168 research outputs found

    Convex Relaxations for Permutation Problems

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    Seriation seeks to reconstruct a linear order between variables using unsorted, pairwise similarity information. It has direct applications in archeology and shotgun gene sequencing for example. We write seriation as an optimization problem by proving the equivalence between the seriation and combinatorial 2-SUM problems on similarity matrices (2-SUM is a quadratic minimization problem over permutations). The seriation problem can be solved exactly by a spectral algorithm in the noiseless case and we derive several convex relaxations for 2-SUM to improve the robustness of seriation solutions in noisy settings. These convex relaxations also allow us to impose structural constraints on the solution, hence solve semi-supervised seriation problems. We derive new approximation bounds for some of these relaxations and present numerical experiments on archeological data, Markov chains and DNA assembly from shotgun gene sequencing data.Comment: Final journal version, a few typos and references fixe

    The quadratic assignment problem is easy for Robinsonian matrices with Toeplitz structure

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    We present a new polynomially solvable case of the Quadratic Assignment Problem in Koopmans-Beckman form QAP(A,B)QAP(A,B), by showing that the identity permutation is optimal when AA and BB are respectively a Robinson similarity and dissimilarity matrix and one of AA or BB is a Toeplitz matrix. A Robinson (dis)similarity matrix is a symmetric matrix whose entries (increase) decrease monotonically along rows and columns when moving away from the diagonal, and such matrices arise in the classical seriation problem.Comment: 15 pages, 2 figure

    A graph-spectral approach to shape-from-shading

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    In this paper, we explore how graph-spectral methods can be used to develop a new shape-from-shading algorithm. We characterize the field of surface normals using a weight matrix whose elements are computed from the sectional curvature between different image locations and penalize large changes in surface normal direction. Modeling the blocks of the weight matrix as distinct surface patches, we use a graph seriation method to find a surface integration path that maximizes the sum of curvature-dependent weights and that can be used for the purposes of height reconstruction. To smooth the reconstructed surface, we fit quadrics to the height data for each patch. The smoothed surface normal directions are updated ensuring compliance with Lambert's law. The processes of height recovery and surface normal adjustment are interleaved and iterated until a stable surface is obtained. We provide results on synthetic and real-world imagery

    An Optimal Algorithm for Strict Circular Seriation

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    We study the problem of circular seriation, where we are given a matrix of pairwise dissimilarities between nn objects, and the goal is to find a {\em circular order} of the objects in a manner that is consistent with their dissimilarity. This problem is a generalization of the classical {\em linear seriation} problem where the goal is to find a {\em linear order}, and for which optimal O(n2){\cal O}(n^2) algorithms are known. Our contributions can be summarized as follows. First, we introduce {\em circular Robinson matrices} as the natural class of dissimilarity matrices for the circular seriation problem. Second, for the case of {\em strict circular Robinson dissimilarity matrices} we provide an optimal O(n2){\cal O}(n^2) algorithm for the circular seriation problem. Finally, we propose a statistical model to analyze the well-posedness of the circular seriation problem for large nn. In particular, we establish O(log(n)/n){\cal O}(\log(n)/n) rates on the distance between any circular ordering found by solving the circular seriation problem to the underlying order of the model, in the Kendall-tau metric.Comment: 27 pages, 5 figure

    Graph edit distance from spectral seriation

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    This paper is concerned with computing graph edit distance. One of the criticisms that can be leveled at existing methods for computing graph edit distance is that they lack some of the formality and rigor of the computation of string edit distance. Hence, our aim is to convert graphs to string sequences so that string matching techniques can be used. To do this, we use a graph spectral seriation method to convert the adjacency matrix into a string or sequence order. We show how the serial ordering can be established using the leading eigenvector of the graph adjacency matrix. We pose the problem of graph-matching as a maximum a posteriori probability (MAP) alignment of the seriation sequences for pairs of graphs. This treatment leads to an expression in which the edit cost is the negative logarithm of the a posteriori sequence alignment probability. We compute the edit distance by finding the sequence of string edit operations which minimizes the cost of the path traversing the edit lattice. The edit costs are determined by the components of the leading eigenvectors of the adjacency matrix and by the edge densities of the graphs being matched. We demonstrate the utility of the edit distance on a number of graph clustering problems

    Numerical Linear Algebra applications in Archaeology: the seriation and the photometric stereo problems

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    The aim of this thesis is to explore the application of Numerical Linear Algebra to Archaeology. An ordering problem called the seriation problem, used for dating findings and/or artifacts deposits, is analysed in terms of graph theory. In particular, a Matlab implementation of an algorithm for spectral seriation, based on the use of the Fiedler vector of the Laplacian matrix associated with the problem, is presented. We consider bipartite graphs for describing the seriation problem, since the interrelationship between the units (i.e. archaeological sites) to be reordered, can be described in terms of these graphs. In our archaeological metaphor of seriation, the two disjoint nodes sets into which the vertices of a bipartite graph can be divided, represent the excavation sites and the artifacts found inside them. Since it is a difficult task to determine the closest bipartite network to a given one, we describe how a starting network can be approximated by a bipartite one by solving a sequence of fairly simple optimization problems. Another numerical problem related to Archaeology is the 3D reconstruction of the shape of an object from a set of digital pictures. In particular, the Photometric Stereo (PS) photographic technique is considered
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