SearcharxivSearch

arXiv subjects

Abbas Mehrabian

Publications and source records attributed to Abbas Mehrabian.

At least 19 recordsLinked to original sources

Improving the matrix multiplication exponent with modern optimization and AlphaEvolve

The current best bounds on the matrix multiplication exponent $ω$ are obtained through a refinement of the laser method called combination loss analysis (Duan et al., 2022; Williams et al., 2024; Alman et al., 2025). In this note, we address the optimization problem at the core of this approach and propose several improvements. First, we reformulate the optimization problem allowing us to solve it in a larger setting than was previously possible. Second, we leverage recent advances in machine learning to design a new optimization algorithm for this problem. Finally, we refine the resulting optimization algorithm with AlphaEvolve. Our combined approach yields an upper bound of $ω$ < 2.371177, improving the previous best bound of 2.371339.

cs.DS

AlphaEvolve: A coding agent for scientific and algorithmic discovery

In this white paper, we present AlphaEvolve, an evolutionary coding agent that substantially enhances capabilities of state-of-the-art LLMs on highly challenging tasks such as tackling open scientific problems or optimizing critical pieces of computational infrastructure. AlphaEvolve orchestrates an autonomous pipeline of LLMs, whose task is to improve an algorithm by making direct changes to the code. Using an evolutionary approach, continuously receiving feedback from one or more evaluators, AlphaEvolve iteratively improves the algorithm, potentially leading to new scientific and practical discoveries. We demonstrate the broad applicability of this approach by applying it to a number of important computational problems. When applied to optimizing critical components of large-scale computational stacks at Google, AlphaEvolve developed a more efficient scheduling algorithm for data centers, found a functionally equivalent simplification in the circuit design of hardware accelerators, and accelerated the training of the LLM underpinning AlphaEvolve itself. Furthermore, AlphaEvolve discovered novel, provably correct algorithms that surpass state-of-the-art solutions on a spectrum of problems in mathematics and computer science, significantly expanding the scope of prior automated discovery methods (Romera-Paredes et al., 2023). Notably, AlphaEvolve developed a search algorithm that found a procedure to multiply two $4 \times 4$ complex-valued matrices using $48$ scalar multiplications; offering the first improvement, after 56 years, over Strassen's algorithm in this setting. We believe AlphaEvolve and coding agents like it can have a significant impact in improving solutions of problems across many areas of science and computation.

cs.AI

Finding Increasingly Large Extremal Graphs with AlphaZero and Tabu Search

This work studies a central extremal graph theory problem inspired by a 1975 conjecture of Erdős, which aims to find graphs with a given size (number of nodes) that maximize the number of edges without having 3- or 4-cycles. We formulate this problem as a sequential decision-making problem and compare AlphaZero, a neural network-guided tree search, with tabu search, a heuristic local search method. Using either method, by introducing a curriculum -- jump-starting the search for larger graphs using good graphs found at smaller sizes -- we improve the state-of-the-art lower bounds for several sizes. We also propose a flexible graph-generation environment and a permutation-invariant network architecture for learning to search in the space of graphs.

cs.AI

Multiplayer bandits without observing collision information

We study multiplayer stochastic multi-armed bandit problems in which the players cannot communicate and if two or more players pull the same arm, a collision occurs and the involved players receive zero reward. We consider two feedback models: a model in which the players can observe whether a collision has occurred and a more difficult setup when no collision information is available. We give the first theoretical guarantees for the second model: an algorithm with a logarithmic regret, and an algorithm with a square-root regret type that does not depend on the gaps between the means. For the first model, we give the first square-root regret bounds that do not depend on the gaps. Building on these ideas, we also give an algorithm for reaching approximate Nash equilibria quickly in stochastic anti-coordination games.

cs.LG

Near-optimal Sample Complexity Bounds for Robust Learning of Gaussians Mixtures via Compression Schemes

We prove that $\tildeΘ(k d^2 / \varepsilon^2)$ samples are necessary and sufficient for learning a mixture of $k$ Gaussians in $\mathbb{R}^d$, up to error $\varepsilon$ in total variation distance. This improves both the known upper bounds and lower bounds for this problem. For mixtures of axis-aligned Gaussians, we show that $\tilde{O}(k d / \varepsilon^2)$ samples suffice, matching a known lower bound. Moreover, these results hold in the agnostic-learning/robust-estimation setting as well, where the target distribution is only approximately a mixture of Gaussians. The upper bound is shown using a novel technique for distribution learning based on a notion of `compression.' Any class of distributions that allows such a compression scheme can also be learned with few samples. Moreover, if a class of distributions has such a compression scheme, then so do the classes of products and mixtures of those distributions. The core of our main result is showing that the class of Gaussians in $\mathbb{R}^d$ admits a small-sized compression scheme.

