The directed Physarum dynamics is known to solve positive linear programs: minimize @math subject to @math and @math for a positive cost vector @math . The directed Physarum dynamics evolves a positive vector @math according to the dynamics @math . Here @math is the solution to @math that minimizes the "energy" @math . In this paper, we study the non-uniform directed dynamics @math , where @math is a positive diagonal matrix. The non-uniform dynamics is more complex than the uniform dynamics (with @math being the identity matrix), as it allows each component of @math to react with different speed to the differences between @math and @math . Our contribution is to show that the non-uniform directed dynamics solves positive linear programs.
The paper @cite_11 proposes a mathematical model for the behavior of the slime and argues extensively that the model is adequate. Physarum is modeled as an electrical network with time varying resistors. We have a simple graph @math with two distinguished nodes modeling the food sources. Each edge @math has a positive length @math and a positive capacity @math ; @math is fixed, but @math is a function of time. The resistance @math of @math is @math . In the electrical network defined by these resistances, a current of value 1 is forced from one of the distinguished nodes to the other. For an (arbitrarily oriented) edge @math , let @math be the resulting current over @math . Then, the capacity of @math evolves according to the differential equation where @math is the derivative of @math with respect to time.
@cite_11
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We describe here a mathematical model of the adaptive dynamics of a transport network of the true slime mold Physarum polycephalum, an amoeboid organism that exhibits path-finding behavior in a maze. This organism possesses a network of tubular elements, by means of which nutrients and signals circulate through the plasmodium. When the organism is put in a maze, the network changes its shape to connect two exits by the shortest path. This process of path-finding is attributed to an underlying physiological mechanism: a tube thickens as the flux through it increases. The experimental evidence for this is, however, only qualitative. We constructed a mathematical model of the general form of the tube dynamics. Our model contains a key parameter corresponding to the extent of the feedback regulation between the thickness of a tube and the flux through it. We demonstrate the dependence of the behavior of the model on this parameter. Physarum polycephalum is a unicellular, multinucleate slime mold in the Mycetozoa group that exhibits remarkable capabilities, including the ability to construct efficient networks when foraging food [1]. The Physarum cell grows, as long as nutrition is abundant. When nutrition is limited, Physarum forms a network of interconnected veins; the veins are gel-like tubes in which the cytoplasm flows. It has been experimentally observed that, with two food sources, Physarum's tubular network often retracts to the shortest path between the food sources. Tero, Kobayashi and Nakagaki [2] proposed a model for the dynamics of the Physarum, which in the computer simulations converged to the shortest path on any initial network. We analytically prove that, under this model, the mass of the mold has to eventually converge to the shortest path in the initial network between the two food sources, independently of the structure of the initial network or of the initial mass distribution. This presentation is based on the work in [3,4] and is supported by the Italian Flagship Initiative "InterOmics" (PB.P05). References [1] Toshiyuki Nakagaki, Hiroyasu Yamada, Agota Toth: Maze-solving by an amoeboid organism. Nature 407:470 (2000) [2] Atsushi Tero, Ryo Kobayashi, Toshiyuki Nakagaki: A mathematical model for adaptive transport network in path finding by true slime mold. Journal of Theoretical Biology 244: 553-564 (2007) [3] Vincenzo Bonifaci, Kurt Mehlhorn, Girish Varma: Physarum can compute shortest paths. Journal of Theoretical Biology 309: 121-133 (2012) [4] Vincenzo Bonifaci: Physarum can compute shortest paths: A short proof. Information Processing Letters 113(1-2): 4-7 (2013) This paper explores the complexity of deep feedforward networks with linear pre-synaptic couplings and rectified linear activations. This is a contribution to the growing body of work contrasting the representational power of deep and shallow network architectures. In particular, we offer a framework for comparing deep and shallow models that belong to the family of piecewise linear functions based on computational geometry. We look at a deep rectifier multi-layer perceptron (MLP) with linear outputs units and compare it with a single layer version of the model. In the asymptotic regime, when the number of inputs stays constant, if the shallow model has @math hidden units and @math inputs, then the number of linear regions is @math . For a @math layer model with @math hidden units on each layer it is @math . The number @math grows faster than @math when @math tends to infinity or when @math tends to infinity and @math . Additionally, even when @math is small, if we restrict @math to be @math , we can show that a deep model has considerably more linear regions that a shallow one. We consider this as a first step towards understanding the complexity of these models and specifically towards providing suitable mathematical tools for future analysis. We have proposed a mathematical model for the adaptive dynamics of the transport network in an amoeba-like organism, the true slime mold Physarum polycephalum. The model is based on