1,136 research outputs found
The Limitations of Optimization from Samples
In this paper we consider the following question: can we optimize objective
functions from the training data we use to learn them? We formalize this
question through a novel framework we call optimization from samples (OPS). In
OPS, we are given sampled values of a function drawn from some distribution and
the objective is to optimize the function under some constraint.
While there are interesting classes of functions that can be optimized from
samples, our main result is an impossibility. We show that there are classes of
functions which are statistically learnable and optimizable, but for which no
reasonable approximation for optimization from samples is achievable. In
particular, our main result shows that there is no constant factor
approximation for maximizing coverage functions under a cardinality constraint
using polynomially-many samples drawn from any distribution.
We also show tight approximation guarantees for maximization under a
cardinality constraint of several interesting classes of functions including
unit-demand, additive, and general monotone submodular functions, as well as a
constant factor approximation for monotone submodular functions with bounded
curvature
The Evolution of First Person Vision Methods: A Survey
The emergence of new wearable technologies such as action cameras and
smart-glasses has increased the interest of computer vision scientists in the
First Person perspective. Nowadays, this field is attracting attention and
investments of companies aiming to develop commercial devices with First Person
Vision recording capabilities. Due to this interest, an increasing demand of
methods to process these videos, possibly in real-time, is expected. Current
approaches present a particular combinations of different image features and
quantitative methods to accomplish specific objectives like object detection,
activity recognition, user machine interaction and so on. This paper summarizes
the evolution of the state of the art in First Person Vision video analysis
between 1997 and 2014, highlighting, among others, most commonly used features,
methods, challenges and opportunities within the field.Comment: First Person Vision, Egocentric Vision, Wearable Devices, Smart
Glasses, Computer Vision, Video Analytics, Human-machine Interactio
Implementation in Advised Strategies: Welfare Guarantees from Posted-Price Mechanisms When Demand Queries Are NP-Hard
State-of-the-art posted-price mechanisms for submodular bidders with
items achieve approximation guarantees of [Assadi and
Singla, 2019]. Their truthfulness, however, requires bidders to compute an
NP-hard demand-query. Some computational complexity of this form is
unavoidable, as it is NP-hard for truthful mechanisms to guarantee even an
-approximation for any [Dobzinski and
Vondr\'ak, 2016]. Together, these establish a stark distinction between
computationally-efficient and communication-efficient truthful mechanisms.
We show that this distinction disappears with a mild relaxation of
truthfulness, which we term implementation in advised strategies, and that has
been previously studied in relation to "Implementation in Undominated
Strategies" [Babaioff et al, 2009]. Specifically, advice maps a tentative
strategy either to that same strategy itself, or one that dominates it. We say
that a player follows advice as long as they never play actions which are
dominated by advice. A poly-time mechanism guarantees an -approximation
in implementation in advised strategies if there exists poly-time advice for
each player such that an -approximation is achieved whenever all
players follow advice. Using an appropriate bicriterion notion of approximate
demand queries (which can be computed in poly-time), we establish that (a
slight modification of) the [Assadi and Singla, 2019] mechanism achieves the
same -approximation in implementation in advised
strategies
Coresets Meet EDCS: Algorithms for Matching and Vertex Cover on Massive Graphs
As massive graphs become more prevalent, there is a rapidly growing need for
scalable algorithms that solve classical graph problems, such as maximum
matching and minimum vertex cover, on large datasets. For massive inputs,
several different computational models have been introduced, including the
streaming model, the distributed communication model, and the massively
parallel computation (MPC) model that is a common abstraction of
MapReduce-style computation. In each model, algorithms are analyzed in terms of
resources such as space used or rounds of communication needed, in addition to
the more traditional approximation ratio.
In this paper, we give a single unified approach that yields better
approximation algorithms for matching and vertex cover in all these models. The
highlights include:
* The first one pass, significantly-better-than-2-approximation for matching
in random arrival streams that uses subquadratic space, namely a
-approximation streaming algorithm that uses space
for constant .
* The first 2-round, better-than-2-approximation for matching in the MPC
model that uses subquadratic space per machine, namely a
-approximation algorithm with memory per
machine for constant .
By building on our unified approach, we further develop parallel algorithms
in the MPC model that give a -approximation to matching and an
-approximation to vertex cover in only MPC rounds and
memory per machine. These results settle multiple open
questions posed in the recent paper of Czumaj~et.al. [STOC 2018]
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