation can also be used for Neumann conditions.
Clustering is a fundamental machine learning task which has been widely studied in the literature. Classic clustering methods follow the assumption that data are represented as features in a vectorized form through various representation learning techniques. As the data become increasingly complicated and complex, the shallow (traditional) clustering methods can no longer handle the high-dimensional data type. With the huge success of deep learning, especially the deep unsupervised learning, many representation learning techniques with deep architectures have been proposed in the past decade. Recently, the concept of Deep Clustering, i.e., jointly optimizing the representation learning and clustering, has been proposed and hence attracted growing attention in the community. Motivated by the tremendous success of deep learning in clustering, one of the most fundamental machine learning tasks, and the large number of recent advances in this direction, in this paper we conduct a comprehensive survey on deep clustering by proposing a new taxonomy of different state-of-the-art approaches. We summarize the essential components of deep clustering and categorize existing methods by the ways they design interactions between deep representation learning and clustering. Moreover, this survey also provides the popular benchmark datasets, evaluation metrics and open-source implementations to clearly illustrate various experimental settings. Last but not least, we discuss the practical applications of deep clustering and suggest challenging topics deserving further investigations as future directions.
We describe the new field of mathematical analysis of deep learning. This field emerged around a list of research questions that were not answered within the classical framework of learning theory. These questions concern: the outstanding generalization power of overparametrized neural networks, the role of depth in deep architectures, the apparent absence of the curse of dimensionality, the surprisingly successful optimization performance despite the non-convexity of the problem, understanding what features are learned, why deep architectures perform exceptionally well in physical problems, and which fine aspects of an architecture affect the behavior of a learning task in which way. We present an overview of modern approaches that yield partial answers to these questions. For selected approaches, we describe the main ideas in more detail.
Exploration-exploitation is a powerful and practical tool in multi-agent learning (MAL), however, its effects are far from understood. To make progress in this direction, we study a smooth analogue of Q-learning. We start by showing that our learning model has strong theoretical justification as an optimal model for studying exploration-exploitation. Specifically, we prove that smooth Q-learning has bounded regret in arbitrary games for a cost model that explicitly captures the balance between game and exploration costs and that it always converges to the set of quantal-response equilibria (QRE), the standard solution concept for games under bounded rationality, in weighted potential games with heterogeneous learning agents. In our main task, we then turn to measure the effect of exploration in collective system performance. We characterize the geometry of the QRE surface in low-dimensional MAL systems and link our findings with catastrophe (bifurcation) theory. In particular, as the exploration hyperparameter evolves over-time, the system undergoes phase transitions where the number and stability of equilibria can change radically given an infinitesimal change to the exploration parameter. Based on this, we provide a formal theoretical treatment of how tuning the exploration parameter can provably lead to equilibrium selection with both positive as well as negative (and potentially unbounded) effects to system performance.