physiological observations of this species, but can also be used for path-finding in the complicated networks of mazes and road maps. In this paper, we describe the physiological basis and the formulation of the model, as well as the results of simulations of some complicated networks. The path-finding method used by Physarum is a good example of cellular computation. Physarum Polycephalum is a slime mold that apparently is able to solve shortest path problems. A mathematical model has been proposed by biologists to describe the feedback mechanism used by the slime mold to adapt its tubular channels while foraging two food sources s0 and s1. We prove that, under this model, the mass of the mold will eventually converge to the shortest s0-s1 path of the network that the mold lies on, independently of the structure of the network or of the initial mass distribution. This matches the experimental observations by the biologists and can be seen as an example of a "natural algorithm", that is, an algorithm developed by evolution over millions of years. We consider a system of @math servers inter-connected by some underlying graph topology @math . Tasks arrive at the various servers as independent Poisson processes of rate @math . Each incoming task is irrevocably assigned to whichever server has the smallest number of tasks among the one where it appears and its neighbors in @math . Tasks have unit-mean exponential service times and leave the system upon service completion. The above model has been extensively investigated in the case @math is a clique. Since the servers are exchangeable in that case, the queue length process is quite tractable, and it has been proved that for any @math , the fraction of servers with two or more tasks vanishes in the limit as @math . For an arbitrary graph @math , the lack of exchangeability severely complicates the analysis, and the queue length process tends to be worse than for a clique. Accordingly, a graph @math is said to be @math -optimal or @math -optimal when the occupancy process on @math is equivalent to that on a clique on an @math -scale or @math -scale, respectively. We prove that if @math is an Erd o s-R 'enyi random graph with average degree @math , then it is with high probability @math -optimal and @math -optimal if @math and @math as @math , respectively. This demonstrates that optimality can be maintained at @math -scale and @math -scale while reducing the number of connections by nearly a factor @math and @math compared to a clique, provided the topology is suitably random. It is further shown that if @math contains @math bounded-degree nodes, then it cannot be @math -optimal. In addition, we establish that an arbitrary graph @math is @math -optimal when its minimum degree is @math , and may not be @math -optimal even when its minimum degree is @math for any @math . We study properties of multiple random walks on a graph under various assumptions of interaction between the particles. To give precise results, we make the analysis for random regular graphs. The cover time of a random walk on a random @math -regular graph was studied in [C. Cooper and A. Frieze, SIAM J. Discrete Math., 18 (2005), pp. 728-740], where it was shown with high probability (whp) that for @math the cover time is asymptotic to @math , where @math . In this paper we prove the following (whp) results, arising from the study of multiple random walks on a random regular graph @math . For @math independent walks on @math , the cover time @math is asymptotic to @math , where @math is the cover time of a single walk. For most starting positions, the expected number of steps before any of the walks meet is @math . If the walks can communicate when meeting at a vertex, we show that, for most starting positions, the expected time for @math walks to broadcast a single piece of information to each other is asymptotic to @math as @math . We also establish properties of walks where there are two types of particles, predator and prey, or where particles interact when they meet at a vertex by coalescing or by annihilating each other. For example, the expected extinction time of @math explosive particles ( @math even) tends to @math as @math . The case of @math coalescing particles, where one particle is initially located at each vertex, corresponds to a voter model defined as follows: Initially each vertex has a distinct opinion, and at each step each vertex changes its opinion to that of a random neighbor. The expected time for a unique opinion to emerge is the same as the expected time for all the particles to coalesce, which is asymptotic to @math . Combining results from the predator-prey and multiple random walk models allows us to compare expected detection times of all prey in the following scenarios: Both the predator and the prey move randomly, the prey moves randomly and the predators stay fixed, and the predators move randomly and the prey stays fixed. In all cases, with @math predators and @math prey the expected detection time is @math , where @math is the @math th harmonic number. The spread of epidemics and malware is commonly modeled by diffusion processes on networks. Protective interventions such as vaccinations or installing anti-virus software are used to contain their spread. Typically, each node in the network has to decide its own strategy of securing itself, and its benefit depends on which other nodes are secure, making this a natural game-theoretic setting. There has been a lot of work on network security game models, but most of the focus has been either on simplified epidemic models or homogeneous network structure. We develop a new formulation for an epidemic containment game, which