Goto

Collaborating Authors

 bner basis


Computational Algebra with Attention: Transformer Oracles for Border Basis Algorithms

Neural Information Processing Systems

Solving systems of polynomial equations, particularly those with finitely many solutions, is a crucial challenge across many scientific fields. Traditional methods like Grรถbner and Border bases are fundamental but suffer from high computational costs, which have motivated recent Deep Learning approaches to improve efficiency, albeit at the expense of output correctness.



Learning to compute Grรถbner bases

Neural Information Processing Systems

In this study, we investigate Grรถbner basis computation from a learning perspective, envisioning it as a practical compromise to address large-scale polynomial system solving and understanding when mathematical algorithms are computationally intractable.


Algebraic Approach to Ridge-Regularized Mean Squared Error Minimization in Minimal ReLU Neural Network

arXiv.org Machine Learning

This paper investigates a perceptron, a simple neural network model, with ReLU activation and a ridge-regularized mean squared error (RR-MSE). Our approach leverages the fact that the RR-MSE for ReLU perceptron is piecewise polynomial, enabling a systematic analysis using tools from computational algebra. In particular, we develop a Divide-Enumerate-Merge strategy that exhaustively enumerates all local minima of the RR-MSE. By virtue of the algebraic formulation, our approach can identify not only the typical zero-dimensional minima (i.e., isolated points) obtained by numerical optimization, but also higher-dimensional minima (i.e., connected sets such as curves, surfaces, or hypersurfaces). Although computational algebraic methods are computationally very intensive for perceptrons of practical size, as a proof of concept, we apply the proposed approach in practice to minimal perceptrons with a few hidden units.


Computational Algebra with Attention: Transformer Oracles for Border Basis Algorithms

arXiv.org Artificial Intelligence

Solving systems of polynomial equations, particularly those with finitely many solutions, is a crucial challenge across many scientific fields. Traditional methods like Grรถbner and Border bases are fundamental but suffer from high computational costs, which have motivated recent Deep Learning approaches to improve efficiency, albeit at the expense of output correctness. In this work, we introduce the Oracle Border Basis Algorithm, the first Deep Learning approach that accelerates Border basis computation while maintaining output guarantees. To this end, we design and train a Transformer-based oracle that identifies and eliminates computationally expensive reduction steps, which we find to dominate the algorithm's runtime. By selectively invoking this oracle during critical phases of computation, we achieve substantial speedup factors of up to 3.5x compared to the base algorithm, without compromising the correctness of results. To generate the training data, we develop a sampling method and provide the first sampling theorem for border bases. We construct a tokenization and embedding scheme tailored to monomial-centered algebraic computations, resulting in a compact and expressive input representation, which reduces the number of tokens to encode an $n$-variate polynomial by a factor of $O(n)$. Our learning approach is data efficient, stable, and a practical enhancement to traditional computer algebra algorithms and symbolic computation.


Nash equilibria in scalar discrete-time linear quadratic games

arXiv.org Artificial Intelligence

An open problem in linear quadratic (LQ) games has been characterizing the Nash equilibria. This problem has renewed relevance given the surge of work on understanding the convergence of learning algorithms in dynamic games. This paper investigates scalar discrete-time infinite-horizon LQ games with two agents. Even in this arguably simple setting, there are no results for finding $\textit{all}$ Nash equilibria. By analyzing the best response map, we formulate a polynomial system of equations characterizing the linear feedback Nash equilibria. This enables us to bring in tools from algebraic geometry, particularly the Gr\"obner basis, to study the roots of this polynomial system. Consequently, we can not only compute all Nash equilibria numerically, but we can also characterize their number with explicit conditions. For instance, we prove that the LQ games under consideration admit at most three Nash equilibria. We further provide sufficient conditions for the existence of at most two Nash equilibria and sufficient conditions for the uniqueness of the Nash equilibrium. Our numerical experiments demonstrate the tightness of our bounds and showcase the increased complexity in settings with more than two agents.


Predicting the cardinality and maximum degree of a reduced Gr\"obner basis

arXiv.org Artificial Intelligence

We construct neural network regression models to predict key metrics of complexity for Gr\"obner bases of binomial ideals. This work illustrates why predictions with neural networks from Gr\"obner computations are not a straightforward process. Using two probabilistic models for random binomial ideals, we generate and make available a large data set that is able to capture sufficient variability in Gr\"obner complexity. We use this data to train neural networks and predict the cardinality of a reduced Gr\"obner basis and the maximum total degree of its elements. While the cardinality prediction problem is unlike classical problems tackled by machine learning, our simulations show that neural networks, providing performance statistics such as $r^2 = 0.401$, outperform naive guess or multiple regression models with $r^2 = 0.180$.


Results on the algebraic matroid of the determinantal variety

arXiv.org Artificial Intelligence

We make progress towards characterizing the algebraic matroid of the determinantal variety defined by the minors of fixed size of a matrix of variables. Our main result is a novel family of base sets of the matroid, which characterizes the matroid in special cases. Our approach relies on the combinatorial notion of relaxed supports of linkage matching fields that we introduce, our interpretation of the problem of completing a matrix of bounded rank from a subset of its entries as a linear section problem on the Grassmannian, and a connection that we draw with a class of local coordinates on the Grassmannian described by Sturmfels and Zelevinsky in 1993.


Turning Mathematics Problems into Games: Reinforcement Learning and Gr\"obner bases together solve Integer Feasibility Problems

arXiv.org Artificial Intelligence

Can agents be trained to answer difficult mathematical questions by playing a game? We consider the integer feasibility problem, a challenge of deciding whether a system of linear equations and inequalities has a solution with integer values. This is a famous NP-complete problem with applications in many areas of Mathematics and Computer Science. Our paper describes a novel algebraic reinforcement learning framework that allows an agent to play a game equivalent to the integer feasibility problem. We explain how to transform the integer feasibility problem into a game over a set of arrays with fixed margin sums. The game starts with an initial state (an array), and by applying a legal move that leaves the margins unchanged, we aim to eventually reach a winning state with zeros in specific positions. To win the game the player must find a path between the initial state and a final terminal winning state if one exists. Finding such a winning state is equivalent to solving the integer feasibility problem. The key algebraic ingredient is a Gr\"obner basis of the toric ideal for the underlying axial transportation polyhedron. The Gr\"obner basis can be seen as a set of connecting moves (actions) of the game. We then propose a novel RL approach that trains an agent to predict moves in continuous space to cope with the large size of action space. The continuous move is then projected onto the set of legal moves so that the path always leads to valid states. As a proof of concept we demonstrate in experiments that our agent can play well the simplest version of our game for 2-way tables. Our work highlights the potential to train agents to solve non-trivial mathematical queries through contemporary machine learning methods used to train agents to play games.


Learning selection strategies in Buchberger's algorithm

arXiv.org Machine Learning

Studying the set of exact solutions of a system of polynomial equations largely depends on a single iterative algorithm, known as Buchberger's algorithm. Optimized versions of this algorithm are crucial for many computer algebra systems (e.g., Mathematica, Maple, Sage). We introduce a new approach to Buchberger's algorithm that uses reinforcement learning agents to perform S-pair selection, a key step in the algorithm. We then study how the difficulty of the problem depends on the choices of domain and distribution of polynomials, about which little is known. Finally, we train a policy model using proximal policy optimization (PPO) to learn S-pair selection strategies for random systems of binomial equations. In certain domains, the trained model outperforms state-of-the-art selection heuristics in total number of polynomial additions performed, which provides a proof-of-concept that recent developments in machine learning have the potential to improve performance of algorithms in symbolic computation.