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Nathan Sheffield

Publications and source records attributed to Nathan Sheffield.

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The Limits of Black-Box Reductions for All-Pairs Triangle Detection

For any tripartite relation $R\subseteq \mathbb{Z}^3$, the $R$-Triangle problem asks, given an edge-weighted graph, whether it contains a triangle whose weights form a triple in $R$. The All-Edge $R$-Triangle problem asks to determine for every edge whether it is contained in such a triangle. It is known that $R$-Triangle and All-Edge $R$-Triangle are subcubically fine-grained equivalent for every $R$ [Vassilevska W.-Williams'10]. However, while it is conjectured that these problems are tightly equivalent, this reduction only shows that if $R$-Triangle has an $O(n^{3-\epsilon})$-time algorithm for some $\epsilon>0$, then All-Edge $R$-Triangle has an $O(n^{3-\epsilon/3})$-time algorithm. This paper provides a strong unconditional barrier to a tight equivalence: the reduction of [Vassilevska W.-Williams'10] is optimal for black-box reductions that work for arbitrary $R$. We give further results about black-box reductions between a variety of $R$-triangle problems. Our positive results yield new reductions between several classes of triangle and matrix problems --- for instance, we demonstrate that an $O(n^{2.53})$-time algorithm for computing equality or dominance product would imply an improvement on known algorithms for computing boolean $(\min, +)$-product, giving the first conditional lower bound for dominance and equality product. Our negative results can be thought of as barriers against natural fine-grained proof techniques. Besides the result that a tighter equivalence between $R$-Triangle and All-Edge $R$-Triangle is not possible, we also show that no appropriately "black-box" reductions are capable of demonstrating a subcubic equivalence between triangle counting and binary integer matrix multiplication, or a tight equivalence between boolean matrix multiplication and listing $n^2$ triangles, and more, despite the fact that all of these equivalences are conjectured to hold.

cs.DS

Bridge2AI Recommendations for AI-Ready Genomic Data

Rapid advancements in technology have led to an increased use of artificial intelligence (AI) technologies in medicine and bioinformatics research. In anticipation of this, the National Institutes of Health (NIH) assembled the Bridge to Artificial Intelligence (Bridge2AI) consortium to coordinate development of AI-ready datasets that can be leveraged by AI models to address grand challenges in human health and disease. The widespread availability of genome sequencing technologies for biomedical research presents a key data type for informing AI models, necessitating that genomics data sets are AI-ready. To this end, the Genomic Information Standards Team (GIST) of the Bridge2AI Standards Working Group has documented a set of recommendations for maintaining AI-ready genomics datasets. In this report, we describe recommendations for the collection, storage, identification, and proper use of genomics datasets to enable them to be considered AI-ready and thus drive new insights in medicine through AI and machine learning applications.

q-bio.OT

Card Dealing Math

Various card tricks involve under-down dealing, where alternatively one card is placed under the deck and the next card is dealt. We study how the cards need to be prepared in the deck to be dealt in order. The order in which the $N$ cards are prepared defines a permutation. In this work, we analyze general dealing patterns, considering properties of the resulting permutations. We give recursive formulas for these permutations, their inverses, the final dealt card, and the dealing order of the first card. We discuss some particular examples of dealing patterns and conclude with an analysis of several existing and novel magic card tricks making use of dealing patterns. Our discussions involve 30 existing sequences in the OEIS, and we introduce 44 new sequences to that database.

math.NT

Standards in the Preparation of Biomedical Research Metadata: A Bridge2AI Perspective

AI-readiness describes the degree to which data may be optimally and ethically used for subsequent AI and Machine Learning (AI/ML) methods, where those methods may involve some combination of model training, data classification, and ethical, explainable prediction. The Bridge2AI consortium has defined the particular criteria a biomedical dataset may possess to render it AI-ready: in brief, a dataset's readiness is related to its FAIRness, provenance, degree of characterization, explainability, sustainability, and computability, in addition to its accompaniment with documentation about ethical data practices. To ensure AI-readiness and to clarify data structure and relationships within Bridge2AI's Grand Challenges (GCs), particular types of metadata are necessary. The GCs within the Bridge2AI initiative include four data-generating projects focusing on generating AI/ML-ready datasets to tackle complex biomedical and behavioral research problems. These projects develop standardized, multimodal data, tools, and training resources to support AI integration, while addressing ethical data practices. Examples include using voice as a biomarker, building interpretable genomic tools, modeling disease trajectories with diverse multimodal data, and mapping cellular and molecular health indicators across the human body. This report assesses the state of metadata creation and standardization in the Bridge2AI GCs, provides guidelines where required, and identifies gaps and areas for improvement across the program. New projects, including those outside the Bridge2AI consortium, would benefit from what we have learned about creating metadata as part of efforts to promote AI readiness.

q-bio.OT

A Nearly Quadratic Improvement for Memory Reallocation

In the Memory Reallocation Problem a set of items of various sizes must be dynamically assigned to non-overlapping contiguous chunks of memory. It is guaranteed that the sum of the sizes of all items present at any time is at most a $(1-\varepsilon)$-fraction of the total size of memory (i.e., the load-factor is at most $1-\varepsilon$). The allocator receives insert and delete requests online, and can re-arrange existing items to handle the requests, but at a reallocation cost defined to be the sum of the sizes of items moved divided by the size of the item being inserted/deleted. The folklore algorithm for Memory Reallocation achieves a cost of $O(\varepsilon^{-1})$ per update. In recent work at FOCS'23, Kuszmaul showed that, in the special case where each item is promised to be smaller than an $\varepsilon^4$-fraction of memory, it is possible to achieve expected update cost $O(\log\varepsilon^{-1})$. Kuszmaul conjectures, however, that for larger items the folklore algorithm is optimal. In this work we disprove Kuszmaul's conjecture, giving an allocator that achieves expected update cost $O(\varepsilon^{-1/2} \operatorname*{polylog} \varepsilon^{-1})$ on any input sequence. We also give the first non-trivial lower bound for the Memory Reallocation Problem: we demonstrate an input sequence on which any resizable allocator (even offline) must incur amortized update cost at least $\Omega(\log\varepsilon^{-1})$. Finally, we analyze the Memory Reallocation Problem on a stochastic sequence of inserts and deletes, with random sizes in $[\delta, 2 \delta]$ for some $\delta$. We show that, in this simplified setting, it is possible to achieve $O(\log\varepsilon^{-1})$ expected update cost, even in the ``large item'' parameter regime ($\delta > \varepsilon^4$).

cs.DS

On Base 3/2 and its Sequences

We discuss properties of integers in base 3/2. We also introduce many new sequences related to base 3/2. Some sequences discuss patterns related to integers in base 3/2. Other sequence are analogues of famous base-10 sequences: we discuss powers of 3 and 2, Look-and-say, and sorted and reverse sorted Fibonaccis. The eventual behavior of sorted and reverse sorted Fibs leads to special Pinocchio and Oihcconip sequences respectively.

math.NT

PRIMES STEP Plays Games

A group of students in 7-9 grades are inventing combinatorial impartial games. The games are played on graphs, piles, and grids. We found winning positions, optimal strategies, and other interesting facts about the games.

math.CO