relies on the characterization of the SIS model in terms of the spectral radius of the network. We show in this model that pure Nash equilibria (NE) always exist, and can be found by a best response strategy. We analyze the complexity of finding NE, and derive rigorous bounds on their costs and the Price of Anarchy or PoA (the ratio of the cost of the worst NE to the optimum social cost) in general graphs as well as in random graph models. In particular, for arbitrary power-law graphs with exponent β > 2, we show that the PoA is bounded by O(T2(β -1))), where T = γ α is the ratio of the recovery rate to the transmission rate in the SIS model. We prove that this bound is tight up to a constant factor for the Chung-Lu random power-law graph model. We study the characteristics of Nash equilibria empirically in different real communication and infrastructure networks, and find that our analytical results can help explain some of the empirical observations. Many biological systems are composed of unreliable components which self-organize efficiently into systems that can tackle complex problems. One such example is the true slimemold Physarum polycephalum which is an amoeba-like organism that seeks food sources and efficiently distributes nutrients throughout its cell body. The distribution of nutrients is accomplished by a self-assembled resource distribution network of small tubes with varying diameter which can evolve with changing environmental conditions without any global control. In this paper, we use a phenomenological model for the tube evolution in slime mold and map it to a path formation protocol for wireless sensor networks. By selecting certain evolution parameters in the protocol, the network may evolve toward single paths connecting data sources to a data sink. In other parameter regimes, the protocol may evolve toward multiple redundant paths. We present detailed analysis of a small model network. A thorough understanding of the simple network leads to design insights into appropriate parameter selection. We also validate the design via simulation of large-scale realistic wireless sensor networks using the QualNet network simulator. The key to our investigation is an improved (and in a sense sharp) understanding of the survival time of the contact process on star graphs. Using these results, we show that for the contact process on Galton-Watson trees, when the offspring distribution (i) is subexponential the critical value for local survival @math and (ii) when it is geometric( @math ) we have @math , where the @math are much smaller than previous estimates. We also study the critical value @math for "prolonged persistence" on graphs with @math vertices generated by the configuration model. In the case of power law and stretched exponential distributions where it is known @math we give estimates on the rate of convergence. Physicists tell us that @math where @math is the maximum eigenvalue of the adjacency matrix. Our results show that this is not correct. In this paper we consider a fundamental problem in the area of viral marketing, called T ARGET S ET S ELECTION problem. In a a viral marketing setting, social networks are modeled by graphs with potential customers of a new product as vertices and friend relationships as edges, where each vertex @math is assigned a threshold value @math . The thresholds represent the different latent tendencies of customers (vertices) to buy the new product when their friend (neighbors) do. Consider a repetitive process on social network @math where each vertex @math is associated with two states, active and inactive, which indicate whether @math is persuaded into buying the new product. Suppose we are given a target set @math . Initially, all vertices in @math are inactive. At time step 0, we choose all vertices in @math to become active. Then, at every time step @math , all vertices that were active in time step @math remain active, and we activate any vertex @math if at least @math of its neighbors were active at time step @math . The activation process terminates when no more vertices can get activated. We are interested in the following optimization problem, called T ARGET S ET S ELECTION : Finding a target set @math of smallest possible size that activates all vertices of @math . There is an important and well-studied threshold called strict majority threshold, where for every vertex @math in @math we have @math and @math is the degree of @math in @math . In this paper, we consider the T ARGET S ET S ELECTION problem under strict majority thresholds and focus on three popular regular network structures: cycle permutation graphs, generalized Petersen graphs and torus cordalis. Given a discrete random walk on a finite graph @math , the vacant set and vacant net are, respectively, the sets of vertices and edges which remain unvisited by the walk at a given step @math . These sets induce subgraphs of the underlying graph. Let @math be the subgraph of @math induced by the vacant set of the walk at step @math . Similarly, let @math be the subgraph of @math induced by the edges of the vacant net. For random @math -regular graphs @math , it was previously established that for a simple random walk, the graph @math of the vacant set undergoes a phase transition in the sense of the phase transition on Erd os -Renyi graphs @math . Thus, for @math there is an explicit value @math of the walk, such that for @math , @math has a unique giant component, plus components of size @math , whereas for @math all the components of @math are of size @math . We establish the threshold value @math for a phase transition in the graph @math of the vacant net of a simple random walk on