The Paulsen problem was once thought to be one of the most intractable problems in frame theory. It was resolved in a recent tour-de-force work of Kwok, Lau, Lee and Ramachandran. In particular, they showed that every -nearly equal norm Parseval frame in d dimensions is within squared distance O( d 13/2 ) of an equal norm Parseval frame. We give a dramatically simpler proof based on the notion of radial isotropic position, and along the way show an improved bound of O( d 2 ). * The results in this full paper were briefly announced in the conference ITCS 2019 but without any accompanying proofs.
In recent years there has been significant effort to adapt the key tools and ideas in convex optimization to the Riemannian setting. One key challenge has remained: Is there a Nesterovlike accelerated gradient method for geodesically convex functions on a Riemannian manifold? Recent work has given partial answers and the hope was that this ought to be possible.Here we dash these hopes. We prove that in a noisy setting, there is no analogue of accelerated gradient descent for geodesically convex functions on the hyperbolic plane. Our results apply even when the noise is exponentially small. The key intuition behind our proof is short and simple: In negatively curved spaces, the volume of a ball grows so fast that information about the past gradients is not useful in the future.
The Paulsen problem is a basic problem in operator theory that was resolved in a recent tourde-force work of Kwok, Lau, Lee and Ramachandran. In particular, they showed that every -nearly equal norm Parseval frame in d dimensions is within squared distance O( d 13/2 ) of an equal norm Parseval frame. We give a dramatically simpler proof based on the notion of radial isotropic position, and along the way show an improved bound of O( d 2 ). ACM Subject Classification Theory of computation → Design and analysis of algorithmsKeywords and phrases radial isotropic position, operator scaling, Paulsen problem
The Internet has emerged as perhaps the most important network in modern computing, but rather miraculously, it was created through the individual actions of a multitude of agents rather than by a central planning authority. This motivates the game theoretic study of network formation, and our paper considers one of the most-well studied models, originally proposed by Fabrikant et al. In it, each of n agents corresponds to a vertex, which can create edges to other vertices at a cost of α each, for some parameter α. Every edge can be freely used by every vertex, regardless of who paid the creation cost. To reflect the desire to be close to other vertices, each agent's cost function is further augmented by the sum total of all (graph theoretic) distances to all other vertices.Previous research proved that for many regimes of the (α, n) parameter space, the total social cost (sum of all agents' costs) of every Nash equilibrium is bounded by at most a constant multiple of the optimal social cost. In algorithmic game theoretic nomenclature, this approximation ratio is called the price of anarchy. In our paper, we significantly sharpen some of those results, proving that for all constant non-integral α > 2, the price of anarchy is in fact 1 + o(1), i.e., not only is it bounded by a constant, but it tends to 1 as n → ∞. For constant integral α ≥ 2, we show that the price of anarchy is bounded away from 1. We provide quantitative estimates on the rates of convergence for both results.
We analyze the computational complexity of the many types of pencil-and-paper-style puzzles featured in the 2016 puzzle video game The Witness. In all puzzles, the goal is to draw a path in a rectangular grid graph from a start vertex to a destination vertex. The different puzzle types place different constraints on the path: preventing some edges from being visited (broken edges); forcing some edges or vertices to be visited (hexagons); forcing some cells to have certain numbers of incident path edges (triangles); or forcing the regions formed by the path to be partially monochromatic (squares), have exactly two special cells (stars), or be singly covered by given shapes (polyominoes) and/or negatively counting shapes (antipolyominoes). We show that any one of these clue types (except the first) is enough to make path finding NP-complete ("witnesses exist but are hard to find"), even for rectangular boards. Furthermore, we show that a final clue type (antibody), which necessarily "cancels" the effect of another clue in the same region, makes path finding Σ 2-complete ("witnesses do not exist"), even with a single antibody (combined with many anti/polyominoes), and the problem gets no harder with many antibodies.
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