8,964 research outputs found

    Introducing the sequential linear programming level-set method for topology optimization

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    The authors would like to thank Numerical Analysis Group at the Rutherford Appleton Laboratory for their FORTRAN HSL packages (HSL, a collection of Fortran codes for large-scale scientific computation. See http://www.hsl.rl.ac.uk/). Dr H Alicia Kim acknowledges the support from Engineering and Physical Sciences Research Council, grant number EP/M002322/1Peer reviewedPublisher PD

    Bad semidefinite programs: they all look the same

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    Conic linear programs, among them semidefinite programs, often behave pathologically: the optimal values of the primal and dual programs may differ, and may not be attained. We present a novel analysis of these pathological behaviors. We call a conic linear system Ax<=bAx <= b {\em badly behaved} if the value of supAx<=b\sup { | A x <= b } is finite but the dual program has no solution with the same value for {\em some} c.c. We describe simple and intuitive geometric characterizations of badly behaved conic linear systems. Our main motivation is the striking similarity of badly behaved semidefinite systems in the literature; we characterize such systems by certain {\em excluded matrices}, which are easy to spot in all published examples. We show how to transform semidefinite systems into a canonical form, which allows us to easily verify whether they are badly behaved. We prove several other structural results about badly behaved semidefinite systems; for example, we show that they are in NPcoNPNP \cap co-NP in the real number model of computing. As a byproduct, we prove that all linear maps that act on symmetric matrices can be brought into a canonical form; this canonical form allows us to easily check whether the image of the semidefinite cone under the given linear map is closed.Comment: For some reason, the intended changes between versions 4 and 5 did not take effect, so versions 4 and 5 are the same. So version 6 is the final version. The only difference between version 4 and version 6 is that 2 typos were fixed: in the last displayed formula on page 6, "7" was replaced by "1"; and in the 4th displayed formula on page 12 "A_1 - A_2 - A_3" was replaced by "A_3 - A_2 - A_1

    Approximate Convex Optimization by Online Game Playing

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    Lagrangian relaxation and approximate optimization algorithms have received much attention in the last two decades. Typically, the running time of these methods to obtain a ϵ\epsilon approximate solution is proportional to 1ϵ2\frac{1}{\epsilon^2}. Recently, Bienstock and Iyengar, following Nesterov, gave an algorithm for fractional packing linear programs which runs in 1ϵ\frac{1}{\epsilon} iterations. The latter algorithm requires to solve a convex quadratic program every iteration - an optimization subroutine which dominates the theoretical running time. We give an algorithm for convex programs with strictly convex constraints which runs in time proportional to 1ϵ\frac{1}{\epsilon}. The algorithm does NOT require to solve any quadratic program, but uses gradient steps and elementary operations only. Problems which have strictly convex constraints include maximum entropy frequency estimation, portfolio optimization with loss risk constraints, and various computational problems in signal processing. As a side product, we also obtain a simpler version of Bienstock and Iyengar's result for general linear programming, with similar running time. We derive these algorithms using a new framework for deriving convex optimization algorithms from online game playing algorithms, which may be of independent interest
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