cs.LG

The Minimax Learning Rates of Normal and Ising Undirected Graphical Models

Let $G$ be an undirected graph with $m$ edges and $d$ vertices. We show that $d$-dimensional Ising models on $G$ can be learned from $n$ i.i.d. samples within expected total variation distance some constant factor of $\min\{1, \sqrt{(m + d)/n}\}$, and that this rate is optimal. We show that the same rate holds for the class of $d$-dimensional multivariate normal undirected graphical models with respect to $G$. We also identify the optimal rate of $\min\{1, \sqrt{m/n}\}$ for Ising models with no external magnetic field.

math.ST

Old Dog Learns New Tricks: Randomized UCB for Bandit Problems

We propose $\tt RandUCB$, a bandit strategy that builds on theoretically derived confidence intervals similar to upper confidence bound (UCB) algorithms, but akin to Thompson sampling (TS), it uses randomization to trade off exploration and exploitation. In the $K$-armed bandit setting, we show that there are infinitely many variants of $\tt RandUCB$, all of which achieve the minimax-optimal $\widetilde{O}(\sqrt{K T})$ regret after $T$ rounds. Moreover, for a specific multi-armed bandit setting, we show that both UCB and TS can be recovered as special cases of $\tt RandUCB$. For structured bandits, where each arm is associated with a $d$-dimensional feature vector and rewards are distributed according to a linear or generalized linear model, we prove that $\tt RandUCB$ achieves the minimax-optimal $\widetilde{O}(d \sqrt{T})$ regret even in the case of infinitely many arms. Through experiments in both the multi-armed and structured bandit settings, we demonstrate that $\tt RandUCB$ matches or outperforms TS and other randomized exploration strategies. Our theoretical and empirical results together imply that $\tt RandUCB$ achieves the best of both worlds.

cs.LG

A Practical Algorithm for Multiplayer Bandits when Arm Means Vary Among Players

We study a multiplayer stochastic multi-armed bandit problem in which players cannot communicate, and if two or more players pull the same arm, a collision occurs and the involved players receive zero reward. We consider the challenging heterogeneous setting, in which different arms may have different means for different players, and propose a new and efficient algorithm that combines the idea of leveraging forced collisions for implicit communication and that of performing matching eliminations. We present a finite-time analysis of our algorithm, giving the first sublinear minimax regret bound for this problem, and prove that if the optimal assignment of players to arms is unique, our algorithm attains the optimal $O(\ln(T))$ regret, solving an open question raised at NeurIPS 2018.

stat.ML

Regret Bounds for Batched Bandits

We present simple and efficient algorithms for the batched stochastic multi-armed bandit and batched stochastic linear bandit problems. We prove bounds for their expected regrets that improve over the best-known regret bounds for any number of batches. In particular, our algorithms in both settings achieve the optimal expected regrets by using only a logarithmic number of batches. We also study the batched adversarial multi-armed bandit problem for the first time and find the optimal regret, up to logarithmic factors, of any algorithm with predetermined batch sizes.

cs.DS

Sample-Efficient Learning of Mixtures

We consider PAC learning of probability distributions (a.k.a. density estimation), where we are given an i.i.d. sample generated from an unknown target distribution, and want to output a distribution that is close to the target in total variation distance. Let $\mathcal F$ be an arbitrary class of probability distributions, and let $\mathcal{F}^k$ denote the class of $k$-mixtures of elements of $\mathcal F$. Assuming the existence of a method for learning $\mathcal F$ with sample complexity $m_{\mathcal{F}}(ε)$, we provide a method for learning $\mathcal F^k$ with sample complexity $O({k\log k \cdot m_{\mathcal F}(ε) }/{ε^{2}})$. Our mixture learning algorithm has the property that, if the $\mathcal F$-learner is proper/agnostic, then the $\mathcal F^k$-learner would be proper/agnostic as well. This general result enables us to improve the best known sample complexity upper bounds for a variety of important mixture classes. First, we show that the class of mixtures of $k$ axis-aligned Gaussians in $\mathbb{R}^d$ is PAC-learnable in the agnostic setting with $\widetilde{O}({kd}/{ε^ 4})$ samples, which is tight in $k$ and $d$ up to logarithmic factors. Second, we show that the class of mixtures of $k$ Gaussians in $\mathbb{R}^d$ is PAC-learnable in the agnostic setting with sample complexity $\widetilde{O}({kd^2}/{ε^ 4})$, which improves the previous known bounds of $\widetilde{O}({k^3d^2}/{ε^ 4})$ and $\widetilde{O}(k^4d^4/ε^ 2)$ in its dependence on $k$ and $d$. Finally, we show that the class of mixtures of $k$ log-concave distributions over $\mathbb{R}^d$ is PAC-learnable using $\widetilde{O}(d^{(d+5)/2}ε^{-(d+9)/2}k)$ samples.

