4,709 research outputs found
Tensor completion in hierarchical tensor representations
Compressed sensing extends from the recovery of sparse vectors from
undersampled measurements via efficient algorithms to the recovery of matrices
of low rank from incomplete information. Here we consider a further extension
to the reconstruction of tensors of low multi-linear rank in recently
introduced hierarchical tensor formats from a small number of measurements.
Hierarchical tensors are a flexible generalization of the well-known Tucker
representation, which have the advantage that the number of degrees of freedom
of a low rank tensor does not scale exponentially with the order of the tensor.
While corresponding tensor decompositions can be computed efficiently via
successive applications of (matrix) singular value decompositions, some
important properties of the singular value decomposition do not extend from the
matrix to the tensor case. This results in major computational and theoretical
difficulties in designing and analyzing algorithms for low rank tensor
recovery. For instance, a canonical analogue of the tensor nuclear norm is
NP-hard to compute in general, which is in stark contrast to the matrix case.
In this book chapter we consider versions of iterative hard thresholding
schemes adapted to hierarchical tensor formats. A variant builds on methods
from Riemannian optimization and uses a retraction mapping from the tangent
space of the manifold of low rank tensors back to this manifold. We provide
first partial convergence results based on a tensor version of the restricted
isometry property (TRIP) of the measurement map. Moreover, an estimate of the
number of measurements is provided that ensures the TRIP of a given tensor rank
with high probability for Gaussian measurement maps.Comment: revised version, to be published in Compressed Sensing and Its
Applications (edited by H. Boche, R. Calderbank, G. Kutyniok, J. Vybiral
A Continuation Method for Nash Equilibria in Structured Games
Structured game representations have recently attracted interest as models
for multi-agent artificial intelligence scenarios, with rational behavior most
commonly characterized by Nash equilibria. This paper presents efficient, exact
algorithms for computing Nash equilibria in structured game representations,
including both graphical games and multi-agent influence diagrams (MAIDs). The
algorithms are derived from a continuation method for normal-form and
extensive-form games due to Govindan and Wilson; they follow a trajectory
through a space of perturbed games and their equilibria, exploiting game
structure through fast computation of the Jacobian of the payoff function. They
are theoretically guaranteed to find at least one equilibrium of the game, and
may find more. Our approach provides the first efficient algorithm for
computing exact equilibria in graphical games with arbitrary topology, and the
first algorithm to exploit fine-grained structural properties of MAIDs.
Experimental results are presented demonstrating the effectiveness of the
algorithms and comparing them to predecessors. The running time of the
graphical game algorithm is similar to, and often better than, the running time
of previous approximate algorithms. The algorithm for MAIDs can effectively
solve games that are much larger than those solvable by previous methods
R3MC: A Riemannian three-factor algorithm for low-rank matrix completion
We exploit the versatile framework of Riemannian optimization on quotient
manifolds to develop R3MC, a nonlinear conjugate-gradient method for low-rank
matrix completion. The underlying search space of fixed-rank matrices is
endowed with a novel Riemannian metric that is tailored to the least-squares
cost. Numerical comparisons suggest that R3MC robustly outperforms
state-of-the-art algorithms across different problem instances, especially
those that combine scarcely sampled and ill-conditioned data.Comment: Accepted for publication in the proceedings of the 53rd IEEE
Conference on Decision and Control, 201
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