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Gurtej Kanwar

dblp:181/0536 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2020
0000-0002-4340-4983ORCID · verified

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

Artificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 1Theory of computation · 1

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.

Artificial intelligence
1 paper
Generative modeling · 67% Probabilistic and Bayesian machine learning · 33%
Software engineering, system software, and programming languages
1 paper
Programming languages and type systems · 50% Compilers and program optimization · 50%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling
normalizing flow
0.412020
Normalizing Flows on Tori and Spheres · ICML 2020
Machine learning › Generative modeling › normalizing flow
normalizing flows on manifolds
0.412020
Normalizing Flows on Tori and Spheres · ICML 2020
Compilers and program optimization
domain-specific compilation
0.212016
Simit: A Language for Physical Simulation · ACM Trans. Graph. 2016
Programming languages and type systems
domain-specific languages
0.212016
Simit: A Language for Physical Simulation · ACM Trans. Graph. 2016

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

normalizing flow · 0.4linear algebra abstraction · 0.2hypergraph assembly · 0.2
YearPublicationVenuePosition
2020 Normalizing Flows on Tori and Spheres
abstract
Normalizing flows are a powerful tool for building expressive distributions in high dimensions. So far, most of the literature has concentrated on learning flows on Euclidean spaces. Some problems however, such as those involving angles, are defined on spaces with more complex geometries, such as tori or spheres. In this paper, we propose and compare expressive and numerically stable flows on such spaces. Our flows are built recursively on the dimension of the space, starting from flows on circles, closed intervals or spheres.
Danilo Jimenez Rezende, George Papamakarios, Sébastien Racanière, Michael S. Albergo, Gurtej Kanwar, Phiala E. Shanahan, Kyle Cranmer
ICML5
2019 Algorithms, Bounds, and Strategies for Entangled XOR Games
abstract
Entangled games are a quantum analog of constraint satisfaction problems and have had important applications to quantum complexity theory, quantum cryptography, and the foundations of quantum mechanics. Given a game, the basic computational problem is to compute its entangled value: the supremum success probability attainable by a quantum strategy. We study the complexity of computing the (commuting-operator) entangled value omega^* of entangled XOR games with any number of players. Based on a duality theory for systems of operator equations, we introduce necessary and sufficient criteria for an XOR game to have omega^* = 1, and use these criteria to derive the following results: 1) An algorithm for symmetric games that decides in polynomial time whether omega^* = 1 or omega^* < 1, a task that was not previously known to be decidable, together with a simple tensor-product strategy that achieves value 1 in the former case. The only previous candidate algorithm for this problem was the Navascués-Pironio-Acín (also known as noncommutative Sum of Squares or ncSoS) hierarchy, but no convergence bounds were known. 2) A family of games with three players and with omega^* < 1, where it takes doubly exponential time for the ncSoS algorithm to witness this. By contrast, our algorithm runs in polynomial time. 3) Existence of an unsatisfiable phase for random (non-symmetric) XOR games. We show that there exists a constant C_k^{unsat} depending only on the number k of players, such that a random k-XOR game over an alphabet of size n has omega^* < 1 with high probability when the number of clauses is above C_k^{unsat} n. 4) A lower bound of Omega(n log(n)/log log(n)) on the number of levels in the ncSoS hierarchy required to detect unsatisfiability for most random 3-XOR games. This is in contrast with the classical case where the (3n)^{th} level of the sum-of-squares hierarchy is equivalent to brute-force enumeration of all possible solutions.
Adam Bene Watts, Aram W. Harrow, Gurtej Kanwar, Anand Natarajan 0001
ITCS3
2016 Simit: A Language for Physical Simulation
abstract
With existing programming tools, writing high-performance simulation code is labor intensive and requires sacrificing readability and portability. The alternative is to prototype simulations in a high-level language like Matlab, thereby sacrificing performance. The Matlab programming model naturally describes the behavior of an entire physical system using the language of linear algebra. However, simulations also manipulate individual geometric elements, which are best represented using linked data structures like meshes. Translating between the linked data structures and linear algebra comes at significant cost, both to the programmer and to the machine. High-performance implementations avoid the cost by rephrasing the computation in terms of linked or index data structures, leaving the code complicated and monolithic, often increasing its size by an order of magnitude. In this article, we present Simit, a new language for physical simulations that lets the programmer view the system both as a linked data structure in the form of a hypergraph and as a set of global vectors, matrices, and tensors depending on what is convenient at any given time. Simit provides a novel assembly construct that makes it conceptually easy and computationally efficient to move between the two abstractions. Using the information provided by the assembly construct, the compiler generates efficient in-place computation on the graph. We demonstrate that Simit is easy to use: a Simit program is typically shorter than a Matlab program; that it is high performance: a Simit program running sequentially on a CPU performs comparably to hand-optimized simulations; and that it is portable: Simit programs can be compiled for GPUs with no change to the program, delivering 4 to 20× speedups over our optimized CPU code.
Fredrik Kjolstad, Shoaib Kamil 0001, Jonathan Ragan-Kelley, David I. W. Levin, Shinjiro Sueda, Desai Chen, Etienne Vouga, Danny M. Kaufman, Gurtej Kanwar, Wojciech Matusik, Saman P. Amarasinghe
ACM Trans. Graph.9