PRLGSTSep 26, 2018

Learning random points from geometric graphs or orderings

arXiv:1809.09879v29 citations
AI Analysis

This addresses a theoretical problem in computational geometry and graph theory, offering incremental improvements in embedding reconstruction from limited information.

The paper tackles the problem of reconstructing hidden point embeddings from either random geometric graphs or distance orderings, showing that with high probability, polynomial-time algorithms can achieve displacement errors of about r for graphs and O(√log n) for orderings, where r scales with n.

Suppose that there is a family of $n$ random points $X_v$ for $v \in V$, independently and uniformly distributed in the square $\left[-\sqrt{n}/2,\sqrt{n}/2\right]^2$ of area $n$. We do not see these points, but learn about them in one of the following two ways. Suppose first that we are given the corresponding random geometric graph $G$, where distinct vertices $u$ and $v$ are adjacent when the Euclidean distance $d_E(X_u,X_v)$ is at most $r$. If the threshold distance $r$ satisfies $n^{3/14} \ll r \ll n^{1/2}$, then the following holds with high probability. Given the graph $G$ (without any geometric information), in polynomial time we can approximately reconstruct the hidden embedding, in the sense that, `up to symmetries', for each vertex $v$ we find a point within distance about $r$ of $X_v$; that is, we find an embedding with `displacement' at most about $r$. Now suppose that, instead of being given the graph $G$, we are given, for each vertex $v$, the ordering of the other vertices by increasing Euclidean distance from $v$. Then, with high probability, in polynomial time we can find an embedding with the much smaller displacement error $O(\sqrt{\log n})$.

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