distance function
A Geometric Blind Source Separation Method Based on Facet Component Analysis
Given a set of mixtures, blind source separation attempts to retrieve the source signals without or with very little information of the the mixing process. We present a geometric approach for blind separation of nonnegative linear mixtures termed {\em facet component analysis} (FCA). The approach is based on facet identification of the underlying cone structure of the data. Earlier works focus on recovering the cone by locating its vertices (vertex component analysis or VCA) based on a mutual sparsity condition which requires each source signal to possess a stand-alone peak in its spectrum. We formulate alternative conditions so that enough data points fall on the facets of a cone instead of accumulating around the vertices. To find a regime of unique solvability, we make use of both geometric and density properties of the data points, and develop an efficient facet identification method by combining data classification and linear regression. For noisy data, we show that denoising methods may be employed, such as the total variation technique in imaging processing, and principle component analysis. We show computational results on nuclear magnetic resonance spectroscopic data to substantiate our method.
Volume Rendering of Neural Implicit Surfaces
Neural volume rendering became increasingly popular recently due to its success in synthesizing novel views of a scene from a sparse set of input images. So far, the geometry learned by neural volume rendering techniques was modeled using a generic density function. Furthermore, the geometry itself was extracted using an arbitrary level set of the density function leading to a noisy, often low fidelity reconstruction. The goal of this paper is to improve geometry representation and reconstruction in neural volume rendering. We achieve that by modeling the volume density as a function of the geometry.
Play to Grade: Testing Coding Games as Classifying Markov Decision Process
Contemporary coding education often presents students with the task of developing programs that have user interaction and complex dynamic systems, such as mouse based games. While pedagogically compelling, there are no contemporary autonomous methods for providing feedback. Notably, interactive programs are impossible to grade by traditional unit tests.
Over the Returned Counterfactuals
In this appendix, we discuss a technique to optimize over the counterfactuals found by counterfactual explanation methods, such as [6]. We restate lemma 3.1 and provide a proof. Lemma 3.1 Assuming the counterfactual algorithm A (x) follows the form of the objective in equation 1, @@xcf G(x,A (x)) = 0, and m is the number of parameters in the model, we can write the derivative of counterfactual algorithm A with respect to model parameters as the Jacobian, @ @ A (x)= @2G(x,A (x)) @x2cf 1 G(x,xcf) (7) This problem is identical to a well-studied class of bi-level optimization problems in deep learning. In these problems, we must compute the derivative of a function with respect to some parameter (here) that includes an inner argmin, which itself depends on the parameter. We follow [44] to complete the proof.
An algorithm for L1 nearest neighbor search via monotonic embedding
Fast algorithms for nearest neighbor (NN) search have in large part focused on 2 distance. Here we develop an approach for 1 distance that begins with an explicit and exactly distance-preserving embedding of the points into 22. We show how this can efficiently be combined with random-projection based methods for 2 NN search, such as locality-sensitive hashing (LSH) or random projection trees. We rigorously establish the correctness of the methodology and show by experimentation using LSH that it is competitive in practice with available alternatives.
Navigable Graphs for High-Dimensional Nearest Neighbor Search: Constructions and Limits
There has been significant recent interest in graph-based nearest neighbor search methods, many of which are centered on the construction of (approximately) navigable graphs over high-dimensional point sets. A graph is navigable if we can successfully move from any starting node to any target node using a greedy routing strategy where we always move to the neighbor that is closest to the destination according to the given distance function. The complete graph is obviously navigable for any point set, but the important question for applications is if sparser graphs can be constructed. While this question is fairly well understood in low-dimensions, we establish some of the first upper and lower bounds for high-dimensional point sets. First, we give a simple and efficient way to construct a navigable graph with average degree $O(\sqrt{n \log n })$ for any set of $n$ points, in any dimension, for any distance function. We compliment this result with a nearly matching lower bound: even under the Euclidean metric in $O(\log n)$ dimensions, a random point set has no navigable graph with average degree $O(n^{\alpha})$ for any $\alpha < 1/2$. Our lower bound relies on sharp anti-concentration bounds for binomial random variables, which we use to show that the {near-neighborhoods} of a set of random points do not overlap significantly, forcing any navigable graph to have many edges.