We study the problem of sampling almost uniform proper $q$-colourings in $k$-uniform simple hypergraphs with maximum degree $\Delta$. For any $\delta > 0$, if $k \geq\frac{20(1+\delta)}{\delta}$ and $q \geq 100\Delta^{\frac{2+\delta}{k-4/\delta-4}}$, the running time of our algorithm is $\tilde{O}(\mathrm{poly}(\Delta k)\cdot n^{1.01})$, where $n$ is the number of vertices. Our result requires fewer colours than previous results for general hypergraphs (Jain, Pham, and Voung, 2021; He, Sun, and Wu, 2021), and does not require $\Omega(\log n)$ colours unlike the work of Frieze and Anastos (2017).
Persistent homology is an important methodology from topological data analysis which adapts theory from algebraic topology to data settings and has been successfully implemented in many applications. It produces a statistical summary in the form of a persistence diagram, which captures the shape and size of the data. Despite its widespread use, persistent homology is simply impossible to implement when a dataset is very large. In this paper we address the problem of finding a representative persistence diagram for prohibitively large datasets. We adapt the classical statistical method of bootstrapping, namely, drawing and studying smaller multiple subsamples from the large dataset. We show that the mean of the persistence diagrams of subsamples -- taken as a mean persistence measure computed from the subsamples -- is a valid approximation of the true persistent homology of the larger dataset. We give the rate of convergence of the mean persistence diagram to the true persistence diagram in terms of the number of subsamples and size of each subsample. Given the complex algebraic and geometric nature of persistent homology, we adapt the convexity and stability properties in the space of persistence diagrams together with random set theory to achieve our theoretical results for the general setting of point cloud data. We demonstrate our approach on simulated and real data, including an application of shape clustering on complex large-scale point cloud data.
In this paper, we propose a depth-first search (DFS) algorithm for searching maximum matchings in general graphs. Unlike blossom shrinking algorithms, which store all possible alternative alternating paths in the super-vertices shrunk from blossoms, the newly proposed algorithm does not involve blossom shrinking. The basic idea is to deflect the alternating path when facing blossoms. The algorithm maintains detour information in an auxiliary stack to minimize the redundant data structures. A benefit of our technique is to avoid spending time on shrinking and expanding blossoms. This DFS algorithm can determine a maximum matching of a general graph with $m$ edges and $n$ vertices in $O(mn)$ time with space complexity $O(n)$.
We study the distributed minimum spanning tree (MST) problem, a fundamental problem in distributed computing. It is well-known that distributed MST can be solved in $\tilde{O}(D+\sqrt{n})$ rounds in the standard CONGEST model (where $n$ is the network size and $D$ is the network diameter) and this is essentially the best possible round complexity (up to logarithmic factors). However, in resource-constrained networks such as ad hoc wireless and sensor networks, nodes spending so much time can lead to significant spending of resources such as energy. Motivated by the above consideration, we study distributed algorithms for MST under the \emph{sleeping model} [Chatterjee et al., PODC 2020], a model for design and analysis of resource-efficient distributed algorithms. In the sleeping model, a node can be in one of two modes in any round -- \emph{sleeping} or \emph{awake} (unlike the traditional model where nodes are always awake). Only the rounds in which a node is \emph{awake} are counted, while \emph{sleeping} rounds are ignored. A node spends resources only in the awake rounds and hence the main goal is to minimize the \emph{awake complexity} of a distributed algorithm, the worst-case number of rounds any node is awake. We present deterministic and randomized distributed MST algorithms that have an \emph{optimal} awake complexity of $O(\log n)$ time with a matching lower bound. We also show that our randomized awake-optimal algorithm has essentially the best possible round complexity by presenting a lower bound of $\tilde{\Omega}(n)$ on the product of the awake and round complexity of any distributed algorithm (including randomized) that outputs an MST, where $\tilde{\Omega}$ hides a $1/(\text{polylog } n)$ factor.
Many existing algorithms for streaming geometric data analysis have been plagued by exponential dependencies in the space complexity, which are undesirable for processing high-dimensional data sets. In particular, once $d\geq\log n$, there are no known non-trivial streaming algorithms for problems such as maintaining convex hulls and L\"owner-John ellipsoids of $n$ points, despite a long line of work in streaming computational geometry since [AHV04]. We simultaneously improve these results to $\mathrm{poly}(d,\log n)$ bits of space by trading off with a $\mathrm{poly}(d,\log n)$ factor distortion. We achieve these results in a unified manner, by designing the first streaming algorithm for maintaining a coreset for $\ell_\infty$ subspace embeddings with $\mathrm{poly}(d,\log n)$ space and $\mathrm{poly}(d,\log n)$ distortion. Our algorithm also gives similar guarantees in the \emph{online coreset} model. Along the way, we sharpen results for online numerical linear algebra by replacing a log condition number dependence with a $\log n$ dependence, answering a question of [BDM+20]. Our techniques provide a novel connection between leverage scores, a fundamental object in numerical linear algebra, and computational geometry. For $\ell_p$ subspace embeddings, we give nearly optimal trade-offs between space and distortion for one-pass streaming algorithms. For instance, we give a deterministic coreset using $O(d^2\log n)$ space and $O((d\log n)^{1/2-1/p})$ distortion for $p>2$, whereas previous deterministic algorithms incurred a $\mathrm{poly}(n)$ factor in the space or the distortion [CDW18]. Our techniques have implications in the offline setting, where we give optimal trade-offs between the space complexity and distortion of subspace sketch data structures. To do this, we give an elementary proof of a "change of density" theorem of [LT80] and make it algorithmic.
