Researcher profile

Daniel Beaglehole

Daniel Beaglehole contributes to research discovery and scholarly infrastructure.

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Published work

3 published item(s)

preprint2026arXiv

The Weight Gram Matrix Captures Sequential Feature Linearization in Deep Networks

Understanding how deep neural networks learn representations remains a central challenge in machine learning theory. In this work, we propose a feature-centric framework for analyzing neural network training by relating weight updates to feature evolution. We introduce a simple identity, the Feature Learning Equation, which identifies the weight Gram matrix as the key object capturing feature dynamics. This enables us to interpret gradient descent as implicitly inducing a hypothetical evolution of features, whose covariance structure - termed the Virtual Covariance - characterizes how representations evolve during training. Building on this perspective, we introduce Target Linearity, a measure quantifying the linear alignment between features and targets. By analyzing the training and layer-wise dynamics, we show that deep networks learn to sequentially transform representations toward target-linear structure. This linearization perspective provides a unified interpretation of several empirical phenomena, including Neural Collapse and linear interpolation in generative models.

preprint2022arXiv

Learning to Hash Robustly, Guaranteed

The indexing algorithms for the high-dimensional nearest neighbor search (NNS) with the best worst-case guarantees are based on the randomized Locality Sensitive Hashing (LSH), and its derivatives. In practice, many heuristic approaches exist to "learn" the best indexing method in order to speed-up NNS, crucially adapting to the structure of the given dataset. Oftentimes, these heuristics outperform the LSH-based algorithms on real datasets, but, almost always, come at the cost of losing the guarantees of either correctness or robust performance on adversarial queries, or apply to datasets with an assumed extra structure/model. In this paper, we design an NNS algorithm for the Hamming space that has worst-case guarantees essentially matching that of theoretical algorithms, while optimizing the hashing to the structure of the dataset (think instance-optimal algorithms) for performance on the minimum-performing query. We evaluate the algorithm's ability to optimize for a given dataset both theoretically and practically. On the theoretical side, we exhibit a natural setting (dataset model) where our algorithm is much better than the standard theoretical one. On the practical side, we run experiments that show that our algorithm has a 1.8x and 2.1x better recall on the worst-performing queries to the MNIST and ImageNet datasets.

preprint2022arXiv

Sampling Equilibria: Fast No-Regret Learning in Structured Games

Learning and equilibrium computation in games are fundamental problems across computer science and economics, with applications ranging from politics to machine learning. Much of the work in this area revolves around a simple algorithm termed \emph{randomized weighted majority} (RWM), also known as "Hedge" or "Multiplicative Weights Update," which is well known to achieve statistically optimal rates in adversarial settings (Littlestone and Warmuth '94, Freund and Schapire '99). Unfortunately, RWM comes with an inherent computational barrier: it requires maintaining and sampling from a distribution over all possible actions. In typical settings of interest the action space is exponentially large, seemingly rendering RWM useless in practice. In this work, we refute this notion for a broad variety of \emph{structured} games, showing it is possible to efficiently (approximately) sample the action space in RWM in \emph{polylogarithmic} time. This gives the first efficient no-regret algorithms for problems such as the \emph{(discrete) Colonel Blotto game}, \emph{matroid congestion}, \emph{matroid security}, and basic \emph{dueling games}. As an immediate corollary, we give a polylogarithmic time meta-algorithm to compute approximate Nash Equilibria for these games that is exponentially faster than prior methods in several important settings. Further, our algorithm is the first to efficiently compute equilibria for more involved variants of these games with general sums, more than two players, and, for Colonel Blotto, multiple resource types.