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Based on the Bezout approach we propose a simple algorithm to determine the {\tt gcd} of two polynomials which doesn't need division, like the Euclidean algorithm, or determinant calculations, like the Sylvester matrix algorithm. The algorithm needs only $n$ steps for polynomials of degree $n$. Formal manipulations give the discriminant or the resultant for any degree without needing division nor determinant calculation.

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The biharmonic equation with Dirichlet and Neumann boundary conditions discretized using the mixed finite element method and piecewise linear (with the possible exception of boundary triangles) finite elements on triangular elements has been well-studied for domains in R2. Here we study the analogous problem on polyhedral surfaces. In particular, we provide a convergence proof of discrete solutions to the corresponding smooth solution of the biharmonic equation. We obtain convergence rates that are identical to the ones known for the planar setting. Our proof focuses on three different problems: solving the biharmonic equation on the surface, solving the biharmonic equation in a discrete space in the metric of the surface, and solving the biharmonic equation in a discrete space in the metric of the polyhedral approximation of the surface. We employ inverse discrete Laplacians to bound the error between the solutions of the two discrete problems, and generalize a flat strategy to bound the remaining error between the discrete solutions and the exact solution on the curved surface.

Semantic place annotation can provide individual semantics, which can be of great help in the field of trajectory data mining. Most existing methods rely on annotated or external data and require retraining following a change of region, thus preventing their large-scale applications. Herein, we propose an unsupervised method denoted as UPAPP for the semantic place annotation of trajectories using spatiotemporal information. The Bayesian Criterion is specifically employed to decompose the spatiotemporal probability of the candidate place into spatial probability, duration probability, and visiting time probability. Spatial information in ROI and POI data is subsequently adopted to calculate the spatial probability. In terms of the temporal probabilities, the Term Frequency Inverse Document Frequency weighting algorithm is used to count the potential visits to different place types in the trajectories, and generates the prior probabilities of the visiting time and duration. The spatiotemporal probability of the candidate place is then combined with the importance of the place category to annotate the visited places. Validation with a trajectory dataset collected by 709 volunteers in Beijing showed that our method achieved an overall and average accuracy of 0.712 and 0.720, respectively, indicating that the visited places can be annotated accurately without any external data.

We give a fast algorithm for sampling uniform solutions of general constraint satisfaction problems (CSPs) in a local lemma regime. The expected running time of our algorithm is near-linear in $n$ and a fixed polynomial in $\Delta$, where $n$ is the number of variables and $\Delta$ is the max degree of constraints. Previously, up to similar conditions, sampling algorithms with running time polynomial in both $n$ and $\Delta$, only existed for the almost atomic case, where each constraint is violated by a small number of forbidden local configurations. Our sampling approach departs from all previous fast algorithms for sampling LLL, which were based on Markov chains. A crucial step of our algorithm is a recursive marginal sampler that is of independent interests. Within a local lemma regime, this marginal sampler can draw a random value for a variable according to its marginal distribution, at a local cost independent of the size of the CSP.

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 extend the Deep Galerkin Method (DGM) introduced in Sirignano and Spiliopoulos (2018)} to solve a number of partial differential equations (PDEs) that arise in the context of optimal stochastic control and mean field games. First, we consider PDEs where the function is constrained to be positive and integrate to unity, as is the case with Fokker-Planck equations. Our approach involves reparameterizing the solution as the exponential of a neural network appropriately normalized to ensure both requirements are satisfied. This then gives rise to nonlinear a partial integro-differential equation (PIDE) where the integral appearing in the equation is handled by a novel application of importance sampling. Secondly, we tackle a number of Hamilton-Jacobi-Bellman (HJB) equations that appear in stochastic optimal control problems. The key contribution is that these equations are approached in their unsimplified primal form which includes an optimization problem as part of the equation. We extend the DGM algorithm to solve for the value function and the optimal control \simultaneously by characterizing both as deep neural networks. Training the networks is performed by taking alternating stochastic gradient descent steps for the two functions, a technique inspired by the policy improvement algorithms (PIA).

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 article we suggest two discretization methods based on isogeometric analysis (IGA) for planar linear elasticity. On the one hand, we apply the well-known ansatz of weakly imposed symmetry for the stress tensor and obtain a well-posed mixed formulation. Such modified mixed problems have been already studied by different authors. But we concentrate on the exploitation of IGA results to handle also curved boundary geometries. On the other hand, we consider the more complicated situation of strong symmetry, i.e. we discretize the mixed weak form determined by the so-called Hellinger-Reissner variational principle. We show the existence of suitable approximate fields leading to an inf-sup stable saddle-point problem. For both discretization approaches we prove convergence statements and in case of weak symmetry we illustrate the approximation behavior by means of several numerical experiments.

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.

We prove linear convergence of gradient descent to a global minimum for the training of deep residual networks with constant layer width and smooth activation function. We further show that the trained weights, as a function of the layer index, admits a scaling limit which is H\"older continuous as the depth of the network tends to infinity. The proofs are based on non-asymptotic estimates of the loss function and of norms of the network weights along the gradient descent path. We illustrate the relevance of our theoretical results to practical settings using detailed numerical experiments on supervised learning problems.

Decomposition-based evolutionary algorithms have become fairly popular for many-objective optimization in recent years. However, the existing decomposition methods still are quite sensitive to the various shapes of frontiers of many-objective optimization problems (MaOPs). On the one hand, the cone decomposition methods such as the penalty-based boundary intersection (PBI) are incapable of acquiring uniform frontiers for MaOPs with very convex frontiers. On the other hand, the parallel reference lines of the parallel decomposition methods including the normal boundary intersection (NBI) might result in poor diversity because of under-sampling near the boundaries for MaOPs with concave frontiers. In this paper, a collaborative decomposition method is first proposed to integrate the advantages of parallel decomposition and cone decomposition to overcome their respective disadvantages. This method inherits the NBI-style Tchebycheff function as a convergence measure to heighten the convergence and uniformity of distribution of the PBI method. Moreover, this method also adaptively tunes the extent of rotating an NBI reference line towards a PBI reference line for every subproblem to enhance the diversity of distribution of the NBI method. Furthermore, a collaborative decomposition-based evolutionary algorithm (CoDEA) is presented for many-objective optimization. A collaborative decomposition-based environmental selection mechanism is primarily designed in CoDEA to rank all the individuals associated with the same PBI reference line in the boundary layer and pick out the best ranks. CoDEA is compared with several popular algorithms on 85 benchmark test instances. The experimental results show that CoDEA achieves high competitiveness benefiting from the collaborative decomposition maintaining a good balance among the convergence, uniformity, and diversity of distribution.

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