This paper studies vector space interference alignment for the three-user MIMO interference channel with no time or frequency diversity. The main result is a characterization of the feasibility of interference alignment in the symmetric case where all transmitters have M antennas and all receivers have N antennas. If N >= M and all users desire d transmit dimensions, then alignment is feasible if and only if (2r+1)d = N. It turns out that, just as for the 3-user parallel interference channel BT09 , the length of alignment paths captures the essence of the problem. In fact, for each feasible value of M and N the maximum alignment path length dictates both the converse and achievability arguments. One of the implications of our feasibility criterion is that simply counting equations and comparing to the number of variables does not predict feasibility. Instead, a more careful investigation of the geometry of the alignment problem is required. The necessary condition obtained by counting equations is implied by our new feasibility criterion.
Finally, also independently, @cite_2 very recently posted a paper to the Arxiv containing many similar results. Their converse is information theoretic and, unlike ours, is not limited to linear strategies.
@cite_2
2157510479 2950626207 1872312298 2568433471
We analyze the estimation of information theoretic measures of continuous random variables such as: differential entropy, mutual information or Kullback-Leibler divergence. The objective of this paper is two-fold. First, we prove that the information theoretic measure estimates using the k-nearest-neighbor density estimation with fixed k converge almost surely, even though the k-nearest-neighbor density estimation with fixed k does not converge to its true measure. Second, we show that the information theoretic measure estimates do not converge for k growing linearly with the number of samples. Nevertheless, these nonconvergent estimates can be used for solving the two-sample problem and assessing if two random variables are independent. We show that the two-sample and independence tests based on these nonconvergent estimates compare favorably with the maximum mean discrepancy test and the Hilbert Schmidt independence criterion. Suppose we can sequentially acquire arbitrary linear measurements of an n-dimensional vector x resulting in the linear model y = Ax + z, where z represents measurement noise. If the signal is known to be sparse, one would expect the following folk theorem to be true: choosing an adaptive strategy which cleverly selects the next row of A based on what has been previously observed should do far better than a nonadaptive strategy which sets the rows of A ahead of time, thus not trying to learn anything about the signal in between observations. This paper shows that the folk theorem is false. We prove that the advantages offered by clever adaptive strategies and sophisticated estimation procedures---no matter how intractable---over classical compressed acquisition recovery schemes are, in general, minimal. Information theoretic active learning has been widely studied for probabilistic models. For simple regression an optimal myopic policy is easily tractable. However, for other tasks and with more complex models, such as classication with nonparametric models, the optimal solution is harder to compute. Current approaches make approximations to achieve tractability. We propose an approach that expresses information gain in terms of predictive entropies, and apply this method to the Gaussian Process Classier (GPC). Our approach makes minimal approximations to the full information theoretic objective. Our experimental performance compares favourably to many popular active learning algorithms, and has equal or lower computational complexity. We compare well to decision theoretic approaches also, which are privy to more information and require much more computational time. Secondly, by developing further a reformulation of binary preference learning to a classication problem, we extend our algorithm to Gaussian Process preference learning. A recent body of experimental literature has studied empirical game-theoretical analysis, in which we have partial knowledge of a game, consisting of observations of a subset of the pure-strategy profiles and their associated payoffs to players. The aim is to find an exact or approximate Nash equilibrium of the game, based on these observations. It is usually assumed that the strategy profiles may be chosen in an on-line manner by the algorithm. We study a corresponding computational learning model, and the query complexity of learning equilibria for various classes of games. We give basic results for exact equilibria of bimatrix and graphical games. We then study the query complexity of approximate equilibria in bimatrix games. Finally, we study the query complexity of exact equilibria in symmetric network congestion games. For directed acyclic networks, we can learn the cost functions (and hence compute an equilibrium) while querying just a small fraction of pure-strategy profiles. For the special case of parallel links, we have the stronger result that an equilibrium can be identified while only learning a small fraction of the cost values.