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Topological Neural Tangent Kernel
Graph neural tangent kernels give a principled infinite-width theory for graph neural networks, but inherit a basic limitation of graph models: they see only pairwise structure. Many relational systems contain higher-order interactions that are more naturally represented by simplicial complexes. We introduce the Topological Neural Tangent Kernel (TopoNTK), an infinite-width kernel for simplicial message passing on edge features. TopoNTK combines lower Hodge interactions, capturing graph-like coupling through shared vertices, with upper Hodge interactions, capturing coupling through filled simplices. This makes the kernel sensitive to topology invisible to graph kernels, allowing complexes with the same graph but different filled simplices to induce different kernels. Beyond expressivity, the Hodge structure gives the kernel an interpretable learning geometry. Edge signals decompose into gradient-like, harmonic, and local circulation components, and the spectrum of the TopoNTK determines how quickly each component is learned. This yields a topological form of spectral bias: components aligned with large-eigenvalue modes are learned quickly, while global harmonic modes, retained through the residual channel, often lie at smaller eigenvalues and are learned more slowly. We prove expressivity, Hodge-alignment, spectral learning, and stability properties, and validate them on synthetic simplicial tasks and DBLP higher-order link prediction. The results show that topology is not merely extra structure; it can provide coordinates that make relational learning more faithful, interpretable, and effective.
Faster approximate subgraph counts with privacy
One of the most common problems studied in the context of differential privacy for graph data is counting the number of non-induced embeddings of a subgraph in a given graph. These counts have very high global sensitivity. Therefore, adding noise based on powerful alternative techniques, such as smooth sensitivity and higher-order local sensitivity have been shown to give significantly better accuracy. However, all these alternatives to global sensitivity become computationally very expensive, and to date efficient polynomial time algorithms are known only for few selected subgraphs, such as triangles, k-triangles, and k-stars. In this paper, we show that good approximations to these sensitivity metrics can be still used to get private algorithms. Using this approach, we much faster algorithms for privately counting the number of triangles in real-world social networks, which can be easily parallelized. We also give a private polynomial time algorithm for counting any constant size subgraph using less noise than the global sensitivity; we show this can be improved significantly for counting paths in special classes of graphs.
Denoising distances beyond the volumetric barrier
Huang, Han, Jiradilok, Pakawut, Mossel, Elchanan
We study the problem of reconstructing the latent geometry of a $d$-dimensional Riemannian manifold from a random geometric graph. While recent works have made significant progress in manifold recovery from random geometric graphs, and more generally from noisy distances, the precision of pairwise distance estimation has been fundamentally constrained by the volumetric barrier, namely the natural sample-spacing scale $n^{-1/d}$ coming from the fact that a generic point of the manifold typically lies at distance of order $n^{-1/d}$ from the nearest sampled point. In this paper, we introduce a novel approach, Orthogonal Ring Distance Estimation Routine (ORDER), which achieves a pointwise distance estimation precision of order $n^{-2/(d+5)}$ up to polylogarithmic factors in $n$ in polynomial time. This strictly beats the volumetric barrier for dimensions $d > 5$. As a consequence of obtaining pointwise precision better than $n^{-1/d}$, we prove that the Gromov--Wasserstein distance between the reconstructed metric measure space and the true latent manifold is of order $n^{-1/d}$. This matches the Wasserstein convergence rate of empirical measures, demonstrating that our reconstructed graph metric is asymptotically as good as having access to the full pairwise distance matrix of the sampled points. Our results are proven in a very general setting which includes general models of noisy pairwise distances, sparse random geometric graphs, and unknown connection probability functions.
Crowdsourced Clustering: Querying Edges vs Triangles
We consider the task of clustering items using answers from non-expert crowd workers. In such cases, the workers are often not able to label the items directly, however, it is reasonable to assume that they can compare items and judge whether they are similar or not. An important question is what queries to make, and we compare two types: random edge queries, where a pair of items is revealed, and random triangles, where a triple is. Since it is far too expensive to query all possible edges and/or triangles, we need to work with partial observations subject to a fixed query budget constraint. When a generative model for the data is available (and we consider a few of these) we determine the cost of a query by its entropy; when such models do not exist we use the average response time per query of the workers as a surrogate for the cost. In addition to theoretical justification, through several simulations and experiments on two real data sets on Amazon Mechanical Turk, we empirically demonstrate that, for a fixed budget, triangle queries uniformly outperform edge queries. Even though, in contrast to edge queries, triangle queries reveal dependent edges, they provide more reliable edges and, for a fixed budget, many more of them. We also provide a sufficient condition on the number of observations, edge densities inside and outside the clusters and the minimum cluster size required for the exact recovery of the true adjacency matrix via triangle queries using a convex optimization-based clustering algorithm.
Learning rigid-body simulators over implicit shapes for large-scale scenes and vision
Simulating large scenes with many rigid objects is crucial for a variety of applications, such as robotics, engineering, film and video games. Rigid interactions are notoriously hard to model: small changes to the initial state or the simulation parameters can lead to large changes in the final state.