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Selena Ge

Publications and source records attributed to Selena Ge.

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Ada-Diffuser: Latent-Aware Adaptive Diffusion for Decision-Making

Recent work has framed decision-making as a sequence modeling problem using generative models such as diffusion models. Although promising, these approaches often overlook latent factors that exhibit evolving dynamics, elements that are fundamental to environment transitions, reward structures, and high-level agent behavior. Explicitly modeling these hidden processes is essential for both precise dynamics modeling and effective decision-making. In this paper, we propose a unified framework that explicitly incorporates latent dynamic inference into generative decision-making from minimal yet sufficient observations. We theoretically show that under mild conditions, the latent process can be identified from small temporal blocks of observations. Building on this insight, we introduce Ada-Diffuser, a causal diffusion model that learns the temporal structure of observed interactions and the underlying latent dynamics simultaneously, and furthermore, leverages them for planning and control. With a modular design, Ada-Diffuser supports both planning and policy learning tasks, enabling adaptation to latent variations in dynamics, rewards, and latent actions. Experiments on simulated control and robotic benchmarks demonstrate its effectiveness in accurate latent inference and adaptive policy learning.

cs.LG

Mathematics of Gozinta Boxes

We study the geometric aspects of the magic trick called Gozinta Boxes. We generalize Gozinta Boxes to other dimensions, and we show that in three and higher dimensions, the maximum number of boxes is 3, and in two dimensions, the maximum is 4. We discuss other properties of Gozinta Boxes and provide a plethora of examples.

math.GM

Chip-Firing on Infinite $k$-ary Trees

We use an infinite $k$-ary tree with a self-loop at the root as our underlying graph. We consider a chip-firing process starting with $N$ chips at the root. We describe the stable configurations. We calculate the number of fires for each vertex and the total number of fires. We study a sequence of the number of root fires for a given $k$ as a function of $N$ and study its properties. We do the same for the total number of fires.

math.CO

Fibonacci Partial Sums Tricks

The following magic trick is at the center of this paper. While the audience writes the first ten terms of a Fibonacci-like sequence (the sequence following the same recursion as the Fibonacci sequence), the magician calculates the sum of these ten terms very fast by multiplying the 7th term by 11. This trick is based on the divisibility properties of partial sums of Fibonacci-like sequences. We find the maximum Fibonacci number that divides the sum of the Fibonacci numbers 1 through $n$. We discuss the generalization of the trick for other second-order recurrences. We show that a similar trick exists for Pell-like sequences and does not exist for Jacobhstal-like sequences.

math.HO

Fibonometry and Beyond

In 2013, Conway and Ryba wrote a fascinating paper called Fibonometry. The paper, as one might guess, is about the connection between Fibonacci numbers and trigonometry. We were fascinated by this paper and looked at how we could generalize it. We discovered that we weren't the first. In this paper, we describe our journey and summarize the results.

math.HO

Maximum Number of Quads

We study the maximum number of quads among $\ell$ cards from an EvenQuads deck of size $2^n$. This corresponds to enumerating quadruples of integers in the range $[0,\ell-1]$ such that their bitwise XOR is zero. In this paper, we conjecture a formula that calculates the maximum number of quads among $\ell$ cards.

math.CO

EvenQuads Game and Error-Correcting Codes

EvenQuads is a new card game that is a generalization of the SET game, where each card is characterized by three attributes, each taking four possible values. Four cards form a quad when, for each attribute, the values are the same, all different, or half and half. Given $\ell$ cards from the deck of EvenQuads, we can build an error-correcting linear binary code of length $\ell$ and Hamming distance 4. The quads correspond to codewords of weight 4. Error-correcting codes help us calculate the possible number of quads when given up to 8 cards. We also estimate the number of cards that do not contain quads for decks of different sizes. In addition, we discuss properties of error-correcting codes built on semimagic, magic, and strongly magic quad squares.

math.CO

Quad Squares

We study 4-by-4 squares formed by cards from the EvenQuads deck. EvenQuads is a card game with 64 cards where cards have 3 attributes with 4 values in each attribute. A quad is four cards with all attributes the same, all different, or half and half. We define Latin quad squares as squares where the cards in each row and column have different values for each attribute. We define semimagic quad squares as squares where each row and column form a quad. For magic quad squares, we add a requirement that the diagonals have to form a quad. We also define strongly magic quad squares. We analyze types of semimagic and strongly magic quad squares. We also calculate the number of semimagic, magic, and strongly magic quad squares for quad decks of any size. These squares can be described in terms of integers. Four integers form a quad when their bitwise XOR is zero.

math.HO

Card Games Unveiled: Exploring the Underlying Linear Algebra

We discuss four famous card games that can help learn linear algebra. The games are: SET, Socks, Spot it!, and EvenQuads. We describe the game in the language of vector, affine, and projective spaces. We also show how these games are connected to each other. A separate section is devoted to playing Socks with the EvenQuads deck and vice versa.

math.HO