917 research outputs found

    Smoothed Efficient Algorithms and Reductions for Network Coordination Games

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    Worst-case hardness results for most equilibrium computation problems have raised the need for beyond-worst-case analysis. To this end, we study the smoothed complexity of finding pure Nash equilibria in Network Coordination Games, a PLS-complete problem in the worst case. This is a potential game where the sequential-better-response algorithm is known to converge to a pure NE, albeit in exponential time. First, we prove polynomial (resp. quasi-polynomial) smoothed complexity when the underlying game graph is a complete (resp. arbitrary) graph, and every player has constantly many strategies. We note that the complete graph case is reminiscent of perturbing all parameters, a common assumption in most known smoothed analysis results. Second, we define a notion of smoothness-preserving reduction among search problems, and obtain reductions from 22-strategy network coordination games to local-max-cut, and from kk-strategy games (with arbitrary kk) to local-max-cut up to two flips. The former together with the recent result of [BCC18] gives an alternate O(n8)O(n^8)-time smoothed algorithm for the 22-strategy case. This notion of reduction allows for the extension of smoothed efficient algorithms from one problem to another. For the first set of results, we develop techniques to bound the probability that an (adversarial) better-response sequence makes slow improvements on the potential. Our approach combines and generalizes the local-max-cut approaches of [ER14,ABPW17] to handle the multi-strategy case: it requires a careful definition of the matrix which captures the increase in potential, a tighter union bound on adversarial sequences, and balancing it with good enough rank bounds. We believe that the approach and notions developed herein could be of interest in addressing the smoothed complexity of other potential and/or congestion games

    Fast and Accurate 3D Face Recognition Using Registration to an Intrinsic Coordinate System and Fusion of Multiple Region classifiers

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    In this paper we present a new robust approach for 3D face registration to an intrinsic coordinate system of the face. The intrinsic coordinate system is defined by the vertical symmetry plane through the nose, the tip of the nose and the slope of the bridge of the nose. In addition, we propose a 3D face classifier based on the fusion of many dependent region classifiers for overlapping face regions. The region classifiers use PCA-LDA for feature extraction and the likelihood ratio as a matching score. Fusion is realised using straightforward majority voting for the identification scenario. For verification, a voting approach is used as well and the decision is defined by comparing the number of votes to a threshold. Using the proposed registration method combined with a classifier consisting of 60 fused region classifiers we obtain a 99.0% identification rate on the all vs first identification test of the FRGC v2 data. A verification rate of 94.6% at FAR=0.1% was obtained for the all vs all verification test on the FRGC v2 data using fusion of 120 region classifiers. The first is the highest reported performance and the second is in the top-5 of best performing systems on these tests. In addition, our approach is much faster than other methods, taking only 2.5 seconds per image for registration and less than 0.1 ms per comparison. Because we apply feature extraction using PCA and LDA, the resulting template size is also very small: 6 kB for 60 region classifiers

    Three-Dimensional Object Registration Using Wavelet Features

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    Recent developments in shape-based modeling and data acquisition have brought three-dimensional models to the forefront of computer graphics and visualization research. New data acquisition methods are producing large numbers of models in a variety of fields. Three-dimensional registration (alignment) is key to the useful application of such models in areas from automated surface inspection to cancer detection and surgery. The algorithms developed in this research accomplish automatic registration of three-dimensional voxelized models. We employ features in a wavelet transform domain to accomplish registration. The features are extracted in a multi-resolutional format, thus delineating features at various scales for robust and rapid matching. Registration is achieved by using a voting scheme to select peaks in sets of rotation quaternions, then separately identifying translation. The method is robust to occlusion, clutter, and noise. The efficacy of the algorithm is demonstrated through examples from solid modeling and medical imaging applications

    A tight lower bound instance for k-means++ in constant dimension

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    The k-means++ seeding algorithm is one of the most popular algorithms that is used for finding the initial kk centers when using the k-means heuristic. The algorithm is a simple sampling procedure and can be described as follows: Pick the first center randomly from the given points. For i>1i > 1, pick a point to be the ithi^{th} center with probability proportional to the square of the Euclidean distance of this point to the closest previously (i1)(i-1) chosen centers. The k-means++ seeding algorithm is not only simple and fast but also gives an O(logk)O(\log{k}) approximation in expectation as shown by Arthur and Vassilvitskii. There are datasets on which this seeding algorithm gives an approximation factor of Ω(logk)\Omega(\log{k}) in expectation. However, it is not clear from these results if the algorithm achieves good approximation factor with reasonably high probability (say 1/poly(k)1/poly(k)). Brunsch and R\"{o}glin gave a dataset where the k-means++ seeding algorithm achieves an O(logk)O(\log{k}) approximation ratio with probability that is exponentially small in kk. However, this and all other known lower-bound examples are high dimensional. So, an open problem was to understand the behavior of the algorithm on low dimensional datasets. In this work, we give a simple two dimensional dataset on which the seeding algorithm achieves an O(logk)O(\log{k}) approximation ratio with probability exponentially small in kk. This solves open problems posed by Mahajan et al. and by Brunsch and R\"{o}glin.Comment: To appear in TAMC 2014. arXiv admin note: text overlap with arXiv:1306.420

    Robust signatures for 3D face registration and recognition

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    PhDBiometric authentication through face recognition has been an active area of research for the last few decades, motivated by its application-driven demand. The popularity of face recognition, compared to other biometric methods, is largely due to its minimum requirement of subject co-operation, relative ease of data capture and similarity to the natural way humans distinguish each other. 3D face recognition has recently received particular interest since three-dimensional face scans eliminate or reduce important limitations of 2D face images, such as illumination changes and pose variations. In fact, three-dimensional face scans are usually captured by scanners through the use of a constant structured-light source, making them invariant to environmental changes in illumination. Moreover, a single 3D scan also captures the entire face structure and allows for accurate pose normalisation. However, one of the biggest challenges that still remain in three-dimensional face scans is the sensitivity to large local deformations due to, for example, facial expressions. Due to the nature of the data, deformations bring about large changes in the 3D geometry of the scan. In addition to this, 3D scans are also characterised by noise and artefacts such as spikes and holes, which are uncommon with 2D images and requires a pre-processing stage that is speci c to the scanner used to capture the data. The aim of this thesis is to devise a face signature that is compact in size and overcomes the above mentioned limitations. We investigate the use of facial regions and landmarks towards a robust and compact face signature, and we study, implement and validate a region-based and a landmark-based face signature. Combinations of regions and landmarks are evaluated for their robustness to pose and expressions, while the matching scheme is evaluated for its robustness to noise and data artefacts
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