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A Game-Theoretic Approach to Hypergraph Clustering

机译:博弈论的超图聚类方法

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摘要

Hypergraph clustering refers to the process of extracting maximally coherent groups from a set of objects using high-order (rather than pairwise) similarities. Traditional approaches to this problem are based on the idea of partitioning the input data into a user-defined number of classes, thereby obtaining the clusters as a by-product of the partitioning process. In this paper, we provide a radically different perspective to the problem. In contrast to the classical approach, we attempt to provide a meaningful formalization of the very notion of a cluster and we show that game theory offers an attractive and unexplored perspective that serves well our purpose. Specifically, we show that the hypergraph clustering problem can be naturally cast into a non-cooperative multi-player "clustering game", whereby the notion of a cluster is equivalent to a classical game-theoretic equilibrium concept. From the computational viewpoint, we show that the problem of finding the equilibria of our clustering game is equivalent to locally optimizing a polynomial function over the standard simplex, and we provide a discrete-time dynamics to perform this optimization. Experiments are presented which show the superiority of our approach over state-of-the-art hypergraph clustering techniques.
机译:超图聚类是指使用高阶(而非成对)相似性从一组对象中提取最大一致性组的过程。解决此问题的传统方法基于以下思想:将输入数据划分为用户定义的若干个类,从而获得集群,作为划分过程的副产品。在本文中,我们为问题提供了截然不同的观点。与经典方法相反,我们试图为聚类的概念提供有意义的形式化,并且我们证明了博弈论提供了一种引人入胜且尚未探索的观点,很好地满足了我们的目的。具体来说,我们证明了超图聚类问题可以自然地转化为非合作的多玩家“聚类游戏”,因此聚类的概念等同于经典的博弈论平衡概念。从计算角度来看,我们证明了寻找聚类游戏均衡性的问题等同于在标准单纯形上局部优化多项式函数,并且我们提供了离散时间动力学来执行此优化。实验表明,我们的方法优于最新的超图聚类技术。

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