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Brendan Ames

Brendan Ames contributes to research discovery and scholarly infrastructure.

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Published work

4 published item(s)

preprint2026arXiv

Deflation-Free Optimal Scoring

Sparse Optimal Scoring (SOS) reformulates linear discriminant analysis to enable feature selection through elastic net regularization, making it well-suited for high-dimensional settings where the number of features exceeds observations. Most existing SOS methods use deflation-based strategies that compute discriminant vectors sequentially, which can propagate errors and produce suboptimal solutions. We propose a novel approach that estimates all discriminant vectors simultaneously under an explicit global orthogonality constraint, which we call Deflation-Free Sparse Optimal Scoring (DFSOS). DFSOS combines Bregman iteration with orthogonality-constrained optimization, decomposing the problem into tractable subproblems for scoring vectors, discriminant vectors, and orthogonality enforcement. We establish convergence to stationary points of the augmented Lagrangian under mild conditions. Extensive experiments using synthetic data and real-world time series data demonstrate that DFSOS achieves classification accuracy comparable to or better than existing deflation-based methods. These results indicate that deflation-free approaches offer a robust and effective framework for sparse discriminant analysis in high-dimensional problems.

preprint2022arXiv

Proximal Methods for Sparse Optimal Scoring and Discriminant Analysis

Linear discriminant analysis (LDA) is a classical method for dimensionality reduction, where discriminant vectors are sought to project data to a lower dimensional space for optimal separability of classes. Several recent papers have outlined strategies for exploiting sparsity for using LDA with high-dimensional data. However, many lack scalable methods for solution of the underlying optimization problems. We propose three new numerical optimization schemes for solving the sparse optimal scoring formulation of LDA based on block coordinate descent, the proximal gradient method, and the alternating direction method of multipliers. We show that the per-iteration cost of these methods scales linearly in the dimension of the data provided restricted regularization terms are employed, and cubically in the dimension of the data in the worst case. Furthermore, we establish that if our block coordinate descent framework generates convergent subsequences of iterates, then these subsequences converge to the stationary points of the sparse optimal scoring problem. We demonstrate the effectiveness of our new methods with empirical results for classification of Gaussian data and data sets drawn from benchmarking repositories, including time-series and multispectral X-ray data, and provide Matlab and R implementations of our optimization schemes.

preprint2014arXiv

A Leapfrog Strategy for Pursuit-Evasion in a Polygonal Environment

We study pursuit-evasion in a polygonal environment with polygonal obstacles. In this turn based game, an evader $e$ is chased by pursuers $p_1, p_2, ..., p_{\ell}$. The players have full information about the environment and the location of the other players. The pursuers are allowed to coordinate their actions. On the pursuer turn, each $p_i$ can move to any point at distance at most 1 from his current location. On the evader turn, he moves similarly. The pursuers win if some pursuer becomes co-located with the evader in finite time. The evader wins if he can evade capture forever. It is known that one pursuer can capture the evader in any simply-connected polygonal environment, and that three pursuers are always sufficient in any polygonal environment (possibly with polygonal obstacles). We contribute two new results to this field. First, we fully characterize when an environment with a single obstacles is one-pursuer-win or two-pursuer-win. Second, we give sufficient (but not necessary) conditions for an environment to have a winning strategy for two pursuers. Such environments can be swept by a \emph{leapfrog strategy} in which the two cops alternately guard/increase the currently controlled area. The running time of this algorithm is $O(n \cdot h \cdot {diam}(P))$ where $n$ is the number of vertices, $h$ is the number of obstacles and ${diam}(P)$ is the diameter of $P$. More concretely, for an environment with $n$ vertices, we describe an $O(n^2)$ algorithm that (1) determines whether the obstacles are well-separated, and if so, (2) constructs the required partition for a leapfrog strategy.

preprint2014arXiv

Solving ptychography with a convex relaxation

Ptychography is a powerful computational imaging technique that transforms a collection of low-resolution images into a high-resolution sample reconstruction. Unfortunately, algorithms that are currently used to solve this reconstruction problem lack stability, robustness, and theoretical guarantees. Recently, convex optimization algorithms have improved the accuracy and reliability of several related reconstruction efforts. This paper proposes a convex formulation of the ptychography problem. This formulation has no local minima, it can be solved using a wide range of algorithms, it can incorporate appropriate noise models, and it can include multiple a priori constraints. The paper considers a specific algorithm, based on low-rank factorization, whose runtime and memory usage are near-linear in the size of the output image. Experiments demonstrate that this approach offers a 25% lower background variance on average than alternating projections, the current standard algorithm for ptychographic reconstruction.