a random @math -regular graph. We obtain the corresponding threshold results for the vacant set and vacant net of two modified random walks. These are a non-backtracking random walk, and, for @math even, a random walk which chooses unvisited edges whenever available. This allows a direct comparison of thresholds between simple and modified walks on random @math -regular graphs. The main findings are the following: As @math increases the threshold for the vacant set converges to @math in all three walks. For the vacant net, the threshold converges to @math for both the simple random walk and non-backtracking random walk. When @math is even, the threshold for the vacant net of the unvisited edge process converges to @math , which is also the vertex cover time of the process. This paper investigates a zero-sum game played on a weighted connected graph @math between two players, the tree player and the edge player. At each play, the tree player chooses a spanning tree @math and the edge player chooses an edge @math . The payoff to the edge player is @math , defined as follows: If @math lies in the tree @math then @math ; if @math does not lie in the tree then @math , where @math is the weight of edge @math and @math is the weight of the unique cycle formed when edge @math is added to the tree @math . The main result is that the value of the game on any @math -vertex graph is bounded above by @math . It is conjectured that the value of the game is @math . The game arises in connection with the @math -server problem on a road network; i.e., a metric space that can be represented as a multigraph @math in which each edge @math represents a road of length @math . It is shown that, if the value of the game on @math is @math , then there is a randomized strategy that achieves a competitive ratio of @math against any oblivious adversary. Thus, on any @math -vertex road network, there is a randomized algorithm for the @math -server problem that is @math competitive against oblivious adversaries. At the heart of the analysis of the game is an algorithm that provides an approximate solution for the simple network design problem. Specifically, for any @math -vertex weighted, connected multigraph, the algorithm constructs a spanning tree @math such that the average, over all edges @math , of @math is less than or equal to @math . This result has potential application to the design of communication networks. It also improves substantially known estimates concerning the existence of a sparse basis for the cycle space of a graph. We consider the problem of clustering a graph @math into two communities by observing a subset of the vertex correlations. Specifically, we consider the inverse problem with observed variables @math , where @math is the incidence matrix of a graph @math , @math is the vector of unknown vertex variables (with a uniform prior), and @math is a noise vector with Bernoulli @math i.i.d. entries. All variables and operations are Boolean. This model is motivated by coding, synchronization, and community detection problems. In particular, it corresponds to a stochastic block model or a correlation clustering problem with two communities and censored edges. Without noise, exact recovery (up to global flip) of @math is possible if and only the graph @math is connected, with a sharp threshold at the edge probability @math for Erdős-Renyi random graphs. The first goal of this paper is to determine how the edge probability @math needs to scale to allow exact recovery in the presence of noise. Defining the degree rate of the graph by @math , it is shown that exact recovery is possible if and only if @math . In other words, @math is the information theoretic threshold for exact recovery at low-SNR. In addition, an efficient recovery algorithm based on semidefinite programming is proposed and shown to succeed in the threshold regime up to twice the optimal rate. For a deterministic graph @math , defining the degree rate as @math , where @math is the minimum degree of the graph, it is shown that the proposed method achieves the rate @math , where @math is the spectral gap of the graph @math . In this paper we study the small-world network model of Watts and Strogatz, which mimics some aspects of the structure of networks of social interactions. We argue that there is one non-trivial length-scale in the model, analogous to the correlation length in other systems, which is well-defined in the limit of infinite system size and which diverges continuously as the randomness in the network tends to zero, giving a normal critical point in this limit. This length-scale governs the cross-over from large- to small-world behavior in the model, as well as the number of vertices in a neighborhood of given radius on the network. We derive the value of the single critical exponent controlling behavior in the critical region and the finite size scaling form for the average vertex-vertex distance on the network, and, using series expansion and Pade approximants, find an approximate analytic form for the scaling function. We calculate the effective dimension of small-world graphs and show that this dimension varies as a function of the length-scale on which it is measured, in a manner reminiscent of multifractals. We also study the problem of site percolation on small-world networks as a simple model of disease propagation, and derive an approximate expression for the percolation probability at which a giant component of connected vertices first forms (in epidemiological terms, the point at which an epidemic occurs). The typical cluster radius satisfies the expected finite size scaling form with a cluster size exponent close to that for a