Multilinear subspace learningMultilinear subspace learning is an approach for disentangling the causal factor of data formation and performing dimensionality reduction. The Dimensionality reduction can be performed on a data tensor that contains a collection of observations have been vectorized, or observations that are treated as matrices and concatenated into a data tensor. Here are some examples of data tensors whose observations are vectorized or whose observations are matrices concatenated into data tensor s (2D/3D), video sequences (3D/4D), and hyperspectral cubes (3D/4D).
Tensor decompositionIn multilinear algebra, a tensor decomposition is any scheme for expressing a "data tensor" (M-way array) as a sequence of elementary operations acting on other, often simpler tensors. Many tensor decompositions generalize some matrix decompositions. Tensors are generalizations of matrices to higher dimensions (or rather to higher orders, i.e. the higher number of dimensions) and can consequently be treated as multidimensional fields.
Higher-order singular value decompositionIn multilinear algebra, the higher-order singular value decomposition (HOSVD) of a tensor is a specific orthogonal Tucker decomposition. It may be regarded as one type of generalization of the matrix singular value decomposition. It has applications in computer vision, computer graphics, machine learning, scientific computing, and signal processing. Some aspects can be traced as far back as F. L. Hitchcock in 1928, but it was L. R. Tucker who developed for third-order tensors the general Tucker decomposition in the 1960s, further advocated by L.
Graph coloringIn graph theory, graph coloring is a special case of graph labeling; it is an assignment of labels traditionally called "colors" to elements of a graph subject to certain constraints. In its simplest form, it is a way of coloring the vertices of a graph such that no two adjacent vertices are of the same color; this is called a vertex coloring. Similarly, an edge coloring assigns a color to each edge so that no two adjacent edges are of the same color, and a face coloring of a planar graph assigns a color to each face or region so that no two faces that share a boundary have the same color.
Greedy algorithmA greedy algorithm is any algorithm that follows the problem-solving heuristic of making the locally optimal choice at each stage. In many problems, a greedy strategy does not produce an optimal solution, but a greedy heuristic can yield locally optimal solutions that approximate a globally optimal solution in a reasonable amount of time. For example, a greedy strategy for the travelling salesman problem (which is of high computational complexity) is the following heuristic: "At each step of the journey, visit the nearest unvisited city.
Discrete time and continuous timeIn mathematical dynamics, discrete time and continuous time are two alternative frameworks within which variables that evolve over time are modeled. Discrete time views values of variables as occurring at distinct, separate "points in time", or equivalently as being unchanged throughout each non-zero region of time ("time period")—that is, time is viewed as a discrete variable. Thus a non-time variable jumps from one value to another as time moves from one time period to the next.
Filter bankIn signal processing, a filter bank (or filterbank) is an array of bandpass filters that separates the input signal into multiple components, each one carrying a single frequency sub-band of the original signal. One application of a filter bank is a graphic equalizer, which can attenuate the components differently and recombine them into a modified version of the original signal.
Clique problemIn computer science, the clique problem is the computational problem of finding cliques (subsets of vertices, all adjacent to each other, also called complete subgraphs) in a graph. It has several different formulations depending on which cliques, and what information about the cliques, should be found. Common formulations of the clique problem include finding a maximum clique (a clique with the largest possible number of vertices), finding a maximum weight clique in a weighted graph, listing all maximal cliques (cliques that cannot be enlarged), and solving the decision problem of testing whether a graph contains a clique larger than a given size.
Reinforcement learningReinforcement learning (RL) is an area of machine learning concerned with how intelligent agents ought to take actions in an environment in order to maximize the notion of cumulative reward. Reinforcement learning is one of three basic machine learning paradigms, alongside supervised learning and unsupervised learning. Reinforcement learning differs from supervised learning in not needing labelled input/output pairs to be presented, and in not needing sub-optimal actions to be explicitly corrected.
Regularization (mathematics)In mathematics, statistics, finance, computer science, particularly in machine learning and inverse problems, regularization is a process that changes the result answer to be "simpler". It is often used to obtain results for ill-posed problems or to prevent overfitting. Although regularization procedures can be divided in many ways, the following delineation is particularly helpful: Explicit regularization is regularization whenever one explicitly adds a term to the optimization problem.