cs.LG

Some techniques in density estimation

Density estimation is an interdisciplinary topic at the intersection of statistics, theoretical computer science and machine learning. We review some old and new techniques for bounding the sample complexity of estimating densities of continuous distributions, focusing on the class of mixtures of Gaussians and its subclasses. In particular, we review the main techniques used to prove the new sample complexity bounds for mixtures of Gaussians by Ashtiani, Ben-David, Harvey, Liaw, Mehrabian, and Plan arXiv:1710.05209.

math.ST

Nearly-tight VC-dimension and pseudodimension bounds for piecewise linear neural networks

We prove new upper and lower bounds on the VC-dimension of deep neural networks with the ReLU activation function. These bounds are tight for almost the entire range of parameters. Letting $W$ be the number of weights and $L$ be the number of layers, we prove that the VC-dimension is $O(W L \log(W))$, and provide examples with VC-dimension $Ω( W L \log(W/L) )$. This improves both the previously known upper bounds and lower bounds. In terms of the number $U$ of non-linear units, we prove a tight bound $Θ(W U)$ on the VC-dimension. All of these bounds generalize to arbitrary piecewise linear activation functions, and also hold for the pseudodimensions of these function classes. Combined with previous results, this gives an intriguing range of dependencies of the VC-dimension on depth for networks with different non-linearities: there is no dependence for piecewise-constant, linear dependence for piecewise-linear, and no more than quadratic dependence for general piecewise-polynomial.

cs.LG

The string of diamonds is nearly tight for rumour spreading

For a rumour spreading protocol, the spread time is defined as the first time that everyone learns the rumour. We compare the synchronous push&pull rumour spreading protocol with its asynchronous variant, and show that for any $n$-vertex graph and any starting vertex, the ratio between their expected spread times is bounded by $O \left({n}^{1/3}{\log^{2/3} n}\right)$. This improves the $O(\sqrt n)$ upper bound of Giakkoupis, Nazari, and Woelfel (in Proceedings of ACM Symposium on Principles of Distributed Computing, 2016). Our bound is tight up to a factor of $O(\log n)$, as illustrated by the string of diamonds graph. We also show that if for a pair $α,β$ of real numbers, there exists infinitely many graphs for which the two spread times are $n^α$ and $n^β$ in expectation, then $0\leqα\leq 1$ and $α\leq β\leq \frac13 + \frac23 α$; and we show each such pair $α,β$ is achievable.

math.PR

Notes on Growing a Tree in a Graph

We study the height of a spanning tree $T$ of a graph $G$ obtained by starting with a single vertex of $G$ and repeatedly selecting, uniformly at random, an edge of $G$ with exactly one endpoint in $T$ and adding this edge to $T$.

math.PR

Tight Load Balancing via Randomized Local Search

We consider the following balls-into-bins process with $n$ bins and $m$ balls: each ball is equipped with a mutually independent exponential clock of rate 1. Whenever a ball's clock rings, the ball samples a random bin and moves there if the number of balls in the sampled bin is smaller than in its current bin. This simple process models a typical load balancing problem where users (balls) seek a selfish improvement of their assignment to resources (bins). From a game theoretic perspective, this is a randomized approach to the well-known Koutsoupias-Papadimitriou model, while it is known as randomized local search (RLS) in load balancing literature. Up to now, the best bound on the expected time to reach perfect balance was $O\left({(\ln n)}^2+\ln(n)\cdot n^2/m\right)$ due to Ganesh, Lilienthal, Manjunath, Proutiere, and Simatos (Load balancing via random local search in closed and open systems, Queueing Systems, 2012). We improve this to an asymptotically tight $O\left(\ln(n)+n^2/m\right)$. Our analysis is based on the crucial observation that performing "destructive moves" (reversals of RLS moves) cannot decrease the balancing time. This allows us to simplify problem instances and to ignore "inconvenient moves" in the analysis.

cs.DC

Rumours spread slowly in a small world spatial network

Rumour spreading is a protocol for modelling the spread of information through a network via user-to-user interaction. The Spatial Preferred Attachment (SPA) model is a random graph model for complex networks: vertices are placed in a metric space, and the link probability depends on the metric distance between vertices, and on their degree. We show that the SPA model typically produces graphs that have small effective diameter, i.e. $O(\log^2 n)$, while rumour spreading is relatively slow, namely polynomial in $n$.

cs.SI

A simple tool for bounding the deviation of random matrices on geometric sets

Let $A$ be an isotropic, sub-gaussian $m \times n$ matrix. We prove that the process $Z_x := \|Ax\|_2 - \sqrt m \|x\|_2$ has sub-gaussian increments. Using this, we show that for any bounded set $T \subseteq \mathbb{R}^n$, the deviation of $\|Ax\|_2$ around its mean is uniformly bounded by the Gaussian complexity of $T$. We also prove a local version of this theorem, which allows for unbounded sets. These theorems have various applications, some of which are reviewed in this paper. In particular, we give a new result regarding model selection in the constrained linear model.

math.PR