A family $\mathcal F$ has covering number $\tau$ if the size of the smallest set intersecting all sets from $\mathcal F$ is equal to $\tau$. Let $M(n,k,\tau)$ stand for the size of the largest intersecting family $\mathcal F$ of $k$-element subsets of $\{1,\ldots,n\}$ with covering number $\tau$. It is a classical result of Erd\H os and Lov\'asz that $M(n,k,k)\le k^k$ for any $n$. In this short note, we explore the behaviour of $M(n,k,\tau)$ for $n<k^2$ and large $\tau$. The results are quite surprising: For example, we show that $M(n,k,\tau) =(1-o(1)){n-1\choose k-1}$, if $n = \lfloor k^{3/2}\rfloor$, and $\tau\le k-k^{3/4+o(1)}$ as $k\to\infty$; $M(n,k,\tau) <e^{-ck^{1/2}}{n\choose k}$, if $n = \lfloor k^{3/2}\rfloor$ and $\tau>k-\frac 12k^{1/2}$.
Gaussianization is a simple generative model that can be trained without backpropagation. It has shown compelling performance on low dimensional data. As the dimension increases, however, it has been observed that the convergence speed slows down. We show analytically that the number of required layers scales linearly with the dimension for Gaussian input. We argue that this is because the model is unable to capture dependencies between dimensions. Empirically, we find the same linear increase in cost for arbitrary input $p(x)$, but observe favorable scaling for some distributions. We explore potential speed-ups and formulate challenges for further research.
This paper considers a variant of zero-sum matrix games where at each timestep the row player chooses row $i$, the column player chooses column $j$, and the row player receives a noisy reward with mean $A_{i,j}$. The objective of the row player is to accumulate as much reward as possible, even against an adversarial column player. If the row player uses the EXP3 strategy, an algorithm known for obtaining $\sqrt{T}$ regret against an arbitrary sequence of rewards, it is immediate that the row player also achieves $\sqrt{T}$ regret relative to the Nash equilibrium in this game setting. However, partly motivated by the fact that the EXP3 strategy is myopic to the structure of the game, O'Donoghue et al. (2021) proposed a UCB-style algorithm that leverages the game structure and demonstrated that this algorithm greatly outperforms EXP3 empirically. While they showed that this UCB-style algorithm achieved $\sqrt{T}$ regret, in this paper we ask if there exists an algorithm that provably achieves $\text{polylog}(T)$ regret against any adversary, analogous to results from stochastic bandits. We propose a novel algorithm that answers this question in the affirmative for the simple $2 \times 2$ setting, providing the first instance-dependent guarantees for games in the regret setting. Our algorithm overcomes two major hurdles: 1) obtaining logarithmic regret even though the Nash equilibrium is estimable only at a $1/\sqrt{T}$ rate, and 2) designing row-player strategies that guarantee that either the adversary provides information about the Nash equilibrium, or the row player incurs negative regret. Moreover, in the full information case we address the general $n \times m$ case where the first hurdle is still relevant. Finally, we show that EXP3 and the UCB-based algorithm necessarily cannot perform better than $\sqrt{T}$.
Quantizing the activation, weight, and gradient to 4-bit is promising to accelerate neural network training. However, existing 4-bit training methods require custom numerical formats which are not supported by contemporary hardware. In this work, we propose a training method for transformers with all matrix multiplications implemented with the INT4 arithmetic. Training with an ultra-low INT4 precision is challenging. To achieve this, we carefully analyze the specific structures of activation and gradients in transformers to propose dedicated quantizers for them. For forward propagation, we identify the challenge of outliers and propose a Hadamard quantizer to suppress the outliers. For backpropagation, we leverage the structural sparsity of gradients by proposing bit splitting and leverage score sampling techniques to quantize gradients accurately. Our algorithm achieves competitive accuracy on a wide range of tasks including natural language understanding, machine translation, and image classification. Unlike previous 4-bit training methods, our algorithm can be implemented on the current generation of GPUs. Our prototypical linear operator implementation is up to 2.2 times faster than the FP16 counterparts and speeds up the training by up to 35.1%.
Two new numerical schemes to approximate the Cahn-Hilliard equation with degenerate mobility (between stable values 0 and 1) are presented, by using two different non-centered approximation of the mobility. We prove that both schemes are energy stable and preserve the maximum principle approximately, i.e. the amount of the solution being outside of the interval [0,1] goes to zero in terms of a truncation parameter. Additionally, we present several numerical results in order to show the accuracy and the well behavior of the proposed schemes, comparing both schemes and the corresponding centered scheme.
The accurate and efficient evaluation of Newtonian potentials over general 2-D domains is important for the numerical solution of Poisson's equation and volume integral equations. In this paper, we present a simple and efficient high-order algorithm for computing the Newtonian potential over a planar domain discretized by an unstructured mesh. The algorithm is based on the use of Green's third identity for transforming the Newtonian potential into a collection of layer potentials over the boundaries of the mesh elements, which can be easily evaluated by the Helsing-Ojala method. One important component of our algorithm is the use of high-order (up to order 20) bivariate polynomial interpolation in the monomial basis, for which we provide extensive justification. The performance of our algorithm is illustrated through several numerical experiments.
