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Prashant Gokhale

Publications and source records attributed to Prashant Gokhale.

6 recordsLinked to original sources

Dynamic estimation of slowly varying sequences

We consider the problem of sequentially approximating functions of each element in a slowly-varying sequence, i.e. one where the magnitude $\alpha_i$ of the difference between the elements at positions $i$ and $i-1$ is small. Recent work on implicit trace estimation shows that when $\alpha_t$ is small, reusing queries to past sequence elements can reduce the overall cost [Dharangutte \& Musco, NeurIPS~2021; Woodruff et al., NeurIPS~2022]. We introduce a framework generalizing this to a variety of linear and nonlinear functions on diverse vector spaces, obtaining novel sequential estimation results for matrix powers, spectral densities, Monte Carlo integration, and a boundary value problem from partial differential equations~(PDEs). Furthermore, we develop a novel algorithm for use with this framework that locally scales the estimation budget with $\alpha_t$, obtaining sharper path-length-style variation bounds of form $\mathcal O(\sum_{i=1}^m\alpha_i)$ on the cost of estimating a sequence of length $m$. This improves upon the previous implicit trace estimation bound of $\mathcal O(m\cdot\max_i\alpha_i)$ [Dharangutte \& Musco, NeurIPS~2021], which is achieved by fixing the query budget using the worst-case $\alpha_i$ and is thus inefficient for stable sequences with rare bursts. Lastly, while all past work assumes a known bound on $\alpha_i$, we show in certain cases how the changes can be estimated on-the-fly with (nearly) no added cost. In summary, our framework makes the sequential approximation toolkit general-purpose and adaptive while improving upon state-of-the-art-guarantees for dynamic trace estimation.

cs.LG

Compact Geometric Representations of Hierarchies

Computing geometric representations of data is a cornerstone of modern machine learning, typically achieved by training dual encoders which map queries and documents into a shared embedding space. Recent work of You et al. [NeurIPS '25] has extended this approach to hierarchical retrieval, where relevance is determined by the ancestor-descendant relationships in a Directed Acyclic Graph (DAG). While previous work has shown that valid embeddings exist when the number of descendants is small, these bounds degrade significantly for deep hierarchies, requiring dimensions as large as the total number of nodes. In this paper, we investigate compact reachability embeddings for more general graph classes and provide theoretical guarantees for representing hierarchies using embeddings whose dimension depends on structural graph parameters. We prove that for any directed tree, there exists a reachability embedding in constant dimension 3, independent of the tree's size or depth. We generalize this result to graphs characterized by treewidth $t$, constructing embeddings of dimension $O(t \log n)$, where $n$ is the number of nodes. Complementing these upper bounds, we provide matching or near-matching lower bounds, showing that dimension $\Omega(n)$ is necessary for general DAGs and $\Omega(t/\log(n/t))$ is required for graphs of treewidth $t$. We also obtain upper and lower bounds parameterized by the number of cross-edges in the DAG. We additionally show that our embeddings can be constructed on real world datasets, and that they give much smaller dimensions in high recall regimes compared to prior embeddings with theoretical guarantees.

stat.ML

Adversarially Robust Approximate Furthest Neighbor

We work in the adaptive query model, where one is given a point set $P \subset \mathbb{R}^d$ and seeks to construct a data structure that can answer correctly and efficiently a sequence of adaptive queries. In this model, an adversary observes the answers returned by the data structure to previous queries $q_1, \ldots, q_{i-1}$ and, based on this information, chooses the next query point $q_i$. This setting captures strong forms of adaptivity that naturally arise in modern machine learning pipelines, and rules out many classical randomized techniques that assume oblivious queries. Our focus is the problem of furthest neighbor search in this adaptive setting, a fundamental problem in several learning tasks, including diversity maximization, outlier and anomaly detection, adversarial example generation, and more. We present the first adversarially robust data structure for $c$-approximate furthest neighbor queries that achieves query time $\tilde{O}( \min( d n^{1/c^2}, n^{2/c^2} + d))$. This matches the $n$ dependency in the query time of the seminal result by Indyk~[SODA'03] for $c$-approximate furthest neighbor in the oblivious setting, and improves upon the $\tilde{O}(n + d)$ query time achieved via the adaptive distance estimation framework of Cherapanamjeri and Nelson~[NeurIPS'20] for a wide range of natural parameters. To complement this result, we present an adversarial attack against oblivious approximate furthest neighbor algorithms. Specifically, we show that the data structure from the algorithm by Indyk fails to maintain its guarantees against adaptive queries.

cs.DS

Using Ray-shooting Queries for Sublinear Algorithms for Dominating Sets in RDV Graphs

In this paper, we study the dominating set problem in \emph{RDV graphs}, a graph class that lies between interval graphs and chordal graphs and is defined as the \textbf{v}ertex-intersection graphs of \textbf{d}ownward paths in a \textbf{r}ooted tree. It was shown in a previous paper that adjacency queries in an RDV graph can be reduced to the question whether a horizontal segment intersects a vertical segment. This was then used to find a maximum matching in an $n$-vertex RDV graph, using priority search trees, in $O(n\log n)$ time, i.e., without even looking at all edges. In this paper, we show that if additionally we also use a ray shooting data structure, we can also find a minimum dominating set in an RDV graph $O(n\log n)$ time (presuming a linear-sized representation of the graph is given). The same idea can also be used for a new proof to find a minimum dominating set in an interval graph in $O(n)$ time.

cs.DS

Finding maximum matchings in RDV graphs efficiently

In this paper, we study the maximum matching problem in RDV graphs, i.e., graphs that are vertex-intersection graphs of downward paths in a rooted tree. We show that this problem can be reduced to a problem of testing (repeatedly) whether a vertical segment intersects one of a dynamically changing set of horizontal segments, which in turn reduces to an orthogonal ray shooting query. Using a suitable data structure, we can therefore find a maximum matching in $O(n\log n)$ time (presuming a linear-sized representation of the graph is given), i.e., without even looking at all edges.

cs.CG

Improved and Generalized Algorithms for Burning a Planar Point Set

Given a set $P$ of points in the plane, a point burning process is a discrete time process to burn all the points of $P$ where fires must be initiated at the given points. Specifically, the point burning process starts with a single burnt point from $P$, and at each subsequent step, burns all the points in the plane that are within one unit distance from the currently burnt points, as well as one other unburnt point of $P$ (if exists). The point burning number of $P$ is the smallest number of steps required to burn all the points of $P$. If we allow the fire to be initiated anywhere, then the burning process is called an anywhere burning process, and the corresponding burning number is called anywhere burning number. Computing the point and anywhere burning number is known to be NP-hard. In this paper we show that both these problems admit PTAS in one dimension. We then show that in two dimensions, point burning and anywhere burning are $(1.96296+\varepsilon)$ and $(1.92188+\varepsilon)$ approximable, respectively, for every $\varepsilon>0$, which improves the previously known $(2+\varepsilon)$ factor for these problems. We also observe that a known result on set cover problem can be leveraged to obtain a 2-approximation for burning the maximum number of points in a given number of steps. We show how the results generalize if we allow the points to have different fire spreading rates. Finally, we prove that even if the burning sources are given as input, finding a point burning sequence itself is NP-hard.

cs.CG