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  4. The way an object looks and sounds provide complementary reflections of its physical properties. In many settings cues from vision and audition arrive asynchronously but must be integrated, as when we hear an object dropped on the floor and then must find it. In this paper, we introduce a setting in which to study multi-modal object localization in 3D virtual environments. An object is dropped somewhere in a room. An embodied robot agent, equipped with a camera and microphone, must determine what object has been dropped -- and where -- by combining audio and visual signals with knowledge of the underlying physics. To study this problem, we have generated a large-scale dataset -- the Fallen Objects dataset -- that includes 8000 instances of 30 physical object categories in 64 rooms. The dataset uses the ThreeDWorld Platform that can simulate physics-based impact sounds and complex physical interactions between objects in a photorealistic setting. As a first step toward addressing this challenge, we develop a set of embodied agent baselines, based on imitation learning, reinforcement learning, and modular planning, and perform an in-depth analysis of the challenge of this new task. 
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  5. We explore algorithms and limitations for sparse optimization problems such as sparse linear regression and robust linear regression. The goal of the sparse linear regression problem is to identify a small number of key features, while the goal of the robust linear regression problem is to identify a small number of erroneous measurements. Specifically, the sparse linear regression problem seeks a k-sparse vector x ∈ Rd to minimize ‖Ax − b‖2, given an input matrix A ∈ Rn×d and a target vector b ∈ Rn, while the robust linear regression problem seeks a set S that ignores at most k rows and a vector x to minimize ‖(Ax − b)S ‖2. We first show bicriteria, NP-hardness of approximation for robust regression building on the work of [OWZ15] which implies a similar result for sparse regression. We further show fine-grained hardness of robust regression through a reduction from the minimum-weight k-clique conjecture. On the positive side, we give an algorithm for robust regression that achieves arbitrarily accurate additive error and uses runtime that closely matches the lower bound from the fine-grained hardness result, as well as an algorithm for sparse regression with similar runtime. Both our upper and lower bounds rely on a general reduction from robust linear regression to sparse regression that we introduce. Our algorithms, inspired by the 3SUM problem, use approximate nearest neighbor data structures and may be of independent interest for solving sparse optimization problems. For instance, we demonstrate that our techniques can also be used for the well-studied sparse PCA problem. 
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  6. There has been a flurry of recent literature studying streaming algorithms for which the input stream is chosen adaptively by a black-box adversary who observes the output of the streaming algorithm at each time step. However, these algorithms fail when the adversary has access to the internal state of the algorithm, rather than just the output of the algorithm. We study streaming algorithms in the white-box adversarial model, where the stream is chosen adaptively by an adversary who observes the entire internal state of the algorithm at each time step. We show that nontrivial algorithms are still possible. We first give a randomized algorithm for the L1-heavy hitters problem that outperforms the optimal deterministic Misra-Gries algorithm on long streams. If the white-box adversary is computationally bounded, we use cryptographic techniques to reduce the memory of our L1-heavy hitters algorithm even further and to design a number of additional algorithms for graph, string, and linear algebra problems. The existence of such algorithms is surprising, as the streaming algorithm does not even have a secret key in this model, i.e., its state is entirely known to the adversary. One algorithm we design is for estimating the number of distinct elements in a stream with insertions and deletions achieving a multiplicative approximation and sublinear space; such an algorithm is impossible for deterministic algorithms. We also give a general technique that translates any two-player deterministic communication lower bound to a lower bound for randomized algorithms robust to a white-box adversary. In particular, our results show that for all p ≥ 0, there exists a constant Cp > 1 such that any Cp-approximation algorithm for Fp moment estimation in insertion-only streams with a white-box adversary requires Ω(n) space for a universe of size n. Similarly, there is a constant C > 1 such that any C-approximation algorithm in an insertion-only stream for matrix rank requires Ω(n) space with a white-box adversary. These results do not contradict our upper bounds since they assume the adversary has unbounded computational power. Our algorithmic results based on cryptography thus show a separation between computationally bounded and unbounded adversaries. Finally, we prove a lower bound of Ω(log n) bits for the fundamental problem of deterministic approximate counting in a stream of 0’s and 1’s, which holds even if we know how many total stream updates we have seen so far at each point in the stream. Such a lower bound for approximate counting with additional information was previously unknown, and in our context, it shows a separation between multiplayer deterministic maximum communication and the white-box space complexity of a streaming algorithm 
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