We present implicit and explicit versions of a numerical algorithm for solving a Volterra integro-differential equation. These algorithms are an extension of our previous work, and cater for a kernel of general form. We use an appropriate test equation to study the stability of both algorithms,, numerically deriving stability regions. The region for the implicit method appears to be unbounded, while the explicit has a bounded region close to the origin. We perform a few calculations to demonstrate our results.
This work focuses on developing methods for approximating the solution operators of a class of parametric partial differential equations via neural operators. Neural operators have several challenges, including the issue of generating appropriate training data, cost-accuracy trade-offs, and nontrivial hyperparameter tuning. The unpredictability of the accuracy of neural operators impacts their applications in downstream problems of inference, optimization, and control. A framework is proposed based on the linear variational problem that gives the correction to the prediction furnished by neural operators. The operator associated with the corrector problem is referred to as the corrector operator. Numerical results involving a nonlinear diffusion model in two dimensions with PCANet-type neural operators show almost two orders of increase in the accuracy of approximations when neural operators are corrected using the proposed scheme. Further, topology optimization involving a nonlinear diffusion model is considered to highlight the limitations of neural operators and the efficacy of the correction scheme. Optimizers with neural operator surrogates are seen to make significant errors (as high as 80 percent). However, the errors are much lower (below 7 percent) when neural operators are corrected following the proposed method.
We consider leader election in clique networks, where $n$ nodes are connected by point-to-point communication links. For the synchronous clique under simultaneous wake-up, i.e., where all nodes start executing the algorithm in round $1$, we show a tradeoff between the number of messages and the amount of time. More specifically, we show that any deterministic algorithm with a message complexity of $n f(n)$ requires $\Omega\left(\frac{\log n}{\log f(n)+1}\right)$ rounds, for $f(n) = \Omega(\log n)$. Our result holds even if the node IDs are chosen from a relatively small set of size $\Theta(n\log n)$, as we are able to avoid using Ramsey's theorem. We also give an upper bound that improves over the previously-best tradeoff. Our second contribution for the synchronous clique under simultaneous wake-up is to show that $\Omega(n\log n)$ is in fact a lower bound on the message complexity that holds for any deterministic algorithm with a termination time $T(n)$. We complement this result by giving a simple deterministic algorithm that achieves leader election in sublinear time while sending only $o(n\log n)$ messages, if the ID space is of at most linear size. We also show that Las Vegas algorithms (that never fail) require $\Theta(n)$ messages. For the synchronous clique under adversarial wake-up, we show that $\Omega(n^{3/2})$ is a tight lower bound for randomized $2$-round algorithms. Finally, we turn our attention to the asynchronous clique: Assuming adversarial wake-up, we give a randomized algorithm that achieves a message complexity of $O(n^{1 + 1/k})$ and an asynchronous time complexity of $k+8$. For simultaneous wake-up, we translate the deterministic tradeoff algorithm of Afek and Gafni to the asynchronous model, thus partially answering an open problem they pose.
In variational assimilation, the most probable state of a dynamical system under Gaussian assumptions for the prior and likelihood can be found by solving a least-squares minimization problem . In recent years, we have seen the popularity of hybrid variational data assimilation methods for Numerical Weather Prediction. In these methods, the prior error covariance matrix is a weighted sum of a climatological part and a flow-dependent ensemble part, the latter being rank deficient. The nonlinear least squares problem of variational data assimilation is solved using iterative numerical methods, and the condition number of the Hessian is a good proxy for the convergence behavior of such methods. In this paper, we study the conditioning of the least squares problem in a hybrid four-dimensional variational data assimilation (Hybrid 4D-Var) scheme by establishing bounds on the condition number of the Hessian. In particular, we consider the effect of the ensemble component of the prior covariance on the conditioning of the system. Numerical experiments show that the bounds obtained can be useful in predicting the behavior of the true condition number and the convergence speed of an iterative algorithm
Partial differential equations (PDEs) are ubiquitous in science and engineering. Prior quantum algorithms for solving the system of linear algebraic equations obtained from discretizing a PDE have a computational complexity that scales at least linearly with the condition number $\kappa$ of the matrices involved in the computation. For many practical applications, $\kappa$ scales polynomially with the size $N$ of the matrices, rendering a polynomial-in-$N$ complexity for these algorithms. Here we present a quantum algorithm with a complexity that is polylogarithmic in $N$ but is independent of $\kappa$ for a large class of PDEs. Our algorithm generates a quantum state that enables extracting features of the solution. Central to our methodology is using a wavelet basis as an auxiliary system of coordinates in which the condition number of associated matrices is independent of $N$ by a simple diagonal preconditioner. We present numerical simulations showing the effect of the wavelet preconditioner for several differential equations. Our work could provide a practical way to boost the performance of quantum-simulation algorithms where standard methods are used for discretization.