random graph. All our analytic results are confirmed by extensive numerical simulations of the model. Appears in Phys. Rev. E 60, 7332-7342 (1999). In this paper we study dynamics inspired by Physarum polycephalum (a slime mold) for solving linear programs [NTY00, IJNT11, JZ12]. These dynamics are arrived at by a local and mechanistic interpretation of the inner workings of the slime mold and a global optimization perspective has been lacking even in the simplest of instances. Our first result is an interpretation of the dynamics as an optimization process. We show that Physarum dynamics can be seen as a steepest-descent type algorithm on a certain Riemannian manifold. Moreover, we prove that the trajectories of Physarum are in fact paths of optimizers to a parametrized family of convex programs, in which the objective is a linear cost function regularized by an entropy barrier. Subsequently, we rigorously establish several important properties of solution curves of Physarum. We prove global existence of such solutions and show that they have limits, being optimal solutions of the underlying LP. Finally, we show that the discretization of the Physarum dynamics is efficient for a class of linear programs, which include unimodular constraint matrices. Thus, together, our results shed some light on how nature might be solving instances of perhaps the most complex problem in P: linear programming. In this paper we study dynamics inspired by Physarum polycephalum (a slime mold) for solving linear programs [NTY00, IJNT11, JZ12]. These dynamics are arrived at by a local and mechanistic interpretation of the inner workings of the slime mold and a global optimization perspective has been lacking even in the simplest of instances. Our first result is an interpretation of the dynamics as an optimization process. We show that Physarum dynamics can be seen as a steepest-descent type algorithm on a certain Riemannian manifold. Moreover, we prove that the trajectories of Physarum are in fact paths of optimizers to a parametrized family of convex programs, in which the objective is a linear cost function regularized by an entropy barrier. Subsequently, we rigorously establish several important properties of solution curves of Physarum. We prove global existence of such solutions and show that they have limits, being optimal solutions of the underlying LP. Finally, we show that the discretization of the Physarum dynamics is efficient for a class of linear programs, which include unimodular constraint matrices. Thus, together, our results shed some light on how nature might be solving instances of perhaps the most complex problem in P: linear programming. Given an undirected graph @math , it is known that its edge-connectivity @math can be computed by solving @math max-flow problems. The best time bounds known for the problem are @math , due to Matula (28th IEEE Symposium on the Foundations of Computer Science, 1987, pp. 249–251) if G is simple, and @math , due to Even and Tarjan (SIAM J. Comput., 4 (1975), pp. 507–518) if G is multiple.An @math time algorithm for computing the edge-connectivity @math of a multigraph @math , where @math is the number of pairs of nodes between which G has an edge, is proposed. This algorithm does not use any max-flow algorithm but consists only of @math times of graph searches and edge contractions. This method is then extended to a capacitated network to compute its minimum cut capacity in @math time. In this paper, we study the question of how efficiently a collection of interconnected nodes can perform a global computation in the widely studied GOSSIP model of communication. In this model, nodes do not know the global topology of the network, and they may only initiate contact with a single neighbor in each round. This model contrasts with the much less restrictive LOCAL model, where a node may simultaneously communicate with all of its neighbors in a single round. A basic question in this setting is how many rounds of communication are required for the information dissemination problem, in which each node has some piece of information and is required to collect all others. In this paper, we give an algorithm that solves the information dissemination problem in at most @math rounds in a network of diameter @math , withno dependence on the conductance. This is at most an additive polylogarithmic factor from the trivial lower bound of @math , which applies even in the LOCAL model. In fact, we prove that something stronger is true: any algorithm that requires @math rounds in the LOCAL model can be simulated in @math rounds in the GOSSIP model. We thus prove that these two models of distributed computation are essentially equivalent. We consider the problem of provably optimal exploration in reinforcement learning for finite horizon MDPs. We show that an optimistic modification to value iteration achieves a regret bound of @math where @math is the time horizon, @math the number of states, @math the number of actions and @math the number of time-steps. This result improves over the best previous known bound @math achieved by the UCRL2 algorithm of , 2010. The key significance of our new results is that when @math and @math , it leads to a regret of @math that matches the established lower bound of @math up to a logarithmic factor. Our analysis contains two key insights. We use careful application of concentration inequalities to the optimal value function as a whole, rather than to the transitions probabilities (to improve scaling in @math ), and we define Bernstein-based "exploration bonuses" that use the empirical variance of the estimated values at the next states (to improve scaling in @math ).