Computing a maximum independent set (MaxIS) is a fundamental NP-hard problem in graph theory, which has important applications in a wide spectrum of fields. Since graphs in many applications are changing frequently over time, the problem of maintaining a MaxIS over dynamic graphs has attracted increasing attention over the past few years. Due to the intractability of maintaining an exact MaxIS, this paper aims to develop efficient algorithms that can maintain an approximate MaxIS with an accuracy guarantee theoretically. In particular, we propose a framework that maintains a $(\frac{\Delta}{2} + 1)$-approximate MaxIS over dynamic graphs and prove that it achieves a constant approximation ratio in many real-world networks. To the best of our knowledge, this is the first non-trivial approximability result for the dynamic MaxIS problem. Following the framework, we implement an efficient linear-time dynamic algorithm and a more effective dynamic algorithm with near-linear expected time complexity. Our thorough experiments over real and synthetic graphs demonstrate the effectiveness and efficiency of the proposed algorithms, especially when the graph is highly dynamic.
Computing a dense subgraph is a fundamental problem in graph mining, with a diverse set of applications ranging from electronic commerce to community detection in social networks. In many of these applications, the underlying context is better modelled as a weighted hypergraph that keeps evolving with time. This motivates the problem of maintaining the densest subhypergraph of a weighted hypergraph in a {\em dynamic setting}, where the input keeps changing via a sequence of updates (hyperedge insertions/deletions). Previously, the only known algorithm for this problem was due to Hu et al. [HWC17]. This algorithm worked only on unweighted hypergraphs, and had an approximation ratio of $(1+\epsilon)r^2$ and an update time of $O(\text{poly} (r, \log n))$, where $r$ denotes the maximum rank of the input across all the updates. We obtain a new algorithm for this problem, which works even when the input hypergraph is weighted. Our algorithm has a significantly improved (near-optimal) approximation ratio of $(1+\epsilon)$ that is independent of $r$, and a similar update time of $O(\text{poly} (r, \log n))$. It is the first $(1+\epsilon)$-approximation algorithm even for the special case of weighted simple graphs. To complement our theoretical analysis, we perform experiments with our dynamic algorithm on large-scale, real-world data-sets. Our algorithm significantly outperforms the state of the art [HWC17] both in terms of accuracy and efficiency.
In this short note, we show that for any $\epsilon >0$ and $k<n^{0.5-\epsilon}$ the choice number of the Kneser graph $KG_{n,k}$ is $\Theta (n\log n)$.
The Korkine--Zolotareff (KZ) reduction, and its generalisations, are widely used lattice reduction strategies in communications and cryptography. The KZ constant and Schnorr's constant were defined by Schnorr in 1987. The KZ constant can be used to quantify some useful properties of KZ reduced matrices. Schnorr's constant can be used to characterize the output quality of his block $2k$-reduction and is used to define his semi block $2k$-reduction, which was also developed in 1987. Hermite's constant, which is a fundamental constant lattices, has many applications, such as bounding the length of the shortest nonzero lattice vector and the orthogonality defect of lattices. Rankin's constant was introduced by Rankin in 1953 as a generalization of Hermite's constant. It plays an important role in characterizing the output quality of block-Rankin reduction, proposed by Gama et al. in 2006. In this paper, we first develop a linear upper bound on Hermite's constant and then use it to develop an upper bound on the KZ constant. These upper bounds are sharper than those obtained recently by the authors, and the ratio of the new linear upper bound to the nonlinear upper bound, developed by Blichfeldt in 1929, on Hermite's constant is asymptotically 1.0047. Furthermore, we develop lower and upper bounds on Schnorr's constant. The improvement to the lower bound over the sharpest existing one developed by Gama et al. is around 1.7 times asymptotically, and the improvement to the upper bound over the sharpest existing one which was also developed by Gama et al. is around 4 times asymptotically. Finally, we develop lower and upper bounds on Rankin's constant. The improvements of the bounds over the sharpest existing ones, also developed by Gama et al., are exponential in the parameter defining the constant.
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.
Let $X^{(n)}$ be an observation sampled from a distribution $P_{\theta}^{(n)}$ with an unknown parameter $\theta,$ $\theta$ being a vector in a Banach space $E$ (most often, a high-dimensional space of dimension $d$). We study the problem of estimation of $f(\theta)$ for a functional $f:E\mapsto {\mathbb R}$ of some smoothness $s>0$ based on an observation $X^{(n)}\sim P_{\theta}^{(n)}.$ Assuming that there exists an estimator $\hat \theta_n=\hat \theta_n(X^{(n)})$ of parameter $\theta$ such that $\sqrt{n}(\hat \theta_n-\theta)$ is sufficiently close in distribution to a mean zero Gaussian random vector in $E,$ we construct a functional $g:E\mapsto {\mathbb R}$ such that $g(\hat \theta_n)$ is an asymptotically normal estimator of $f(\theta)$ with $\sqrt{n}$ rate provided that $s>\frac{1}{1-\alpha}$ and $d\leq n^{\alpha}$ for some $\alpha\in (0,1).$ We also derive general upper bounds on Orlicz norm error rates for estimator $g(\hat \theta)$ depending on smoothness $s,$ dimension $d,$ sample size $n$ and the accuracy of normal approximation of $\sqrt{n}(\hat \theta_n-\theta).$ In particular, this approach yields asymptotically efficient estimators in some high-dimensional exponential models.