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Linus Hamilton

dblp:132/9161 · DBLP profile ↗
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6ranked-venue papers
3as first author
1since 2021 · last 2021
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Theory of computation · 4 · 1 first-authorArtificial intelligence and machine learning · 2 · 2 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Theoretical computer science
3 papers
Mathematical optimization · 55% Algorithmic game theory and mechanism design · 36% Computational geometry · 6%
Artificial intelligence
1 paper
Probabilistic and Bayesian machine learning · 100%

Topics — the 12 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Mathematical optimization › continuous optimization › convex optimization › first-order methods › gradient-based optimization
accelerated gradient methods
0.512021
A No-go Theorem for Robust Acceleration in the Hyperbolic Plane · NeurIPS 2021
Mathematical optimization › riemannian optimization
geodesically convex optimization
0.512021
A No-go Theorem for Robust Acceleration in the Hyperbolic Plane · NeurIPS 2021
Mathematical optimization
riemannian optimization
0.512021
A No-go Theorem for Robust Acceleration in the Hyperbolic Plane · NeurIPS 2021
Machine learning › Probabilistic and Bayesian machine learning › structured models › graphical models
markov random field
0.312017
Information Theoretic Properties of Markov Random Fields, and their Algorithmic Applications · NIPS 2017
Machine learning › Probabilistic and Bayesian machine learning › structured models › graphical models
structure learning
0.312017
Information Theoretic Properties of Markov Random Fields, and their Algorithmic Applications · NIPS 2017
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium
0.212016
Anarchy Is Free in Network Creation · ACM Trans. Algorithms 2016
Algorithmic game theory and mechanism design › network games
network formation game
0.212016
Anarchy Is Free in Network Creation · ACM Trans. Algorithms 2016
Algorithmic game theory and mechanism design
price of anarchy
0.212016
Anarchy Is Free in Network Creation · ACM Trans. Algorithms 2016
Algorithmic game theory and mechanism design
social cost
0.212016
Anarchy Is Free in Network Creation · ACM Trans. Algorithms 2016
Computational geometry › metric geometry
hyperbolic geometry
0.112021
A No-go Theorem for Robust Acceleration in the Hyperbolic Plane · NeurIPS 2021
Information theory › information measures
mutual information
0.112017
Information Theoretic Properties of Markov Random Fields, and their Algorithmic Applications · NIPS 2017
Internet architecture and protocols
network topology
0.112016
Anarchy Is Free in Network Creation · ACM Trans. Algorithms 2016

Methods — techniques the papers use, named apart from their topics

sample complexity analysis · 0.6correlation decay · 0.6nash equilibrium analysis · 0.5lower bound proof · 0.5game theory · 0.5
YearPublicationVenuePosition
2021 A No-go Theorem for Robust Acceleration in the Hyperbolic Plane
abstract
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 Nesterov-like 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 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.
Linus Hamilton, Ankur Moitra
NeurIPS1
2020 Who witnesses The Witness? Finding witnesses in The Witness is hard and sometimes impossible
abstract
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 simple 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 Σ2-complete ("witnesses do not exist"), even with a single antibody (combined with many anti/polyominoes), and the problem gets no harder with many antibodies. On the positive side, we give a polynomial-time algorithm for monomino clues, by reducing to hexagon clues on the boundary of the puzzle, even in the presence of broken edges, and solving "subset Hamiltonian path" for terminals on the boundary of an embedded planar graph in polynomial time.
Zachary Abel, Jeffrey Bosboom, Michael J. Coulombe, Erik D. Demaine, Linus Hamilton, Adam Hesterberg, Justin Kopinsky, Jayson Lynch, Mikhail Rudoy, Clemens Thielen
Theor. Comput. Sci.5
2019 The Paulsen Problem Made Simple
Linus Hamilton, Ankur Moitra
ITCS1
2017 Information Theoretic Properties of Markov Random Fields, and their Algorithmic Applications
abstract
Markov random fields are a popular model for high-dimensional probability distributions. Over the years, many mathematical, statistical and algorithmic problems on them have been studied. Until recently, the only known algorithms for provably learning them relied on exhaustive search, correlation decay or various incoherence assumptions. Bresler gave an algorithm for learning general Ising models on bounded degree graphs. His approach was based on a structural result about mutual information in Ising models. Here we take a more conceptual approach to proving lower bounds on the mutual information. Our proof generalizes well beyond Ising models, to arbitrary Markov random fields with higher order interactions. As an application, we obtain algorithms for learning Markov random fields on bounded degree graphs on $n$ nodes with $r$-order interactions in $n^r$ time and $\log n$ sample complexity. Our algorithms also extend to various partial observation models.
Linus Hamilton, Frederic Koehler, Ankur Moitra
NIPS1
2016 Anarchy Is Free in Network Creation
abstract
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 article considers one of the most well-studied models, originally proposed by Fabrikant et al. In the model, 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 article, we significantly sharpen some of those results, proving that for all constant nonintegral α > 2, the price of anarchy is in fact 1 + o (1); that is, not only is it bounded by a constant, but also 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.
Ronald L. Graham, Linus Hamilton, Ariel Levavi, Po-Shen Loh
ACM Trans. Algorithms2
2013 Anarchy Is Free in Network Creation
Ronald L. Graham, Linus Hamilton, Ariel Levavi, Po-Shen Loh
WAW2